GM Harker's PFS Season 4 Campaign

Game Master Justin L. Warren

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Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

As the archon finishes its report Vailis gets confused "I have no clue what is going on. I do think we have to break in inside and try to discover what is going on"

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

The pseudo-rogue sighs, "I was kinda hoping we could let them kill themselves off, but you're right we need to get in there. Some innocent hostages could get hurt if we wait. Let's go." You do, however, notice him stealing a glance at Quiella, perhaps hoping to tell if he's chosen right. Clearly he still carries the weight of their last adventure heavy on his shoulders.

Dark Archive

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

Heccan sighs. "The Aspis. Of course they are here to complicate matters. Personally, I think we should leave the viper to his fate but I am certain there are those among us" Heccan steals a glance at Quiella "who will insist on saving the fool from his own greed. If that is the case, let's be on with it."

The sorcerer turns and looks at the Archon in the distance. He speaks in hushed tones as he draws on a small amount of his arcane reserve. "How many foes so you spy, hound of heaven."

Heccan will cast message cantrip to communicate with the hound archon.


Gamemaster | CC Map | S4 Map

Unable to allow further suffering, the archon barges into the north room with the group following him.

What grand purpose this huge chamber once served is lost to time. Now it is the common room and kitchen for the hill giants of the Storval Stairs. The ceiling of this central chamber rises fully fifty feet to a cathedral ceiling, and balconies on either side open out from second story rooms. The once grand carvings decorating the walls are blackened with thick layers of soot, and the worked stone tiles of the floor are chipped and covered in piles of trash. A large stewpot hangs over a cooking fire in the southern end of the chamber, simmering with an unknown liquid filled with bits of meat of dubious provenance floating on the surface.

Standing around the pot are three hill giants and a human who is bound hand and foot. As you enter, one of the giants toss the human into the stewpot. Distracted by their sick game, the giants don't seem to have noticed your group approach.

PC Initiative
Heccan's Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Melufiuos' Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Quiella's Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Vailis' Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Valik's Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Vanzetti Initiative: 1d20 ⇒ 5

GM Screen:

Hill Giant Init: 1d20 - 1 ⇒ (11) - 1 = 10

Initiative (Surprise Round)
Valik <= Up
Vailis/Archon <= Up
Quiella <= Up
Melufious <= Up
Heccan <= Up
3 Giants
Vanzetti <= Up
Bound Guy in a pot

Everyone is up for the Surprise Round! (1 Move or 1 Standard Action only)

Liberty's Edge

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CG male Emberkin Aasimar Sorcerer 9
Spoiler:
|AC 12, T 12, FF 12|HP: 47/47|F +5, R +4, W +6 (+7 vs MA, +2 vs divine/Fire/NE/death/ED/Necr/Evil)|Init 0, Perc -1|CMB +3, CMD 13|10/10 Sacrifice, 1/1 Pyrotechnics, 1/1 GH, 1/1 Rally, 1/1 Rova, 1/1 Liberate, 1/1 Orator

Flecks of rich green dust and scattered beads of what appears to be honey form on his mask as, on a devious little whim, The Amazing Vanzetti tries something else he never has before:

As soon as one of the giants so much as blinks, the lip of their cauldron erupts into a literal one, a huge, frowning maw that begins making distressed choking and retching noises (which may sound suspiciously like a 'word salad' of various words in coarse Hallit, gutteral Kelish, shrill Abyssal, and alien Protean, all selected just for their grotesque combination of sounds), as though it REALLY doesn't like having the new ingredient in it!

I'm guessing this is not the sort of cauldron that can/will make a saving throw, and nobody else does, but in case it does, I replicate a bit of alchemical silver to make the DC 20.

Grand Lodge

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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

A few seconds after the cauldron begins to complain about its contents, it shatters into a number of pieces, spilling the contents of the cauldron over the giants. (it really didn't like the last thing they put in it)

Mel casts shatter on the cauldron

If he has to drop his wand of immolation to insure a successful cast, then he will.

STATUS:

HitPoints: 54/54
AC/T/F: 25/16/21 (includes Ablative Barrier (+2 armor bonus), shield spell (+4 shield bonus))
Speed: 30
Equipped Weapon: Rapier & wand of immolation
Active Effects: Ablative Barrier, shield
Light: Ioun Torch

--------------------
PREPARED SPELLS
--------------------
Level 0 (DC13): Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic
Level 1 (DC14): Burning Hands, Chill Touch, Magic Missile, Shocking Grasp, Vanish (5 rounds)
Level 2 (DC15): Ablative Barrier (7hrs), Bladed Dash, Mirror Image(7min), Shatter
Level 3 (DC16): Force Punch, Daylight (70min)

--------------------
TRACKED RESOURCES
--------------------
Arrows: 25/25
Arcane Pool: 7/7 charges remaining today
Wand of True Strike: 37/37
Wand of Shield: 7/8
Wand of Cure Light Wounds: 39/39
Wand of Spontaneous Immolation: 14/14
Sunrod: 1/1
Perl of Power: 0/1 uses remaining today
Spell Storing (rapier): shocking grasp
Ring of Counterspells : feeblemind
Empowered Magic: 1/1 uses remaining today
Daredevil Softpaws: 10/10 rounds of stupidity today
Ablative Barrier: 50/50 pts of lethal->nonlethal conversion

Dark Archive

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

Heccan smirks as his fellow agents unleash their magical abilities. "Quite impressive gents, but let us see how these foul behemoth's enjoy a little, dare I say it, chaos!"

Heccan grits his teeth and summons his dark innate abilities, throwing his hands before him and spreading his fingers allowing wisps of cloudy arcane energy seep into the room. The energy floats until it hangs over the gathered giants, dissipating into the air.

Heccan takes a standard action to cast confusion (DC 22 Will negates). The burst should encompass all the giants.

Confusion:

School enchantment (compulsion) [mind-affecting]; Level bard 3, bloodrager 4, sorcerer/wizard 4, witch 4; Domain madness 4, trickery 4; Subdomain entropy 5, lust 4, whimsy 4

CASTING

Casting Time 1 standard action
Components V, S, M/DF (three nutshells)

EFFECT

Range medium (100 ft. + 10 ft./level)
Targets all creatures in a 15-ft.-radius burst
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject’s turn each round to see what it does in that round.

Table: Confusion Effects
d% Behavior
01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject’s self)
A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

Using the surprise round to cast shield on himself from the wand, the summoner gets then into initiative with the others before the giants.

"Genius!" exclaims Vailis as the pot shatters into pieces.

The half-elf tries to retain the hound archon from attacking.
Please, feel free to play the archon yourself GM if you think it should act in some specific way due to its nature

Hoping Heccan's confusion may add to the gamble Vailis attempts to just rouse the giants "Well, it really seems that cauldron did not want that kind of spices. Did you hear it talk? Where did you get the man from?"
Bluff: 1d20 + 7 ⇒ (10) + 7 = 17

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, stays put while covering up. He awaits the giants to come closer.

total defense, AC 34. Negate first hit on me + counter with punch of my own


Gamemaster | CC Map | S4 Map

Vanzetti casts a spell and the human-sized pot begins to emit a number of sounds from a variety of languages.

Melufiuos also casts a spell and the pot cracks in half, letting out a lot of water and a half-dead human.

Heccan casts a Confusion spell which seems to have affected everyone in the spell area.

Vailis uses his wand of Shield on himself, while holding the archon back from attacking. He then attempts a bluff, but the giants don't seem to understand him.

Valik places himself in a position to counter attacks against him.

GM Screen:

Giant Red Will: 1d20 + 3 ⇒ (2) + 3 = 5
Giant Blue Will: 1d20 + 3 ⇒ (14) + 3 = 17
Giant Green Will: 1d20 + 3 ⇒ (17) + 3 = 20
Human Will: 1d20 ⇒ 10

Quiella is up for a surprise round action

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.

sorry for the delay. Been really struggling to keep up lately.

Quiella pops her own wand of shield.
wand of shield, UMD: 1d20 + 18 ⇒ (20) + 18 = 38

I also marked off a channel energy charge from the giant


Gamemaster | CC Map | S4 Map

Quiella increases her magical protection with the help of a wand.

Initiative (Round 2)
Valik <= Up
Vailis/Archon [V: Life link with Quiella]<= Up
Quiella <= Up
Melufious [Life link with Quiella] <= Up
Heccan [Life link with Quiella]<= Up
3 Giants
Vanzetti [Life link with Quiella]
Bound Guy

Everyone but Vanzetti is up!

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

"Tsk! It seems they will not collaborate..." Vailis then moves to have a clear line and makes some conjuration to cast acid splash on green.
Acid splash (touch): 1d20 + 8 ⇒ (6) + 8 = 14
Acid damage: 1d3 ⇒ 1

"Now, you can attack archon" the half-elf let's the archon go and it attacks the red one with his greatsword and all his augmented strength.
mwk greatsword-Power attack: 1d20 + 11 ⇒ (17) + 11 = 28
Good/Lawful/Slashing damage+Power Attack: 2d6 + 6 + 6 ⇒ (3, 1) + 6 + 6 = 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

Overly pleased with himself for shattering the pot, he pushes away the haunting memory of the last time he successfully shattered something in combat. He's been dying to use that wand of spontaneous immolation, so instead of doing something rogue or magus-like, he instead picks up the wand that he dropped to cast shatter, "Out of the frying pan", and fires it at the blue giant.

[dice=Wand of Spontaneous Immolation (DC13?)]3d6[/dice]

STATUS:

HitPoints: 54/54
AC/T/F: 25/16/21 (includes Ablative Barrier (+2 armor bonus), shield spell (+4 shield bonus))
Speed: 30
Equipped Weapon: Rapier & wand of immolation
Active Effects: Ablative Barrier, shield
Light: Ioun Torch

--------------------
PREPARED SPELLS
--------------------
Level 0 (DC13): Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic
Level 1 (DC14): Burning Hands, Chill Touch, Magic Missile, Shocking Grasp, Vanish (5 rounds)
Level 2 (DC15): Ablative Barrier (7hrs), Bladed Dash, Mirror Image(7min), Shatter
Level 3 (DC16): Force Punch, Daylight (70min)

--------------------
TRACKED RESOURCES
--------------------
Arrows: 25/25
Arcane Pool: 7/7 charges remaining today
Wand of True Strike: 37/37
Wand of Shield: 7/8
Wand of Cure Light Wounds: 39/39
Wand of Spontaneous Immolation: 13/14
Sunrod: 1/1
Perl of Power: 0/1 uses remaining today
Spell Storing (rapier): shocking grasp
Ring of Counterspells : feeblemind
Empowered Magic: 1/1 uses remaining today
Daredevil Softpaws: 10/10 rounds of stupidity today
Ablative Barrier: 50/50 pts of lethal->nonlethal conversion


Gamemaster | CC Map | S4 Map

Vailis tosses some acid on the green giant, while the archon advances and strikes the red giant with his sword.

Melufiuos uses a wand to encase the blue giant in fire for a moment, but it does not catch on fire.

GM Screen:

Fort Save: 1d20 + 11 ⇒ (19) + 11 = 30

Valik, Quiella, Heccan.

Dark Archive

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

Heccan smirks and waist to see how his spell effects the giants.

Heccan will delay his action until he can see what effects the confusion spell has on the three biggins'


Gamemaster | CC Map | S4 Map

I'll give Valik and Quiella a short bit longer before botting them.

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 forward, but waits to see how the spell from Heccan affects the giants. He covers up as best as he can.

total defense for ac 38, and if I get “hit” I retaliate with a attack of my own

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 will post tonight

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 charges into the midst of the giants and strikes at the one in the back with her sword.

AC is 35; or 33 this round after the charge

greatsword, attack, power attack, charge: 1d20 + 13 - 2 + 2 ⇒ (12) + 13 - 2 + 2 = 25 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (6) + 7 + 6 = 19


Gamemaster | CC Map | S4 Map

While Valik places himself into a defensive posture, Quiella charges up to the blue giant and hits it with her greatsword.

The bound human lays on the ground and babbles incoherently.

All three giants are confused and were attacked, so they will attack the ones that attacked them.

The red giant attacks the Hound Archon and hits him with its greatclub. The Archon takes 19 damage.

The blue giant attempts to strike Quiella, but its attack misses.

The green giant moves into position to attack Vailis. This provokes from Quiella and Valik. If either hits, then that will deflect the giant's attack against that PC. It rolled a 21 to hit. If neither hits, the 21 will strike Vailis for 22 damage.

Since he delayed Heccan can take two actions, one that happens before the giants as he realizes all three are confused, the other after the giants act.

GM Screen:

Red Attack on Archon: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 2d8 + 10 ⇒ (6, 3) + 10 = 19

Blue Attack on Quiella: 1d20 + 13 ⇒ (16) + 13 = 29

Green Attack on Vailis: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 2d8 + 10 ⇒ (8, 4) + 10 = 22

Initiative (Rounds 2-3)
Valik <= Up
Vailis/Archon [V: Life link with Quiella; A: 19 Damage] <= Up
Quiella <= Up
Melufious [Life link with Quiella] <= Up
Heccan [Life link with Quiella]<= Up
3 Giants
Vanzetti [Life link with Quiella] <= Up

Everyone is up!

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

@Harker Did you apply the archon's DR 10/evil?

Vailis reels back with a single step when he sees the club, either too close, or really striking his ribs. "They are strong those ones!" from his new position he casts grease creating a coat of slippery substance below the feet of blue and red.
Ref 19

Meanwhile, the augmented hound archon keeps its fight toe to toe with red.
mwk greatsword: 1d20 + 11 ⇒ (16) + 11 = 27
Slashing/Lawful/Good damage: 2d6 + 6 ⇒ (6, 3) + 6 = 15

mwk greatsword: 1d20 + 6 ⇒ (12) + 6 = 18
Slashing/Lawful/Good damage: 2d6 + 6 ⇒ (3, 1) + 6 = 10

Bite: 1d20 + 5 ⇒ (14) + 5 = 19
B/S/P/Lawful/Good damage: 1d8 + 4 ⇒ (1) + 4 = 5

Vailis: HP 45 or 67/67
Archon: HP 42/51; DR 10/evil; circle vs evil 10', aura of menace (Will DC 16)


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Gamemaster | CC Map | S4 Map

Vailis, I forgot about the DR in my haste to get the post out, so the Archon only took 9 damage.

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

I went total defense, do I couldn’t AOO if I wanted at the time

Liberty's Edge

CG male Emberkin Aasimar Sorcerer 9
Spoiler:
|AC 12, T 12, FF 12|HP: 47/47|F +5, R +4, W +6 (+7 vs MA, +2 vs divine/Fire/NE/death/ED/Necr/Evil)|Init 0, Perc -1|CMB +3, CMD 13|10/10 Sacrifice, 1/1 Pyrotechnics, 1/1 GH, 1/1 Rally, 1/1 Rova, 1/1 Liberate, 1/1 Orator

Sparks, smoke, and embers again begin sporadically leaping from V's form, and another ethereal dragon bursts out and explodes in the nearest giant's face!

[dice=snapdragon fireworks, souped-up by False Focus as before (but not Dazing), DC 18, vs Jolly Green]1d4+2[/dice]

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 slashes at the giant as it moves away from her.
greatsword, attack, power attack: 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (4) + 7 + 6 = 17

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 attacks the two Giants beside her, trying to keep their attention on her.

AC is 35. Life link is active.

greatsword, attack, power attack, vs. blue: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (6) + 7 + 6 = 19

greatsword, attack, power attack, vs. green: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (1) + 7 + 6 = 14

confirm crit: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (1) + 7 + 6 = 14

Dark Archive

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

Heccan frowns a bit as he sees the giants able to strike despite his enchantment. "Alright, the hard way I suppose." The Chelaxian sorcerer summons more of his innate gift and unleashes it in a barrage. Two volleys of arcane projectiles slam into the giant battling the Archon.

Heccan will cast two magic missiles at the red giant.

MM: 4d4 + 4 ⇒ (2, 3, 2, 3) + 4 = 14
MM: 4d4 + 4 ⇒ (3, 4, 4, 2) + 4 = 17


Gamemaster | CC Map | S4 Map

Quiella strikes the green giant as it moves towards Vailis, deflecting the attack to herself that misses.

Noting the aggressive nature of the confused giant, Heccan opts to send a volley of magic missiles at the red giant.

Vailis casts a Grease spell under the blue and red giant and both fall prone to the ground.

The summoned Archon takes advantage of the red giants position on the floor as its two sword attacks and bite all hit the enemy.

Vanzetti casts another spell, creating a fiery snapdragon firework that explodes in the green giant's face, dazzling it.

Quiella attacks both the blue and green giant, but only hits the blue non-critically.

Heccan follows his first Magic Missile spell with a second barrage that strikes the red giant again.

GM Screen:

Red Reflex: 1d20 + 2 ⇒ (6) + 2 = 8
Blue Reflex: 1d20 + 2 ⇒ (8) + 2 = 10
Green Reflex: 1d20 + 2 ⇒ (15) + 2 = 17

Mel and Valik. I'll bot Mel if necessary once Valik goes.

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, covers up as he kicks at the giant next to him twice.

AC 34, vs green: 1d20 + 11 ⇒ (12) + 11 = 231d10 + 1 ⇒ (1) + 1 = 21d20 + 6 ⇒ (5) + 6 = 11

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

I think I'm back
Mel burns an arcane charge to recall vanish and then immediately casts it. He then moves up next to the prone red giant, hoping that the green one cannot seem him.

cast vanish defensively: 1d20 + 13 ⇒ (18) + 13 = 31


Gamemaster | CC Map | S4 Map

Valik gets the green giant's attention by kicking him once, but fails to hit the second time.

Melufiuos recalls his Vanish spell, then uses it to get into melee range with the red giant.

From its position on the floor, the blue giant attempts to smash Quiella with its greatclub but comes nowhere close to hitting her.

The red giant stands up, looks angrily at Heccan, but then just babbles to himself. Standing up provokes from the Archon and Mel.

The green giant turns its fury against Valik and comes very close to hitting the monk, but not close enough.

GM Screen:

Blue Greatclub vs Quiella: 1d20 + 10 ⇒ (1) + 10 = 11

Green Greatclub vs Valik: 1d20 + 14 ⇒ (18) + 14 = 32

Initiative (Rounds 3-4)
Valik <= Up
Vailis/Archon [V: Life link with Quiella; A: 19 Damage] <= Up
Quiella <= Up
Melufious [Life link with Quiella] <= Up
Heccan [Life link with Quiella]<= Up
3 Hill Giants
Vanzetti [Life link with Quiella] <= Up

Everyone is 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 slashes at the blue giant and then steps over to the Green giant to slash at it as well.

greatsword, attack, power attack, vs. blue: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (9) + 7 + 6 = 22

greatsword, attack, power attack, vs. Green: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13 for slashing, cold iron, magic: 1d10 + 7 + 6 ⇒ (7) + 7 + 6 = 20

Liberty's Edge

CG male Emberkin Aasimar Sorcerer 9
Spoiler:
|AC 12, T 12, FF 12|HP: 47/47|F +5, R +4, W +6 (+7 vs MA, +2 vs divine/Fire/NE/death/ED/Necr/Evil)|Init 0, Perc -1|CMB +3, CMD 13|10/10 Sacrifice, 1/1 Pyrotechnics, 1/1 GH, 1/1 Rally, 1/1 Rova, 1/1 Liberate, 1/1 Orator

V sends a second pyrotechnic flying around the corner...

[dice=snapdragon fireworks, DC 18 vs Red Menace]1d4+2[/dice]

...then his mask becomes nearly incandescent as he projects a pair of blazing golden beams from each fist at the nearer giant!

[dice=scorching ray, augmented by saltpeter (+1 damage) and alchemist's fire (+1 attack and it continues burning), melee penalty vs Jolly Green]1d20+1[/dice]
fire damage: 4d6 + 2 ⇒ (4, 4, 5, 1) + 2 = 16
scorching ray #2 vs Jolly Green: 1d20 + 1 ⇒ (14) + 1 = 15
fire damage: 4d6 + 2 ⇒ (6, 5, 3, 4) + 2 = 20

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 red: 1d20 + 10 + 4 ⇒ (10) + 10 + 4 = 24 (+4 cause invis, right?)
rapier + backstab: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11
stored shocking grasp: 5d6 ⇒ (1, 5, 4, 4, 2) = 16

Mel then hums a charge into his rapier and performs mage combat, attacking with his rapier and wand of immolation. He also takes a 5' step NE.
rapier: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
piercing: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
wand of immo: 3d6 ⇒ (2, 1, 4) = 7

STATUS:

HitPoints: 54/54
AC/T/F: 25/16/21 (includes Ablative Barrier (+2 armor bonus), shield spell (+4 shield bonus))
Speed: 30
Equipped Weapon: Rapier & wand of immolation
Active Effects: Ablative Barrier, Shield, Arcane Charge on rapier
Light: Ioun Torch

--------------------
PREPARED SPELLS
--------------------
Level 0 (DC13): Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic
Level 1 (DC14): Burning Hands, Chill Touch, Magic Missile, Shocking Grasp, Vanish (5 rounds)
Level 2 (DC15): Ablative Barrier (7hrs), Bladed Dash, Mirror Image(7min), Shatter
Level 3 (DC16): Force Punch, Daylight (70min)

--------------------
TRACKED RESOURCES
--------------------
Arrows: 25/25
Arcane Pool: 4/7 charges remaining today
Wand of True Strike: 37/37
Wand of Shield: 7/8
Wand of Cure Light Wounds: 39/39
Wand of Spontaneous Immolation: 12/14
Sunrod: 1/1
Perl of Power: 0/1 uses remaining today
Spell Storing (rapier): shocking grasp
Ring of Counterspells : feeblemind
Empowered Magic: 1/1 uses remaining today
Daredevil Softpaws: 10/10 rounds of stupidity today
Ablative Barrier: 50/50 pts of lethal->nonlethal conversion

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

Archon AoO+prone: 1d20 + 11 + 4 ⇒ (9) + 11 + 4 = 24
Slashing/Lawful/Good damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15

The hound archon keeps its attack.
mwk greatsword: 1d20 + 11 ⇒ (14) + 11 = 25
Slashing/Lawful/Good damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12

mwk greatsword: 1d20 + 6 ⇒ (11) + 6 = 17
Slashing/Lawful/Good damage: 2d6 + 6 ⇒ (1, 3) + 6 = 10

Bite: 1d20 + 5 ⇒ (1) + 5 = 6
B/S/P/Lawful/Good damage: 1d8 + 4 ⇒ (3) + 4 = 7

Vailis moves back and attempts to call the attention of the giant.
Acid splash (touch): 1d20 + 8 ⇒ (2) + 8 = 10
Acid damage: 1d3 ⇒ 3

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 just barely ducks the giant club aimed towards his head. He retaliated with two kicks of his own.

ac 34, vs green, +2 flank?: 1d20 + 13 ⇒ (5) + 13 = 181d10 + 1 ⇒ (9) + 1 = 101d20 + 7 ⇒ (2) + 7 = 91d10 + 1 ⇒ (3) + 1 = 4

Dark Archive

1 person marked this as a favorite.
Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan, seeing he fellow agents faring well in the fight, holds his hands at the ready. The sorcerer conserves his power and waits to see how the giants hold up after this last barrage.

As Vanzetti unleashes the Scorching Ray spell, Heccan quirks a brow noticing the enhanced effect. "Impressive magician. You simply must show me how that is done."

Heccan blinks for a moment. "Um, does everyone else feel like they have just awoken after a long, long strange dream? Just me? Never mind then..." Heccan shifts his eyes back and forth before once again concentrating on the task at hand.

Liberty's Edge

CG male Emberkin Aasimar Sorcerer 9
Spoiler:
|AC 12, T 12, FF 12|HP: 47/47|F +5, R +4, W +6 (+7 vs MA, +2 vs divine/Fire/NE/death/ED/Necr/Evil)|Init 0, Perc -1|CMB +3, CMD 13|10/10 Sacrifice, 1/1 Pyrotechnics, 1/1 GH, 1/1 Rally, 1/1 Rova, 1/1 Liberate, 1/1 Orator
Heccan Abraxi wrote:
As Vanzetti unleashes the Scorching Ray spell, Heccan quirks a brow noticing the enhanced effect. "Impressive magician. You simply must show me how that is done."

"Is that the mark of Hell I sense upon thine own brow? Then perhaps you get the gist of how it works, save that this is what I get for my pact with Man - more specifically, a particular man who'd managed to carve up his own silken-pillowed, jewel-encrusted little Hell on Golarion." V mutters in a bitter tone. "Ah, well, to err is mortal - but to renege, is arcane!"


Gamemaster | CC Map | S4 Map

I have not been able to post to this website for almost a week. Hopefully, all the issues are over for the moment.

Melufiuos drops the red giant as it stands up, leaving its immense form dying on the floor. The archon follows up with its own blow, killing the giant. If you'd rather not kill the red giant outright, Vailis, let me know and we'll say the archon did not finish it off.

Quiella slices into the blue giant with her greatsword, but misses when she attempts to hit the green enemy.

I'll assume Vanzetti attacks the same giant since red is down.

Vanzetti's fireworks strikes the green giant in the face, while the sorcerer then follows up with two Scorching Rays with only the first ray hitting the same enemy.

Likewise, I'll assume the archon attacks the green giant.

The hound archon then moves in to attack the green giant, but misses with all but his first attack.

Vailis keeps the attention on him as he tosses an acid orb at the already ugly giant.

Valik makes a couple of attacks against the green giant, but neither makes it past the creature's naturally tough hide.

GM Screen:

Green Ref: 1d20 + 2 ⇒ (7) + 2 = 9

Mel's action assume the red giant is still around, so I'll let him redeclare what he wants to do. Likewise, Heccan can still take action if he wishes.

Dark Archive

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

Heccan's eyes narrow a bit as Vanzetti makes the infernal reference. "Hmm, perhaps but to be fair hard to tell a jest from a jibe from behind that mask, friend. I shall assume the former because, of course it is!" Heccan smirks and eyes the giants that are standing. "Not sure if I could be as, flashy, as some, but I wager my fire burns as bright." Heccan grits his teeth and unleashes two steaming hot red rays of arcane power toward the standing giant.

Standard action to cast scorching ray at the ho ho ho green giant.

Scorching Ray 1 v. Touch AC -target in melee: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
Scorching Ray 2 v. Touch AC -target in melee: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
Damage Ray 1: 4d6 ⇒ (1, 2, 1, 4) = 8
Damage Ray 2: 4d6 ⇒ (4, 4, 3, 1) = 12

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

glad I can post again!

After dropping the red giant, he chooses to join the concentrated attack on the green one. He hums a charge into his rapier (swift action), clicks his heels together (free action), tumbles into place beside the hound, and stabs at the green giant.

Tumble: 1d20 + 15 + 5 ⇒ (8) + 15 + 5 = 28

rapier: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
piercing: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

STATUS:

HitPoints: 54/54
AC/T/F: 25/16/21 (includes Ablative Barrier (+2 armor bonus), shield spell (+4 shield bonus))
Speed: 30
Equipped Weapon: Rapier & wand of immolation
Active Effects: Ablative Barrier, Shield, Arcane Charge on rapier
Light: Ioun Torch

--------------------
PREPARED SPELLS
--------------------
Level 0 (DC13): Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic
Level 1 (DC14): Burning Hands, Chill Touch, Magic Missile, Shocking Grasp, Vanish (5 rounds)
Level 2 (DC15): Ablative Barrier (7hrs), Bladed Dash, Mirror Image(7min), Shatter
Level 3 (DC16): Force Punch, Daylight (70min)

--------------------
TRACKED RESOURCES
--------------------
Arrows: 25/25
Arcane Pool: 4/7 charges remaining today
Wand of True Strike: 37/37
Wand of Shield: 7/8
Wand of Cure Light Wounds: 39/39
Wand of Spontaneous Immolation: 13/14
Sunrod: 1/1
Perl of Power: 0/1 uses remaining today
Spell Storing (rapier): shocking grasp
Ring of Counterspells : feeblemind
Empowered Magic: 1/1 uses remaining today
Daredevil Softpaws: 9/10 rounds of stupidity today
Ablative Barrier: 50/50 pts of lethal->nonlethal conversion


Gamemaster | CC Map | S4 Map

It looks like the site is stable again, I'll try to get us back on track.

Heccan, I believe the penalty for ranged attacks into melee is -4. I've taken that into consideration when adjudicating your attacks.

Heccan casts a Scorching Ray spell and both rays hit the green giant.

The confused green giant then ignores Melufiuos as he tumbles up to it, and gets stabs by a rapier as a result.

The blue giant remains prone on the ground as it swings at Quiella and misses again.

The green giant turns its attention to Melufiuos as it takes a swipe with its greatclub. Despite the Magus' magical protection, the creature manages to whack him. Mel takes 18 damage from the hit.

GM Screen:

Blue vs Quiella: 1d20 + 10 ⇒ (13) + 10 = 23

Green vs Mel: 1d20 + 14 ⇒ (12) + 14 = 26
Green Damage: 2d8 + 10 ⇒ (3, 5) + 10 = 18

Initiative (Rounds 4-5)
Valik <= Up
Vailis/Archon [V: Life Link with Quiella; A: 19 Damage] <= Up
Quiella [5 Damage on her turn from Life Link]<= Up
Melufious [18 damage, 13 on Quiella's turn. Life Link with Quiella] <= Up
Heccan [Life Link with Quiella]<= Up
2 Hill Giants
Vanzetti [Life Link with Quiella] <= Up

Everyone is up!

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

Vailis casts another blob of acid to further distract the surrounded giant.
Acid splash-melee penalty (touch): 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
Acid damage: 1d3 ⇒ 1

The hound archon steps behind the giant, back to back with Quiella, and swings her greatsword dangerously around the giant.
mwk greatsword: 1d20 + 11 ⇒ (14) + 11 = 25
Slashing/Lawful/Good damage: 2d6 + 6 ⇒ (6, 3) + 6 = 15

mwk greatsword: 1d20 + 6 ⇒ (1) + 6 = 7
Slashing/Lawful/Good damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15

Bite: 1d20 + 5 ⇒ (5) + 5 = 10
B/S/P/Lawful/Good damage: 1d8 + 4 ⇒ (2) + 4 = 6

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

5 points of that damage becomes non-lethal, due to ablative barrier

Mel recoils when struck, a look of horror crossing his face, followed by confusion. Genuinely surprised to still be conscious after getting hit by such a huge creature, it takes him a second to realize that everything hasn't gone black. Overly filled with confidence, he now grins and snaps at him. "Bah! You hit like a sissy!

He performs mage combat again, although he divides his focus oddly. He pokes at the green giant with his rapier but fires his wand of immolation at the blue one.

rapier on green: 1d20 + 10 + 2 - 2 ⇒ (2) + 10 + 2 - 2 = 12
piercing: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

wand of immolation on blue: 3d6 ⇒ (5, 5, 2) = 12

Wand of Spontaneous Immolation:

Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw Fortitude half and Reflex (see description); Spell Resistance yes

DESCRIPTION

You point your finger at a creature, causing it to spontaneously burst into flame. The target takes 3d6 points of fire damage and catches on fire. A successful Fortitude save reduces this damage by half and prevents the target from catching on fire. Each round on your turn, a burning target can attempt a new save to extinguish the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire damage.

STATUS:

HitPoints: 36/54 (5 of that damage is non-lethal)
AC/T/F: 25/16/21 (includes Ablative Barrier (+2 armor bonus), shield spell (+4 shield bonus))
Speed: 30
Equipped Weapon: Rapier & wand of immolation
Active Effects: Ablative Barrier, Shield, Arcane Charge on rapier
Light: Ioun Torch

--------------------
PREPARED SPELLS
--------------------
Level 0 (DC13): Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic
Level 1 (DC14): Burning Hands, Chill Touch, Magic Missile, Shocking Grasp, Vanish (5 rounds)
Level 2 (DC15): Ablative Barrier (7hrs), Bladed Dash, Mirror Image(7min), Shatter
Level 3 (DC16): Force Punch, Daylight (70min)

--------------------
TRACKED RESOURCES
--------------------
Arrows: 25/25
Arcane Pool: 4/7 charges remaining today
Wand of True Strike: 37/37
Wand of Shield: 7/8
Wand of Cure Light Wounds: 39/39
Wand of Spontaneous Immolation: 12/14
Sunrod: 1/1
Perl of Power: 0/1 uses remaining today
Spell Storing (rapier): shocking grasp
Ring of Counterspells : feeblemind
Empowered Magic: 1/1 uses remaining today
Daredevil Softpaws: 9/10 rounds of stupidity today
Ablative Barrier: 45/50 pts of lethal->nonlethal conversion


Gamemaster | CC Map | S4 Map

Vailis casts an Acid Orb spell that hits the green giant for minor damage. The Archon moves into position and finally defeats the green giant with the first blow of its sword.

Melufiuos points one of his wands at the blue giant and the creature momentarily lights up in flames, but does not catch on fire.

GM Screen:

Fort Save: 1d20 + 11 ⇒ (13) + 11 = 24

Vanzetti, Valik, Quiella, Heccan. Since the green giant is down, Mel can also change part of his actions.

Dark Archive

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

Heccan watches his fellow agents bring down the giants. He eyes the fallen giant, still fighting, and thinks on his next action. Waiting to see if you guys can finish him, want to conserve spells.

Grand Lodge

1 person marked this as a favorite.
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

OK, so instead of mage combat, he fires the wand as his standard action and then uses a move action to get around the grease to stand next to the giant.

If I don't have enough move to go around the grease, then Mel will move through it. He'll run and slide through the grease, trying to end up standing in that last spot (like we used to do as kids!)

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

Liberty's Edge

CG male Emberkin Aasimar Sorcerer 9
Spoiler:
|AC 12, T 12, FF 12|HP: 47/47|F +5, R +4, W +6 (+7 vs MA, +2 vs divine/Fire/NE/death/ED/Necr/Evil)|Init 0, Perc -1|CMB +3, CMD 13|10/10 Sacrifice, 1/1 Pyrotechnics, 1/1 GH, 1/1 Rally, 1/1 Rova, 1/1 Liberate, 1/1 Orator

V hectors the beleaguered giant with another firework...

[dice=snapdragon fireworks, DC 18]1d4+2[/dice]

...then takes out a wand of petrified wood carved to resemble a pencil, and uses it to follow his firework up with a mote of arcane power.

wand of magic missile, replicating black powder (+1 damage): 1d4 + 2 ⇒ (4) + 2 = 6


Gamemaster | CC Map | S4 Map

While Heccan waits to see if his spells will be necessary, Melufiuos moves into position as he navigates the Grease spot.

Vanzetti sends a burst of fireworks into the prone giant's face, while hitting it with a single magic missile from a wand. It manages to turn its face enough to avoid the worst of the firework burst.

GM Screen:

Giant Ref: 1d20 + 2 ⇒ (16) + 2 = 18

I'll give Quiella and Valik a little more time to post, but I'd like to pick up the pace some.

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Gamemaster | CC Map | S4 Map

If I still need your Pathfinder Society number and your faction, please post those here or send me a PM.

Since we're starting with The Confirmation, the assumption now is that you are a Pathfinder in training.

I also need everyone to send me a Private Message with their email address so that I can send a chronicle sheet if they happen to disappear off the boards.

I plan to get started within two days, hopefully sooner. At the very least I'll get a gameplay thread up so you can dot it.

Dark Archive

Female Ifrit Summoner 2
Stats:
HP: 15/15 || AC: 16, touch: 12, flat-footed: 14 || CMD: 13 || Fort: +1, Ref: +2, Will: +2 || Init: +6 || Perception: -1

Dot. Hi all! Resident devil-summoner here. Apologies in advance for pissing off Moadis. ;)

Willing to change skills and so forth to suit the party. I have Malgorrak set up to be a backup-melee polearm-user, but he could just as easily become a more tanky frontline natural attack-using guy as well.

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

My PFS number is in the alias and I plan on being in the Osirion lodge, on my phone so unable to switch currently.

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

Checking in. About to head to work, but I'll pm my email address and PFS# once I'm home in eight to ten hours. Also, I was just thinking Grand Lodge, but I'll read over the factions again and see what fits.

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

Dotting.
I've never played a magus before, so let me know if you see something really silly on the character sheet. The detail in PDF is from PCGen, but I'll be copying it over to the regular PbP character sheet.

Looking at factions now...any suggestions for or against any of them?


Gamemaster | CC Map | S4 Map

Factions used to make more of a difference when there were faction missions that you had to perform in order to receive full Prestige Points, but that is no longer the case. If you're unsure, the Grand Lodge is the common choice.

All of that being said, I will be providing the old faction missions for the scenarios that have them, but they will be entirely for role-playing purposes and you can feel free to ignore them if you wish.

Dark Archive

Female Ifrit Summoner 2
Stats:
HP: 15/15 || AC: 16, touch: 12, flat-footed: 14 || CMD: 13 || Fort: +1, Ref: +2, Will: +2 || Init: +6 || Perception: -1

Come to Cheliax! We have cookies. ;)

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

@Aurelia - hehe, I'll bet :) One of my other chars is Cheliax.

This guy is an elf. His father was a city guard and his mother was a hedge witch. They brought him up well and became a magus due to their influences. They urged him against adventuring, but he went anyway, wanting to see the world.

I don't have much else at the moment. He is neutral good, and I assume that he should be lawful something to be in Cheliax. I looked at Silver Crusade, but he is not that driven to root out evil. I'm also hung up on race vs faction... I cannot see a tree-hugger living out in the desert or at sea. I hate to say it, but maybe Grand Lodge really does fit him best?

Grand Lodge

Male Half-Orc Deceased killed in action in service to the Pathfinder's Society.

Reporting for duty.

I have 2 PP and 500 gold from the siege special. I was thinking of grabbing a CLW wand, that sound like a good idea?

Dark Archive

Female Ifrit Summoner 2
Stats:
HP: 15/15 || AC: 16, touch: 12, flat-footed: 14 || CMD: 13 || Fort: +1, Ref: +2, Will: +2 || Init: +6 || Perception: -1

I find Grand Lodge works well for any character that doesn't really have a strong force to be a Pathfinder apart from "Well... I want to adventure?"

I mean, typical motivations:

Andoran: Spreading freedom and democracy, yeehaw!
Cheliax: Sexy evil, which makes it technically legal to play.
Osirion: Knowledge. Magic. Ancient secrets. Archaeology?
Qadira: Money money money...
Sczarni: Wealth redistribution. Cough.
Silver Crusade: Well someone's gotta keep the Sczarnis and Chelaxians in line...
Taldor: Hob-nobbing with the rich and famous.

If you don't fit into any of those categories, it's safest to go with GL. :P

@Belroar: CLW wands are always a pretty good idea.

Dark Archive

Female Ifrit Summoner 2
Stats:
HP: 15/15 || AC: 16, touch: 12, flat-footed: 14 || CMD: 13 || Fort: +1, Ref: +2, Will: +2 || Init: +6 || Perception: -1

@Melufios: Noticed you look like you're going with a ranged type of character. Unfortunately you can't use two-handed weapons (including bows) with the standard magus; you need one hand free to use spell combat, and unless you intend to ignore a rather big (and powerful) part of the class, it might be a good idea to consider alternatives.

Myrmidach archetype allows you to use ranged weapons, if you're set on that.

Silver Crusade

Male Human 53482-3 | Fighter 2 | AC 19 T 12 FF 17 | HP 21/21 | F+5 R+2 W-2 | Init +6 | Perc -2 | SM -2

@Aurelia: Yes, I see what you are saying, but that was not the intent. For some reason, I gave myself 16 dex and started thinking bows. Maybe I should choose a different feat from point blank shot, like weapon finesse?

Grand Lodge

Male Half-Orc Deceased killed in action in service to the Pathfinder's Society.

Spent my PP and most of my gold to upgrade poor little Belroar. So..he's got a CLW wand and a nice cold iron greatsword.

Dark Archive

Female Ifrit Summoner 2
Stats:
HP: 15/15 || AC: 16, touch: 12, flat-footed: 14 || CMD: 13 || Fort: +1, Ref: +2, Will: +2 || Init: +6 || Perception: -1

It's probably a smart idea to head down the "Dex Fighter" route for a magus... picking up Weapon Finesse is a good bet in this regard. Rapier (with Agile weapon enchantment) or Scimitar (with Dervish Dance feat) are the most common builds for maguses because your spells critical hit on your weapon's crit modifier. I've got a magus in a non-PFS game that uses a gladius, though, because sometimes I just get bored of all the rapiers and scimitars. :)

Silver Crusade

Pld 4/Orl 1 [ HP 36/36 | AC 21 T 11 FF 20 | CMB +7 CMD 18 | F +9 R +5 W +8 | Init +3, Per +4, Speed 20ft]
Aurelia Ciucci wrote:

Dot. Hi all! Resident devil-summoner here. Apologies in advance for pissing off Moadis. ;)

Willing to change skills and so forth to suit the party. I have Malgorrak set up to be a backup-melee polearm-user, but he could just as easily become a more tanky frontline natural attack-using guy as well.

Duuude...

/shakes head

On a side note Moadis is a polearm user also.


Gamemaster | CC Map | S4 Map

I'll have the Gameplay thread up in about a day for The Confirmation. That should give everyone plenty of time to make finishing touches on their characters. If you require more time, please let me know.

Also, has anyone played 3-18 The God's Market Gamble? I was considering using it as a replacement for Master of the Fallen Fortress.

@Belroar:
You're good to go once the Gameplay thread goes up.

@Aurelia:
You're good to go once the Gameplay thread goes up.

@Melufiuos:
I still need your faction and email address. Feel free to PM that information if you would like.

@Moadis:
I still need your confirmed Faction and email address. Feel free to PM that information if you would like. In addition, if you could list your Paladin's deity somewhere your alias, I would appreciate it.

@Valik:
I still need your email address. Feel free to PM that information if you would like. Also, I think your character sheet might still need some updating in that the archetypes listed don't match the special powers and your traits look off. I've tried to find that trait listed, but I'm having trouble locating it.

@Ophelia:
I still need your Pathfinder Society number, your faction and email address. Feel free to PM that information if you would like.

Dark Archive

Female Ifrit Summoner 2
Stats:
HP: 15/15 || AC: 16, touch: 12, flat-footed: 14 || CMD: 13 || Fort: +1, Ref: +2, Will: +2 || Init: +6 || Perception: -1

I might modify Malgorrak to be a more tanky melee dude then. Then at least Aurelia can point out that she's making good use of the devil! (Better it gets hurt than anyone else.) Right? Riiiight?

Hmm. Moadis has no ranks in Knowledge (Planes). Maybe... what he doesn't know won't hurt him...

edit: Nope, I've not played that scenario.

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

Just got back from work. PM sent! And nope, I haven't played that scenario.

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

Also, this is my first real attempt at playing a cleric. If anyone sees anything I should tweak in my build, please don't hesitate to point it out! My system mastery is still sub-optimal.

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

Played it, sorry.
But I'm fine with playing for no credit.

Grand Lodge

Male Half-Orc Deceased killed in action in service to the Pathfinder's Society.

I have not played any season 3, or 2 or 1 or 5. (just in case)

Silver Crusade

Pld 4/Orl 1 [ HP 36/36 | AC 21 T 11 FF 20 | CMB +7 CMD 18 | F +9 R +5 W +8 | Init +3, Per +4, Speed 20ft]

I have played the gods market gamble already.
:(

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

Hey, I'm a little slow, so I didn't realize we do not have any kind of rogue. Maybe I should take a level on that next?

Dark Archive

Female Ifrit Summoner 2
Stats:
HP: 15/15 || AC: 16, touch: 12, flat-footed: 14 || CMD: 13 || Fort: +1, Ref: +2, Will: +2 || Init: +6 || Perception: -1

Ehh, I think we'll be fine without a rogue.. It's not optimal, but we can use "creative" solutions to disarming traps (e.g., sending a friendly eidolon in first to investigate suspicious areas :)) if need be. I don't think Society play necessarily expects you to have a trapspotter because of the "random" nature of parties.

That said, if you want to, I'm not stopping you. :P

Silver Crusade

Male Human 53482-3 | Fighter 2 | AC 19 T 12 FF 17 | HP 21/21 | F+5 R+2 W-2 | Init +6 | Perc -2 | SM -2

Just read a writeup on magus... talked about fighter dipping, sorcerer dipping, and a few others, but there was never a mention of rogue. That writeup did, however, list the two spells I have as the worst possible choices. Gonna have to rethink those :)

Dark Archive

Female Ifrit Summoner 2
Stats:
HP: 15/15 || AC: 16, touch: 12, flat-footed: 14 || CMD: 13 || Fort: +1, Ref: +2, Will: +2 || Init: +6 || Perception: -1

Key spells for maguses are basically any touch spell that you can cast through your weapon. Shocking grasp and frigid touch are the big two spells almost everyone will pick up. Apart from that, it's pretty flexible I find.

One good thing is that you can play around with your spells known during the early levels and freely retrain them, just to see what you like :) Plus, being a prepared caster means it's not too hard to just buy a few scrolls and memorise them - and voila!

This is my 7th-level magus, if you want to have a look at an example at how one might be built. She's non-PFS, with a rolled ability array, and not HUGELY optimised, but it might give you some ideas for how to approach Melufiuos.

-----

Side note: I'm going to get Malgorrak to pick up Disable Device as a class skill, so at least we can deal with mechanical traps!

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

OK, I think I have this character like I want him. Well.. OK.. I guess I should add a description and background.... but I don't believe that will hold us up. :)


Gamemaster | CC Map | S4 Map

The Gameplay thread is up, everyone should feel free to jump in!

As for trapfinding, having someone capable of disarming magical traps would be good further down the road, but I encourage everyone to just play whatever is fun for them. There are ways around it, as Aurelia pointed out.

@Melufiuos:
Could you list your prepared spells in your profile?


Gamemaster | CC Map | S4 Map

How many of you have played or GM'ed The Confirmation before? It's fine if you have of course, but I would just like to know.

As for The God's Market Gamble, I won't be running that for the group since some of you have played it. I'll worry about filling in the gap later, we have at least two scenarios to get through first.

Dark Archive

Female Ifrit Summoner 2
Stats:
HP: 15/15 || AC: 16, touch: 12, flat-footed: 14 || CMD: 13 || Fort: +1, Ref: +2, Will: +2 || Init: +6 || Perception: -1

I've played it once before. I understand there's some kind of randomness factor to it, but I'll be taking a back-seat where I can. :)

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

played in once...i know there is some randomness but i don't know all the outcomes or anything.

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

Never played it, nor GM'd it.

Grand Lodge

Male Half-Orc Deceased killed in action in service to the Pathfinder's Society.

Never played.

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

never even heard of it.

Silver Crusade

Pld 4/Orl 1 [ HP 36/36 | AC 21 T 11 FF 20 | CMB +7 CMD 18 | F +9 R +5 W +8 | Init +3, Per +4, Speed 20ft]

Played it once.

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

Sorry for my silence. I spent yesterday sick as a dog. Couldn't post in any of my games. Post incoming now!


Gamemaster | CC Map | S4 Map

No problem, I hope you're feeling better!

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

Much better, thanks! Still not feeling 100%, but most definitely on the mend. I volunteer in a primary school, so my guess is I caught one of those 24-hour bugs from the kids. Haven't built up that bonus to Fort saves that comes with the profession. ;-)

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

Disease-ridden little buggers, ain't they? Sounds like fun. Go buy some Airborne :)

Grand Lodge

Male Half-Orc Deceased killed in action in service to the Pathfinder's Society.

I am set on my spells for the day. Bless X2 for my 1st level spells.

I am fine with any order. Belroar likes to charge into battle and wallop things with his greatsword. But, he also understands giving folks the opportunity to soften up targets. He's okay perception, but he's certainly no ranger/rogue.


Gamemaster | CC Map | S4 Map

Belroar, I believe Inquisitors are spontaneous casters, so you don't have to prepare any spells. Only Melufiuos and Ophelia need to prepare spell lists everyday.

I can explain this in more detail if you want, just send me a PM.

Grand Lodge

Male Half-Orc Deceased killed in action in service to the Pathfinder's Society.

Yeah and I totally forgot i needed to work on spells known...so I'll fix it tonight. I had it in my mind I was going to verify my setup and then got sidetracked. I forgot Inquisitors were like sorcs, so I need to keep my spells known list consistent. Yeah I totally borked that.

I'll get it fixed, probably use Bless and Divine Strike or some such.

Just to verify, whatever spells known for 0 level are the spells I can cast, since there's no listing for 0 level spells in the spells per day chart?

Thanks for correcting my mistake.

Dark Archive

Female Ifrit Summoner 2
Stats:
HP: 15/15 || AC: 16, touch: 12, flat-footed: 14 || CMD: 13 || Fort: +1, Ref: +2, Will: +2 || Init: +6 || Perception: -1

0-level spells (called cantrips for arcane users, and orisons for divine users like yourself) are always "at will". So once you pick the ones you know, you can use them whenever you like.

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

I am replacing daze with light.

Grand Lodge

Male Half-Orc Deceased killed in action in service to the Pathfinder's Society.

Yes, I get that. I am just wondering about the number of spells known vs those 0 level. As a wizard, my number never varied. But at second level I get 5 known 0 level spells. Can I cast all 5 of the known spells, then?

Dark Archive

Female Ifrit Summoner 2
Stats:
HP: 15/15 || AC: 16, touch: 12, flat-footed: 14 || CMD: 13 || Fort: +1, Ref: +2, Will: +2 || Init: +6 || Perception: -1

Yeah that's right. Sorcerers for example get up to 9 0-level spells known and they can cast any of them whenever they want.


Gamemaster | CC Map | S4 Map

Belroar, that's correct. At level 1, you start with 4 0-level spells, at Inquisitor level 2 you add another 0-level spell, and at Inquisitor level 3 you add one more 0-level spell for a total of 6 0-level spells. You keep the same 0-level spells you picked throughout your Inquisitor career. You can cast them at-will as Aurelia mentioned.

Grand Lodge

Male Half-Orc Deceased killed in action in service to the Pathfinder's Society.

Ok! Bit different than playing a plain wizard, which is my highest character actually. So yeah.. I guess I should read my class a bit better. Thanks for nudging me back.

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

I'll replace command with comprehend languages. Up-to-date spell list is in the profile; I'll strike them off as I cast them. As for marching order, I believe clerics tend to do well at or near the back?

Dark Archive

Female Ifrit Summoner 2
Stats:
HP: 15/15 || AC: 16, touch: 12, flat-footed: 14 || CMD: 13 || Fort: +1, Ref: +2, Will: +2 || Init: +6 || Perception: -1

As a heads up (particularly to Moadis): I hope Aurelia's devil-summoning doesn't make anyone feel too uncomfortable...

She's a selfish, self-absorbed, and conniving sort, but she's ultimately a sheltered little girl who thinks she has all the answers to all the world's problems (like most teenagers I suppose). She's particularly abrasive at the moment, but I envision her softening up as time goes by, and may even learn a few things from the more 'good' sorts. :P

Just let me know if anything is bothering you too much (particularly as a paladin) and I can reign her in a little.

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