GM Woran's The Consortium Compact (Inactive)

Game Master Woran

GM cheat sheet:

[dice=perception May]1d20 + 2[/dice]
[dice=perception Gorrec]1d20 + 4[/dice]
[dice=perception Rico]1d20 + 4[/dice]
[dice=perception Raziq]1d20 + 5[/dice]
[dice=perception Araklifest]1d20[/dice]
[dice=perception Nitoriu]1d20 + 5[/dice]
[dice=init May]1d20 + 2[/dice]
[dice=init Gorrec]1d20 + 2[/dice]
[dice=init Rico]1d20 + 3[/dice]
[dice=init Raziq]1d20 + 1[/dice]
[dice=init Araklifest]1d20 + 5[/dice]

Handouds
Tavern map
Sewer map


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Dead Suns:

I checked too hasty. My bad. The attack of the guard dog misses,
so its easy to get back on track.

Rico: Gives himself some precious healing and moves the weapon out of the way.

Rawlins: is lying on the floor, motionless...

Mercenary melee: Seeing his team mate wipe the vomit from his mouth, the other one walks around and tries to strike down Rico.

longsword: 1d20 + 4 ⇒ (1) + 4 = 5
But his swing goes wide.

Recovered, the other draws a dagger from his belt and also has a go at Rico.

dagger: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
+2 from flank

Round 2

Damage totals do not reflect the negative channel
Araklifest 5 damage
Mercenary casters 5 damage on cleric
Rico 12 damage
Rawlins at -3
Mercenary melee
Gorrec
May 2 damage

I have May's action. Gorrec can also act.

Sovereign Court

Male CN Half-Orc Spiritualist 1 |Despair Phantom HP: 10/10 AC: 14 | T:11, | FF: 13 | CMD: 11 | ACP 0 F: +5, R: +2, W: +3 | Init: +1 | Perc: +0, SM: +0 |Darkvision

Gorrec cast shield on the Phantom (AC now 22)
The phantom moves towards the blue mercenary and swings the Gravestone:

Gravestone smash with flank: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Gorrec advices Araklifest: "Quick, while my phantom distracts him, attack the blue mercenary"

+ 2 to hit the blue mercenary for Araklifest on his next attack


Dead Suns:

Gorrec: buffs the phantom. The phamtom takes a big swing but misses.

May: Nitoriu sinks his teeth deep into the cleric, tearing out a good chuck of flesh. She falls to the ground and does not move...

Rawlins gets some much needed healing from May.

Round 3

Araklifest 5 damage
Mercenary casters cleric down
Rico 12 damage
Rawlins 9 damage
Mercenary melee
Gorrec
May 2 damage

Go Araklifest!

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

Strengthened by Gorrecs advice and the action of the phantom, Araklifest attacks the (blue) mercenary with his rapier. In the melee Araklifest is not completely sure that he wounds his opponent, but his attack is already much improved. He calls to Gorrec: "Thanks for your advice!

attack with rapier +1:
attack with rapier +1 and advice: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17possible damage with rapier +1: 1d6 + 4 ⇒ (2) + 4 = 6


Dead Suns:

Araklifest: attack is much improved, but again it fails to penetrate his opponents armor.
You just have bad luck it seems :(

Archer: "See, that's what I warned you about...
With Rawlins still down on the ground, the archer takes a swing at the guard dog, but misses.

longsword: 1d20 + 3 ⇒ (8) + 3 = 11

Round 3

Araklifest 5 damage
Mercenary casters cleric down
Rico 12 damage
Rawlins 9 damage
Mercenary melee
Gorrec
May 2 damage

Rico and Rawlins are up!

The Exchange

Male Halfling Bard (Hoaxer/Savage Skald) 2 | HP 11/19 | AC 20, T 15, FF 16 | Saves: F +3; R +7; W +2 (+4 vs Curses/Hexes/Language-Dependant)| Init +3 | Perception +5 | Normal Vision | Bardic Performance 7/11 | Lvl 1 spells 4/4

Rico steps out of the flank. Guard Red might now hold a dagger, but to Halflings, it is still as large as his head! With the flick of a wrist, Rico then launches an Iron Vial from out of his sleeve (second Spring Loaded Wrist Sheath, nothing else is going to come out of his sleeves...). He presents it to guard Blue, holding it out enticingly.

"A drink sir? Honest Fink Enterprises always carries the latest flavors, and we try our best to please! Free sample, good man? It's not like you don't have the time."

Yet again, Buyer Beware Performance. DC 16 Will save or drop whatever necessary to take hold of the Iron Vial filled with water. On his own turn he will then drink it as a standard action which provokes.

If he fails his save, and thus drops his sword, Rico will grab hold of it with his remaining move action.


HP -4/11| AC 16 | Touch 12 | FF 15 | Fort +2 | Ref +1 | Will +2 | Init +3 | Perception +5 | Normal vision

Rawlins starts awake, confused at his sudden unconsciousness.

"Nini kimetokea? Mimi kupita nje, pole kwa hilo. Je kutokea tena."

Celestial:
"What happened? I passed out, sorry for that. Won't happen again."

Rawlins sees the guy in front of him swinging a sword around and doesn't trust his luck. He tries to cast defensively a Cure Light Wounds on himself.

Casting Defensively, DC 17: 1d20 + 3 ⇒ (13) + 3 = 16

Rawlins roars in frustration as his spell fizzles before his eyes.

"Je, mtu kupata mtu huyu mbali na mimi? Siwezi kufanya kitu chochote pamoja naye kinga chini ya shingo yangu."

Celestial:
"Can someone get this man away from me? I can't do anything with him breathing down my neck."

Sorry I'm not of much use, guys. I could've swung at the guy, but that would've missed anyway.


Dead Suns:

Rico: Has another offer that cant be refused.
will save: 1d20 + 3 ⇒ (17) + 3 = 20

"Yeah little man, I'm not falling for that again!"

Rawlins: tries to heal himself, but the spell fizzles.

Mercenary melee

"Ive had it with you, little man!

The red mercenary angrily tries to strike Rico.
dagger attack: 1d20 + 4 ⇒ (12) + 4 = 16

His buddy, figuring that between the phantom, Araklifest and Rico, Rico is the greatest threat, five foot steps into a flank.
dagger attack: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Round 3

Araklifest 5 damage
Mercenary casters cleric down
Rico 12 damage
Rawlins 9 damage
Mercenary melee
Gorrec
May 2 damage

Gorrec is up! I'll bot May from here on out.

The Exchange

Male Halfling Bard (Hoaxer/Savage Skald) 2 | HP 11/19 | AC 20, T 15, FF 16 | Saves: F +3; R +7; W +2 (+4 vs Curses/Hexes/Language-Dependant)| Init +3 | Perception +5 | Normal Vision | Bardic Performance 7/11 | Lvl 1 spells 4/4

Why do enemies always get smarter the longer the fight lasts? This way, I can only pawn 1 thing off per combat ;)


HP -4/11| AC 16 | Touch 12 | FF 15 | Fort +2 | Ref +1 | Will +2 | Init +3 | Perception +5 | Normal vision

Maybe you should bribe them with delicious cake, instead of stuff that makes them puke their innards out.

The Exchange

Male Halfling Bard (Hoaxer/Savage Skald) 2 | HP 11/19 | AC 20, T 15, FF 16 | Saves: F +3; R +7; W +2 (+4 vs Curses/Hexes/Language-Dependant)| Init +3 | Perception +5 | Normal Vision | Bardic Performance 7/11 | Lvl 1 spells 4/4

Point taken...

After this adventure, I'll start selling stilts instead. These fat reducers aren't worth their money.

Sovereign Court

Male CN Half-Orc Spiritualist 1 |Despair Phantom HP: 10/10 AC: 14 | T:11, | FF: 13 | CMD: 11 | ACP 0 F: +5, R: +2, W: +3 | Init: +1 | Perc: +0, SM: +0 |Darkvision

Gorrec steps away and yells at the blue mercenary: "We have warned, now you will feel what happens with those that defy Gorrec the Magnificent."

Intimidate blue: 1d20 + 11 ⇒ (12) + 11 = 23

Towards Araklifest: "Move to flank the red mercenary with Rico, you should have enough movement for that without provoking."

combat advice, Araklifest gets a + 2 to hit mercenary red.

Then the Phantom attacks the blue mercenary with the gravestone.
attack phantom, including flank and Power from despair: 1d20 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11
damage, including Power from despair: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9

attack phantom: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d6 + 3 ⇒ (4) + 3 = 7

The Phantom's d6 outperformed its d20

Power from Despair:
Power from Despair: The phantom gains a +2 bonus on attack and damage rolls against creatures that are shaken, frightened, panicked, cowering, or subject to effects such as aura of despair or crushing despair.


Dead Suns:

Gorrec: Puts up a good show. Sadly his performance is not matched by the phantom...

May:

The guard dog keeps attacking the archer
bite: 1d20 + 2 ⇒ (19) + 2 = 21
bite damage: 1d4 + 1 ⇒ (3) + 1 = 4

"Nitoriu, attack! May points at the archer. handle animal: 1d20 + 8 ⇒ (3) + 8 = 11

bite attack: 1d20 + 3 ⇒ (2) + 3 = 5
But the big wolf misses.

Seeing Rawlins is still badly hurt, may heals him again.
clw wand: 1d8 + 1 ⇒ (6) + 1 = 7

Round 4

Araklifest 5 damage
Mercenary casters cleric down, 4 damage on archer
Rico 12 damage
Rawlins 2 damage
Mercenary melee
Gorrec
May 2 damage

Go Araklifest!

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

On advice from Gorrec, Araklifest moves a bit to flank the blue mercenaru and attacks him again with his rapier. But again he fails, as the gods are not with him tonight.

attack with rapier +1:
attack: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9


Dead Suns:

Araklifest: wonders what he did to offend the gods.

Mercenary archer: Five foot steps, and takes a swing at the dog.

longsword: 1d20 + 3 ⇒ (20) + 3 = 23
longsword confirm?: 1d20 + 3 ⇒ (11) + 3 = 14

crit damage: 2d8 + 3 + 3 ⇒ (7, 5) + 3 + 3 = 18

"Stop biting me you traitorous animal!"

The scout cuts off the head of the guard dog...

Round 4

Araklifest 5 damage
Mercenary casters cleric down, 4 damage on archer
Rico 12 damage
Rawlins 2 damage
Mercenary melee
Gorrec
May 2 damage

Go Rico and Rawlins!


HP -4/11| AC 16 | Touch 12 | FF 15 | Fort +2 | Ref +1 | Will +2 | Init +3 | Perception +5 | Normal vision

Rawlins gets up from the ground move action, then lashes out with his sleeve at the longsword-wielder's legs.
Steel Scarf ability to trip.

Steel Scarf:

Steel Scarf (Su): As a swift action, you can harden a scarf, sleeve, cloak, or other piece of your clothing into something as hard as steel that stretches out to be up to 30 feet long. You can then strike outward with it as if it were a weapon making a melee attack. For the purpose of this ability, you are proficient with this weapon. You can use the weapon to perform combat maneuvers. Make a melee attack roll against a creature within 30 feet; you may use Weapon Finesse with this attack. If you hit, the weapon deals 1d8 points of slashing damage + 1 point for every two oracle levels you possess. After this attack, the clothing returns to its normal length and hardness. You do not threaten an area with this weapon and cannot use it to make attacks of opportunity. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Trip attempt vs CMD: 1d20 + 4 ⇒ (8) + 4 = 12
Oh geez, I'm so useful this fight.

With that failed, he five-foots steps closer to the guard, yelling in his face.

"Jinsi kuthubutu kuua kwamba wasio na hatia kidogo mbwa? Wewe ni hauna maana ya kutu, unajua kwamba, sawa?"

Celestial:
"How dare you kill that innocent little dog? You're worthless scum, you know that, right?"

The Exchange

Male Halfling Bard (Hoaxer/Savage Skald) 2 | HP 11/19 | AC 20, T 15, FF 16 | Saves: F +3; R +7; W +2 (+4 vs Curses/Hexes/Language-Dependant)| Init +3 | Perception +5 | Normal Vision | Bardic Performance 7/11 | Lvl 1 spells 4/4

Rico 5ft steps out of the flank, and adjusts his hat that got thrown off balance by swords and daggers that swooched by. He gives an confused look at the blue guard.
"Whatever are you talking about, good sir? All I'm offering is one off the latest designer drinks, not even on the market yet! Be the first to try out this amazing liquor, that eases the mind and soothes the soul!"

Yet again, Buyer Beware Performance. DC 16 Will save or drop whatever necessary to take hold of the Iron Vial filled with water. On his own turn he will then drink it as a standard action which provokes.

If he fails his save, and thus drops his sword, Rico will grab hold of it with his remaining move action.

Sovereign Court

Male CN Half-Orc Spiritualist 1 |Despair Phantom HP: 10/10 AC: 14 | T:11, | FF: 13 | CMD: 11 | ACP 0 F: +5, R: +2, W: +3 | Init: +1 | Perc: +0, SM: +0 |Darkvision

Maybe unnecessary reminder, but Gorrec yelled at the blue mercenary to lower attack and will save


Dead Suns:

Rawlins: feeling much better, Rawlins is back on his feet.

Rico: Has another offer...

will save: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
He exactly makes it...

Mercenary melee: "Just sod off will ya?"

Seeing that they just dont seem to be able to hit the annoying halfling, the blue mercenary five foot steps.

longsword attack Blue on Rico: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3

"Freaking fleet of foot halflings."

Red steps up into the flank and takes a swing with its dagger.
dagger attack red on Rico: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16

Round 4

Araklifest 5 damage
Mercenary casters cleric down, 4 damage on archer
Rico 12 damage
Rawlins 2 damage
Mercenary melee
Gorrec
May 2 damage

Gorrec can post, I'll bot May.

Sovereign Court

Male CN Half-Orc Spiritualist 1 |Despair Phantom HP: 10/10 AC: 14 | T:11, | FF: 13 | CMD: 11 | ACP 0 F: +5, R: +2, W: +3 | Init: +1 | Perc: +0, SM: +0 |Darkvision

Gorrec steps away and yells at the red mercenary: "You killed your own Dog! I will make sure you will pay for that!"

Intimidate red: 1d20 + 11 ⇒ (6) + 11 = 17

Towards Araklifest: "Move to flank the RED mercenary with Rico, you should have enough movement for that without provoking."

Go stand to the north of the RED mercenary to get both flank (from Rico) and combat advice, which increases your to hit by +4.

Then the Phantom attacks the blue mercenary with the gravestone.
attack phantom, including flank and Power from despair: 1d20 + 7 ⇒ (12) + 7 = 19
damage, including Power from despair: 1d6 + 3 ⇒ (1) + 3 = 4

attack phantom: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d6 + 3 ⇒ (6) + 3 = 9

For each time that the attack hits, the mercenary needs to make a will save against DC 11, or he will suffer a -2 to hit and -2 to damage for 1 round. Multiple instances of this do not stack, but stack with shaken

Miserable Strike (Su):
If the phantom hits a creature with a slam attack, that creature must succeed at a Will saving throw (DC = 10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier) or take a –2 penalty on attack and damage rolls for 1 round. This is a mindaffecting fear and emotion effect. Penalties from multiple hits don’t stack with themselves.


Dead Suns:

Two slams on the phantom? That is very powerfull, especially at this level

will save blue: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6
will save blue: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5

well, his luck had to run out sometime, 13 damage for blue

May: Nitoriu continues to attack the archer.

bite attack: 1d20 + 3 ⇒ (20) + 3 = 23
bite attack: 1d20 + 3 ⇒ (7) + 3 = 10

bite damage: 1d6 + 2 ⇒ (1) + 2 = 3

May herself keeps slightly back in case she needs to help Rawlins out.

Round 5

Araklifest 5 damage
Mercenary casters cleric down, 7 damage on archer
Rico 12 damage
Rawlins 2 damage
Mercenary melee 13 damage on blue
Gorrec
May 2 damage

Go araklifest!


HP -4/11| AC 16 | Touch 12 | FF 15 | Fort +2 | Ref +1 | Will +2 | Init +3 | Perception +5 | Normal vision

Two attacks are pretty nice, but the Phantom's stats are kinda meh. I have no idea how the phantom's managed a +7 to hit after Power Attack. They have a Strength of 12, BAB of 1, and a +2 from flank and Power From Despair.
Actually, looking at it, how did you manage to pick up Power Attack? PA requires a Strength of 13, and the Phantom starts out with 12. Did you boost it somehow?

The Exchange

Male Halfling Bard (Hoaxer/Savage Skald) 2 | HP 11/19 | AC 20, T 15, FF 16 | Saves: F +3; R +7; W +2 (+4 vs Curses/Hexes/Language-Dependant)| Init +3 | Perception +5 | Normal Vision | Bardic Performance 7/11 | Lvl 1 spells 4/4

It doesn't have Power Attack, it has Power from Despair (Despair Phantom ability), which grants +2 on to hit and damage on creatures with the shaken condition. I also think it has the Weapon Finesse feat, so the +7 is manageable (+1 Bab, +2 Dex, +2 Flank, +2 Power of Despair = +7 to hit).

But your right, a +7 is remarkable. But look to how many hoops he needs to jump to get that done, and only for a 1d6+1 (+3 if opponent is shaken).


HP -4/11| AC 16 | Touch 12 | FF 15 | Fort +2 | Ref +1 | Will +2 | Init +3 | Perception +5 | Normal vision

Ergh, that'll teach me for posting when I'm just awake. Nevermind me.

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

In line with Gorrecs advice, Araklifest moves to the north of the red mercenary, flanking him for his attack. Now his attack strikes possibly home as he hits the man in front of him, although he is not sure if he had pierced his armor.

attack:
attack with rapier +1 including advice and flanking: 1d20 + 4 + 2 + 2 ⇒ (9) + 4 + 2 + 2 = 17possible damage with rapier +1: 1d6 + 4 ⇒ (4) + 4 = 8

"Gorrec, sometimes you sound like a pain in the ass, but your advices seem to work!" he yells to the half-orc.

Sovereign Court

Male CN Half-Orc Spiritualist 1 |Despair Phantom HP: 10/10 AC: 14 | T:11, | FF: 13 | CMD: 11 | ACP 0 F: +5, R: +2, W: +3 | Init: +1 | Perc: +0, SM: +0 |Darkvision

Full points for Maurice for figuring out the phantom. Also, its damage output does not increase that much. It will be a D8 at level 5, and d10 at level 9, with, if I put both ability score increases in strength a + 1 damage at level 10. Handing it items is a complete waste of time, as I need to carry the stuff around if it is in my head, and if it and I use the same magic items slot, its item is nullified.

The Exchange

Male Halfling Bard (Hoaxer/Savage Skald) 2 | HP 11/19 | AC 20, T 15, FF 16 | Saves: F +3; R +7; W +2 (+4 vs Curses/Hexes/Language-Dependant)| Init +3 | Perception +5 | Normal Vision | Bardic Performance 7/11 | Lvl 1 spells 4/4

The answer for Phantoms (and Eidolons) lie in Ione Stones. Hefty price, but do not compete for slots with the Master itself. Also weigh nothing and can be used by the Master as well.

Sovereign Court

Male CN Half-Orc Spiritualist 1 |Despair Phantom HP: 10/10 AC: 14 | T:11, | FF: 13 | CMD: 11 | ACP 0 F: +5, R: +2, W: +3 | Init: +1 | Perc: +0, SM: +0 |Darkvision

After this adventure I will turn Gorrec back into a bard. I saw a lot of cool feats and spells that work if he is a bard.


HP -4/11| AC 16 | Touch 12 | FF 15 | Fort +2 | Ref +1 | Will +2 | Init +3 | Perception +5 | Normal vision

Ooh, do you have a particular build in mind? Bard spells are great, I wish I'd see more of them around.

Sovereign Court

Male CN Half-Orc Spiritualist 1 |Despair Phantom HP: 10/10 AC: 14 | T:11, | FF: 13 | CMD: 11 | ACP 0 F: +5, R: +2, W: +3 | Init: +1 | Perc: +0, SM: +0 |Darkvision

I want the flagbearer feat to start with, after that insightful advice. In other words, I am going to buff the rest of the party as high as possible. I have to figure out the rest of the feats for that at a later time


Dead Suns:

Araklifest: Even with Gorrec's good advice, there is still no luck.

The melle opponents have high armor class I'm afraid :(

Archer: "Hey, didnt I tell you to stay down?"

longsword attack at Rawlins: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d8 + 3 ⇒ (4) + 3 = 7

Round 5

Araklifest 5 damage
Mercenary casters cleric down, 7 damage on archer
Rico 12 damage
Rawlins 9 damage
Mercenary melee 13 damage on blue
Gorrec
May 2 damage

Rico and Rawlins are up!


HP -4/11| AC 16 | Touch 12 | FF 15 | Fort +2 | Ref +1 | Will +2 | Init +3 | Perception +5 | Normal vision

Geez, tough cookies, these guys.

"May, je, bado kuwa na baadhi ya uponyaji huo? Mimi naweza kutumia kwa sasa."

Celestial:
May, do you still have some of that healing? I could use it right now."

Rawlins hops around the enemy, hoping for a flank with Nitorou, and lashes out with his morningstar. Five-foot step, then attack.

Attack roll: 1d20 + 4 ⇒ (2) + 4 = 6
Nnnnope. The diceroller hates us.

The Exchange

Male Halfling Bard (Hoaxer/Savage Skald) 2 | HP 11/19 | AC 20, T 15, FF 16 | Saves: F +3; R +7; W +2 (+4 vs Curses/Hexes/Language-Dependant)| Init +3 | Perception +5 | Normal Vision | Bardic Performance 7/11 | Lvl 1 spells 4/4

I rather have them succeed on the Will Save, because that roll is then no longer used to hurt me... Badly...

Rico is a persistent man, but even he can lose his patience.
"Listen young man, I've went to a lot of trouble to create this drink for people like you, so the least you can do is have the courtesy to drink it! I'm not asking much here, it really is a simple gulp from this vial! Now shut up, take it, and DRINK IT!!!"

Yet again, Buyer Beware Performance on Guard Blue. DC 16 Will save or drop whatever necessary to take hold of the Iron Vial filled with water. On his own turn he will then drink it as a standard action which provokes. It might be redundant to keep writing what this does, cause by now I've used it a lot, but might be handy to keep doing.


HP -4/11| AC 16 | Touch 12 | FF 15 | Fort +2 | Ref +1 | Will +2 | Init +3 | Perception +5 | Normal vision

Also, I'm not sure if you've seen this, but they've clarified what fits in a wrist sheath.
http://paizo.com/threads/rzs2ubhi?April-29th-2017-Updates-of-Note
This might be relevant when you decide to hand out Inflict X Wounds potions and such. :P

The Exchange

Male Halfling Bard (Hoaxer/Savage Skald) 2 | HP 11/19 | AC 20, T 15, FF 16 | Saves: F +3; R +7; W +2 (+4 vs Curses/Hexes/Language-Dependant)| Init +3 | Perception +5 | Normal Vision | Bardic Performance 7/11 | Lvl 1 spells 4/4

I saw it, and it is very nice. Opens up a lot of nasty stuff for this build.


Dead Suns:

Rawlins: Is still out of luck...

Rico: starts to loose his temper.
will save blue: 1d20 + 3 ⇒ (16) + 3 = 19
Not sure if he still has the -2, but he still makes it

Mercenary melee: "And I keep telling you to sod off!"
The mercenary takes another swing at Rico

longsword attack blue: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
damage: 1d8 + 3 ⇒ (4) + 3 = 7

Blue then five foot steps out of getting flanked.

12 + 7 = 19 damage on Rico... which would put him at 0...

Seeing the halfling reeling, red wants revenge for his bout of vomiting.

Red five foot steps, then attacks.
dagger attack: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13

"Dammit Blue, this is the toughes halfling I've ever seen!"

Round 5

Araklifest 5 damage
Mercenary casters cleric down, 7 damage on archer
Rico 19 damage
Rawlins 9 damage
Mercenary melee 13 damage on blue
Gorrec
May 2 damage

Gorrec is up!


HP -4/11| AC 16 | Touch 12 | FF 15 | Fort +2 | Ref +1 | Will +2 | Init +3 | Perception +5 | Normal vision

I had a dream last night we TPKd in this fight. The way it looks now, it doesn't seem too far off. >_>
Also, could May (or at least the wolf) retroactively have fought the guy I'm fighting? We kinda need all the firepower we can get, right now. >_>

The Exchange

Male Halfling Bard (Hoaxer/Savage Skald) 2 | HP 11/19 | AC 20, T 15, FF 16 | Saves: F +3; R +7; W +2 (+4 vs Curses/Hexes/Language-Dependant)| Init +3 | Perception +5 | Normal Vision | Bardic Performance 7/11 | Lvl 1 spells 4/4

No, I'm standing at 4 health at the moment (I think you forgot the healing I gave myself, which was CLW for 4 hp). If I retrace the posts, I got hit for 10 damage (longsword), then hit for 2 (channel), healed for 4 (wand), now got hit for 7 (longsword). So 19-10-2+4-7=4.

Still, very much ouch, and my next move will be healing myself (or something). Also, the will save ate one of the potential hits I would have gotten if that would have been an attack roll, that should count for something...


Dead Suns:

Sorry Rico, missed your healing somewhere along the line. As for the wolf, it did bite the archer, just did not enough damage to get it down. (3 damage last round) I have nothing stats for May, so doing anything other then healing would be hard. (I've looked at the spells, nothing too useful in there either. Its the low level blues)

The Exchange

Male Halfling Bard (Hoaxer/Savage Skald) 2 | HP 11/19 | AC 20, T 15, FF 16 | Saves: F +3; R +7; W +2 (+4 vs Curses/Hexes/Language-Dependant)| Init +3 | Perception +5 | Normal Vision | Bardic Performance 7/11 | Lvl 1 spells 4/4

No worries, a lot is going on. I'm just glad I'm lvl 2 and capable of taking a lot of aggro, as the situation is getting hairy.


Dead Suns:

Its a fair bit of bad luck for araklifest and rawlins. Poor araklifest hadnt hit once in five rounds. If he had hit even one time more, blue would be down and the situation would already have looked much differently

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

Probably next swing, he said hopefully ...

Sovereign Court

Male CN Half-Orc Spiritualist 1 |Despair Phantom HP: 10/10 AC: 14 | T:11, | FF: 13 | CMD: 11 | ACP 0 F: +5, R: +2, W: +3 | Init: +1 | Perc: +0, SM: +0 |Darkvision

For the shaken condition, I have the trait memorable, If my intimidate causes a creature to be shaken for 2 rounds or more, he is shaken for an additional round.

Now to get complicated:
1) The phanton will delay its turn
2) Gorrec will give Araklifest advice, and then readies an intimidate as soon as Araklifest has attacked.
3) Araklifest, please move to the square the arrow is pointing at, and ready to attack when you get a flank.
4) The phantom will move out of delay to do a 5 foot step forward.
5) This triggers Araklifest's ready, and he will attack blue with full bonus again.
6) After the attack Gorrec's ready triggers, and he will intimidate blue if he is still standing, or red if not.
7) The phantom will attack whoever is left.

This way Araklifest will get his full bonus again, and the phantom will get two slam attacks.

"Araklifest, start aiming for the face of the blue mercenary, that part has no armor to stop your attacks."


Dead Suns:

I will bot may now, so you have time to do your actions

May: Nitoriu continues to savage the archer.

bite attack: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 + 2 ⇒ (5) + 2 = 7

With a mighty tear, the wolf downs the archer, blood flying everywhere.
Archer down.

May moves up to Rawlins, to tap him with the wand again.
cure light: 1d8 + 1 ⇒ (1) + 1 = 2

Round 5

Gorrec
Araklifest 5 damage
Rico 15 damage
Rawlins 7 damage
Mercenary melee 13 damage on blue
May 2 damage

I have adjusted initiative to reflect an enemy group being down, and Gorrec/phantom delay action.

So Gorrec/Araklifest plan is a go!

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

Araklifest has learned fast to depend on Gorrecs advice in this fight as his attacks were a bit better each time he followed them. First he moved and then waited for his chance when the merc was distracted by the action of the phantom. This time his rapier seemed to draw blood for the first time, but he had the sinking feeling he would be sure only when the mercenary was really down and dead.

attack with rapier +1 including advice and flanking:
attack: 1d20 + 4 + 2 + 2 ⇒ (11) + 4 + 2 + 2 = 19possible damage: 1d6 + 4 ⇒ (6) + 4 = 10

Sovereign Court

Male CN Half-Orc Spiritualist 1 |Despair Phantom HP: 10/10 AC: 14 | T:11, | FF: 13 | CMD: 11 | ACP 0 F: +5, R: +2, W: +3 | Init: +1 | Perc: +0, SM: +0 |Darkvision

Assuming blue is down

"Your Friends are down. Surrender now, or suffer the same fate.

intimidate red to surrender: 1d20 + 11 ⇒ (1) + 11 = 12

The phantom will ready to hit red if it does anything but surrender.

Dice roll in advance

attack with power of despair: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25

to confirm: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24

damage with power of despair: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9

damage: 1d6 + 1 ⇒ (5) + 1 = 6

He better surrender, or he will be down


Dead Suns:

Haleluja! Praise the Phantom!

With the defeat of the Aspis agents, the warehouse is safe, and Delroya is able to enact the final stages of her plan.
Delroya bribed the town guards to stay away from the warehouse days ago, so the operation goes smoothly once the invading agents are defeated, even if their battle caused a disturbance. (like people screaming in the streets covered in spiders)
Delroya and her contacts arrive to move the goods from the warehouse, and she sends some items to the Pathfinder Society in thanks for their assistance.
Ambrus Valsin personally thanks you for your successful mission, stating that you dealt a major blow to the Aspis Consortium’s operations on the Isle of Kortos, and prevented a great deal of suffering from spreading across the Inner Sea region.
Not having used Lord Avid’s writ, he speaks highly of their discretion among the nobility of the Isle of Kortos.

-------------------------------------

And we're done! You gain 1 XP and 2PP.
I'll make your chronicle sheets in order ASAP.

Can I have your PFS numbers again? I've totally forgotten them since last time :P

Sovereign Court

Male CN Half-Orc Spiritualist 1 |Despair Phantom HP: 10/10 AC: 14 | T:11, | FF: 13 | CMD: 11 | ACP 0 F: +5, R: +2, W: +3 | Init: +1 | Perc: +0, SM: +0 |Darkvision

199263-6


HP -4/11| AC 16 | Touch 12 | FF 15 | Fort +2 | Ref +1 | Will +2 | Init +3 | Perception +5 | Normal vision

Woo! All I had to do was get beat up a lot! Thanks everyone, it was fun!
This is character number 127656-17.


Dead Suns:

Getting beat up is an important task :P

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