Giantslayer: With GM Placeholder of Doom

Game Master Foxy Quickpaw

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Kitsune Game Master

Goblins are the masters of slap dash construction and Bupkis is no exception. He creates a floating device in record time and proudly presents it to his companions. Goblins don't have the same copnstruction standards as humans and even though Bupkis has taken up on some of the more human ways of building, this doesn't come down to boats as it never came up in Trunau.

To be fair, goblin contraptions seldom kill their users. In fact they are very sturdy constructions that last. One could tell that from experience, but not by the looks from a human - or dwarven - perspective. The floating device - roughly resembling a raft, or dense driftwood - lies peacefully in the water. On the plus side, there will be no issiue with water coming in and sinking it as it isn't leakproof anyway. On the minus side, anyone using it will probably get wet feet.


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Daseem watched Bupkis work with growing alarm, he was sure boats weren't meant to look like that! "Time I p-prayed..." he muttered to Ivan. Drowning was no way for a warrior to go!

He's going to pray for the normal spells plus two water breathing 3rd level spells.


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

Sorry, folks. Getting caught up now.

Menrozzar watches Bupkis build hiss boat with some trepidation. It didn't look particularly safe, but maybe it would be okay. He certainly hoped so, at any rate. "Well, let's test its durability now, while we're still in shallow waters. I'll get on first. Daseem, Bupkis, can you hold it steady?"

Once it's held steady, Menrozzar gets on the raft.


Kitsune Game Master

The boat tilts to the side a little as Menrozzar steps on it, but much less than an average rowing boat would. Once he is off the edge the movement calms down.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

The goblin says, "Bupkis flies and looks for underwater temple". He propels himself through the air above the lake and heads out towards the center, careful not to go too far that he can't make it back before getting tired out. He scans the bottom of the water for signs of the rumored structure.

Perception: 1d20 + 12 ⇒ (18) + 12 = 30

Using Self-Telekinesis to fly (Standard Action each round). If he finds himself getting tired, he'll go back to the shore.
It may be more practical to take the raft out to the center and use it as a base of operations.


Kitsune Game Master

Bupkis flies ahead and the others follow on the raft. It is a bit unsettling, that the goblin doesn't travel on his own vessel, but once the raft is on the way almost all get used to it.

Toward the middle of the lake - the place farthest from any shore - Bupkis spots deep, dark shadows. Closer inspection shows great blocks of cut
stone haphazardly toppled into piles of rubble only a yard below the surface. The depth of the lake is about 40 feet here.

Besides the blocks of stone distributed here and there you find a larger structure. Surrounded by rubble covered in algae and it doesn't exactly look like a temple, but it is the only thing still standing.


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Peering over the edge of the makeshift raft Daseem gave the algae covered rubble a dubious look. Turning to the others he remarked, "Time for a s-swim?"

Going to cast water breathing for 14 hours worth divided equally between the party. Not sure if Amira is coming or not.


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

"I suppose, although I suspect it will be more of a sink than a swim."


Female Halfling Songhealer(12) - Ini+10, HP75 AC 20/16/15, F+7/R+15/W+11, Perc+2, SpC+23

I checked that I can sing and cast underwater and as that works I could come.

"Shall I come along, or stay here and keep the boat in position?"


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

The goblin says, "Bupkis ready for a swim! Thinks Amira should come." He's not used to swimming, but his newly-awoken connection with water makes him willing to try it. He ties his rope to the raft so they can hold on to it while they descend.

With a -1 strength modifier and no swim class skill, Bupkis isn't great in the water. Expanded Element makes no mention of modifying class skills.


Kitsune Game Master

To sink to the ground you only need to fail your swim check by 5 or more :D


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

After completing his spell, Daseem put his legs over the edge and tested the temperature of the water.

Assuming its not absolutely freezing.

He shrugged not liking the idea of swimming but at least thanks to Gorum's blessing he wouldn't drown, well hopefully not! "S-shall we?" he asked the others before slipping into the water and sinking down. Sinking through the lake water was a strange experience, like entering another world. As he descended he tried to make out the features of anything that might be a temple...

Perception: 1d20 + 14 ⇒ (7) + 14 = 21

He's hoping to hit the bottom! Daseem won't think of this but maybe we should tie a rope to the raft to make it easier to haul ourselves back up?


Female Halfling Songhealer(12) - Ini+10, HP75 AC 20/16/15, F+7/R+15/W+11, Perc+2, SpC+23

Amira steps close to the side of the raft, holds her nose with the right hand pressing it shut and jumps in. Which sends the seam of her dress floating over her head, and the multiple layers of her udnerskirt to from almost a sphere. Until sorted out, Amira is a ball of white cloth floating under the surface.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Bupkis has already tied his rope to the raft.

After Daseem said a prayer that gave everyone the ability to breathe water, Bupkis jumped in. The shock of the cold water made him gasp. Cold, so cold!

A lake fed by mountain streams is likely to be very cold! Endure Elements, Communal might be an idea (lvl 2 warpriest spell).


Kitsune Game Master

Sinking to the ground Daseem finds an entrance into the large pile of stones. This is not so much owed to his great skill or eyesight, but more to the giant gar coming out of the structure as more and more snacks hop into the lake.

Init:
Init Ivan: 1d20 + 2 ⇒ (2) + 2 = 4
Init Menrozzar: 1d20 + 2 ⇒ (18) + 2 = 20
Init Daseem: 1d20 + 1 ⇒ (20) + 1 = 21
Init Bupkis: 1d20 + 5 ⇒ (20) + 5 = 25
Init Amira: 1d20 + 5 ⇒ (19) + 5 = 24

Init Gar: 1d20 + 4 ⇒ (16) + 4 = 20

Bupkis, Daseem, Amira <--
Gar
Menrozzar, Ivan

Map added.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Is the map a top view or a side view? What depth are we at, and what is the visibility?

When he becomes aware of the predator, Bupkis urgently tries to swim closer to Daseem.

Swim: 1d20 - 1 ⇒ (12) - 1 = 11

Double Move towards Daseem. I haven't moved Bupkis' token on the map, since I don't know the swim DC.
The ranged attack penalty of -2 for every 5 ft of water makes it not worthwhile to shoot until the Gar is much closer.


Kitsune Game Master

We're talking a lake in nice weather. And you're not even trying to stay afloat. So DC is 8. So a double move nets you 15ft of movement (1/4 of your normal movement).


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

OK, moved his token towards Daseem.


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Daseem's eyes widened when he saw a thing coming towards him from the depths. Then he grinned, this was an unusual battleground for certain but surely Gorum was watching! Still he had no idea of its abilities so caution was required. He whispered a prayer to Gorum, one that would fortify him for the coming battle.

Casting Shield of Faith, AC = 21. He's going to let it close.


Kitsune Game Master

As no one is going to do anything big anyway, ...

The gar charges Bupkis and takes a bite.
Bite: 1d20 + 13 ⇒ (7) + 13 = 202d6 + 15 ⇒ (1, 2) + 15 = 18
Grab: 1d20 + 21 ⇒ (20) + 21 = 41

Bupkis, Daseem, Amira, Menrozzar, Ivan <--
Gar


Female Halfling Songhealer(12) - Ini+10, HP75 AC 20/16/15, F+7/R+15/W+11, Perc+2, SpC+23

Amira lets out a horrified shriek. Then she starts singing an encouraging song, about how harmless the monsters under the bed are, that used to keep her calm when she was little.

Inspire courage +2


Fighter 10/Ranger 1/brawler 1 HP:127/127, 0NL | AC: 40(44 vs giant subtype) FF: 37 T:20|DR3/adamantine|| CMD: 33 (37vs trip, 37 vs bullrush, 37 vs overun)(+4 vs giant subtype)|Fort: +17(+5) Ref: +17(+5) Will:+12(+5)| Init: +4 Perception: +17

Ivan, with furrowed brow and scowl crosses his arms and sinks into the lake. As he plummets to the depths, he moves not a muscle, looking like a sinking statue. Ivan somehow manages to change his trajectory without moving to drop past the Gar. Smacking it with his hammer as he passes.

sinkbyattack,PA,IC: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
damage: 2d6 + 13 + 2 ⇒ (6, 2) + 13 + 2 = 23

my swim is like, -9 atm. I doubt I'll be coming back up without rising from the depths like davy jones. At least until I put the shield away.


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

With a roar as his body warps from his draconic blood, Menrozzar leaps into the water last from the raft, and decides that since he's right over the gar, he'll just sink down, grab on, and then shred it.

Grapple, bloodrage: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27

This provokes an AoO, as I don't have the feat.


Kitsune Game Master

The gar bites at Ivan as he sinks by and they both draw blood. But the effect of using a hammer underwater is disappointing. But it is a nice distration for Menrozzar who clinges to the huge fish.

Bite: 1d20 + 13 ⇒ (18) + 13 = 312d6 + 15 ⇒ (4, 5) + 15 = 24

Amira, Menrozzar, Ivan
Bupkis, Daseem <--
Gar(11)

Please check underwater combat. You should give a swim check every round as is affects your AC and attacks.


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

Swim: 1d20 + 4 ⇒ (6) + 4 = 10

Swim check for this round.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

The gar narrowly missed Bupkis (attack roll of 20 vs AC 21). Good thing he made his swim check!

Ingolf is not happy to have a giant gar in his face trying to eat him! He tries to maintain his orientation and punch his assailant. Bupkis not fish food!

Swim: 1d20 - 1 ⇒ (16) - 1 = 15

Kinetic Blade (cestus), inspire courage: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23
Piercing Damage, inspire courage: 4d6 + 12 + 2 ⇒ (1, 4, 3, 6) + 12 + 2 = 28

Burn, infusion specialization: 1 - 1 = 0


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Daseem flails about in the water but his armour was a huge hinderance and frankly he starting to panic...

Swim?: 1d20 - 3 ⇒ (10) - 3 = 7 Does that mean he just sinks down?


Kitsune Game Master

It only means you get a -2 or something on the attack. You'd need to fail by 5 to sink.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1
Archives of Nethys wrote:
Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.

If you don't have Freedom of Movement, you have -2 to your bludgeoning or slashing attacks. Piercing attacks have a -2 only if you don't have Freedom of Movement, a swim speed, a successful swim check, or firm footing. So piercing attacks are generally easier underwater.

See Table 13-7 in the Underwater Combat rules.


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

The rules state: A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action. Given Daseem failed his swim check I don't think he can close to melee range this round! If he can get closer with a full round action he'll do so (but I'm under the impression he's left effectively trading water). I presume charge can't function under water.


Kitsune Game Master

The gar takes a hit from Bupkis and in return tries to bite the goblin again but bites its own tongue instead. It swims out of the fray, taking Menrozzar along.

Bite: 1d20 + 13 ⇒ (1) + 13 = 142d6 + 15 ⇒ (1, 2) + 15 = 18

Amira, Menrozzar, Ivan, Bupkis, Daseem <--
Gar(39)


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

Charge would function if you had a swim speed - the gar, for instance could charge us.

Maintain Grapple/Pin: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28

Menrozzar attempts to wrap up the gar's tail in order to keep it from fleeing.

Swim: 1d20 + 4 ⇒ (17) + 4 = 21


Kitsune Game Master

The gar shakes off Menrozzar and swims further away. Then it turns and attacks Menrozzar.
CMB: 1d20 + 17 ⇒ (8) + 17 = 25

Charge/Bite: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 172d6 + 15 ⇒ (1, 3) + 15 = 19

That's two rounds of actions.
Menrozzar <--


Male Human Bloodrager 7/Dragon Disciple 5 | AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

1st Round

As the Gar swims away Menrozzar waits for it to come back in a defensive stance. Total Defense

Swim: 1d20 + 4 ⇒ (16) + 4 = 20

Attack misses - AC is 22 with Total Defense and bloodrage, since I passed the Swim check last round and am not off-balance.

2nd Round

Swim: 1d20 + 4 ⇒ (11) + 4 = 15

Bite, bloodrage, IC, PA: 1d20 + 11 + 2 + 2 - 2 ⇒ (9) + 11 + 2 + 2 - 2 = 22
Damage, bloodrage, IC, PA: 1d6 + 7 + 3 + 2 + 6 ⇒ (5) + 7 + 3 + 2 + 6 = 23
Claw 1, bloodrage, IC, PA: 1d20 + 11 + 2 + 2 - 2 ⇒ (3) + 11 + 2 + 2 - 2 = 16
Damage, bloodrage, IC, PA: 1d8 + 5 + 2 + 2 + 4 ⇒ (4) + 5 + 2 + 2 + 4 = 17
Claw 2, bloodrage, IC, PA: 1d20 + 11 + 2 + 2 - 2 ⇒ (10) + 11 + 2 + 2 - 2 = 23
Damage, bloodrage, IC, PA: 1d8 + 5 + 2 + 2 + 4 ⇒ (1) + 5 + 2 + 2 + 4 = 14

Treading water, Menrozzar rips into the gar before him with tooth and claw.

All three attacks deal piercing damage, and don't take a -2 penalty.


Kitsune Game Master

Menrozzar shows the gar who the wild beast is in this fight. He rips the fish apart until it is only a bloody mess drifting in the water.

With the threat dealt with, all sink down to the bottom of the lake. There is a hole in the wall where the gar came out that allows entrance into the structure that once was a temple.

Lake minnows dart briskly through cracks in the walls. The floor is covered with small indentations filled with silt, detritus, and pebbles. Among the silt lie some giant bones.

Knowledge(nature)DC15:
The silt-filled depressions as fish nests.


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Daseem watched the fight helplessly, this swimming business was a terrible thing he decided. The only upside had been watching Menrozzar who was surely destined to fight among Gorum's honoured in the afterlife.

As he continued to sink he looked around to see if there was anything that might resemble a temple...

Perception: 1d20 + 14 ⇒ (6) + 14 = 20


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Bupkis didn't know anything about the bones. He sleoly walked along the stone floor, fighting against the drag of the water. Entering a hallway, he turned right and moved to an intersection; a shot hallway led south, while straight ahead the corridor opened up to a larger room.

Perception: 1d20 + 12 ⇒ (14) + 12 = 26


Kitsune Game Master

(J2) An odd stone structure that looks like a set of terraced rings, stacked from largest to smallest, stands in the center of this room ahead. Inside the rings lies a pile of smooth, polished stones covered with dead leaves and sticks.

(J4) To the left is the central chamber, the largest room in the temple ruins. The western wall has completely collapsed and now consists of a pile of great stone blocks. Lake fish dart around the rubble and through the fallen stones. In the center of the room to the east, a short flight of stone stairs rises to a small stone dais. An ancient giant skeleton lies atop the dais, still wearing an elaborately wrought golden headband.


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Daseem pointed excitedly at the huge skeleton, if Gorum was kind they'd soon have a fight! But then Daseem remembered he was underwater and his excitement vanished, he didn't want to fight anything down here if possible.

Still he was curious about the shiny headband, was it majiked? He bet it was. So he stared humming a chant under his breath.
Casting detect magic, much good it will do him though!


Kitsune Game Master

Detect Magic:
Nope


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Bupkis moves into the room to the west and examines the smooth, polished stones.

Perception: 1d20 + 12 ⇒ (9) + 12 = 21

Looking at them first before he moves anything.


Kitsune Game Master

From looking at them Bupkis finds nothing special about those stones.

Knowledge(Religion)DC20:
These are prayer stones that giants rub while praying to their gods.


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Kn: Religion: 1d20 + 5 ⇒ (8) + 5 = 13

As far as Daseem was concerned they were just boring old stones. It was time to move on, laboriously he headed south and when he found the large room (J4) he stopped to look.

Perception: 1d20 + 14 ⇒ (13) + 14 = 27
If it's dark Daseem will use the light orison on his sword.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Since Daseem seemed more interested in examining the giant skeleton, Bupkis decided to leave the rock arrangement for now, and go and look at the fancy golden headband the skeleton was wearing.

Perception: 1d20 + 12 ⇒ (4) + 12 = 16


Kitsune Game Master

Bupkis:
You catch a glimpse from the next room where a bunch of giant merguys busy themselves with something.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

Bupkis tries to get the attention of his comrades to alert them to what he just saw.


Kitsune Game Master

Init:
Init Ivan: 1d20 + 2 ⇒ (11) + 2 = 13
Init Menrozzar: 1d20 + 2 ⇒ (2) + 2 = 4
Init Daseem: 1d20 + 1 ⇒ (19) + 1 = 20
Init Bupkis: 1d20 + 5 ⇒ (12) + 5 = 17
Init Amira: 1d20 + 5 ⇒ (19) + 5 = 24

Init Merguy: 1d20 + 4 ⇒ (17) + 4 = 21
Init Merguy: 1d20 + 4 ⇒ (16) + 4 = 20
Init Merguy: 1d20 + 4 ⇒ (9) + 4 = 13
Init Merguy: 1d20 + 4 ⇒ (4) + 4 = 8

As she can't see what's happening, Amira waits.
Then some giant underwater ogres come swimming out of the neighboring room and attack.

@Bupkis
Javelin: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 6 ⇒ (7) + 6 = 13

@Daseem
Javelin: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 6 ⇒ (3) + 6 = 9

Amira
Merguy, Merguy
Daseem, Bupkis, Ivan <--
Merguy, Merguy
Menrozzar


Human Arsenal Chaplain 12 | HP 80 / 99 (1 burn 9 NL) AC 23 T12 FF23 | CMB +13 CMD 26 | F +12 R +7 W +13 init +1 | Resource Tracker
Skills:
Heal +3 Kn:Religion +9 Perception +19 Sense Motive +18 Survival +12 Craft:Blacksmith +15 (with tools) Prof:Soilder +18

Daseem is in armour so I'm hoping he qualifies as having as being weighed down enough to have a "firm footing" per the underwater combat rules. I'm also not clear if he can charge underwater or if there's a charge lane available.

Daseem's eyes grow wide as a sudden unexpected javalin strikes him in the shoulder. He waits to see what Ivan is doing and then... Deferring till Ivan has acted.

If there is a charge lane...:

Daseem for a moment forgets the water, hearing Gorum's call as his blood hammers in his veins, he surges surges forwards, swinging his holy sword in a vicious arc that leaves a trail of bubbles behind!

CHARGE! (closest ogre), power attack, furious focus, orphaned by giants, vital strike: 1d20 + 11 + 2 + 1 - 2 ⇒ (18) + 11 + 2 + 1 - 2 = 30
Reroll: 1d20 + 11 + 2 + 1 - 2 ⇒ (8) + 11 + 2 + 1 - 2 = 20Damage: 4d6 + 6 + 6 ⇒ (1, 2, 3, 3) + 6 + 6 = 21 Halved = 10

Crit?: 1d20 + 11 + 2 + 2 - 2 ⇒ (19) + 11 + 2 + 2 - 2 = 32Crit Damage: 2d6 + 6 + 6 ⇒ (2, 4) + 6 + 6 = 18 Halved = 9

Free action trip?: 1d20 + 11 ⇒ (3) + 11 = 14

If there isn't:
Daseem power walks along the bottom of the water hoping to bring WAR to the ogres! Double move towards them.


Goblin Aether Kineticist 12 HP: 159/159 (84 NL) Force Ward: 24/24 | AC:29 T:17 FF:23 | Saves F:17 R:20 W:12 | Init: 7 | Per:19| CMB:4 CMD:21 | Speed 30ft | Burn: 7/8| Internal Buffer: 1

@Daseem: A medium creature needs to be carrying 16 lbs to get firm footing. I'm sure that's not an issue for Daseem.

Bupkis powered up and blasted the nearest underwater ogre.

Move Action: Gather Power, Standard Action: Empowered Telekinectic Blast

Empowered Telekinetic Blast, through 10ft of water, PBS: 1d20 + 14 - 4 + 1 ⇒ (16) + 14 - 4 + 1 = 27
For damage calculation: empowered variable damage: 4d6 + 4 ⇒ (5, 1, 5, 2) + 4 = 17 17 x 1.5 = 25
Piercing Damage (variable damage x 1.5) + con + elemental overflow + PBS: 25 + 4 + 4 + 1 = 34

I'm assuming that he can't 5ft step underwater. If he can, he'll step to the north.
Bupkis is carrying more (13.75 lbs) than the 8 lbs needed to give a small PC firm footing.


Female Halfling Songhealer(12) - Ini+10, HP75 AC 20/16/15, F+7/R+15/W+11, Perc+2, SpC+23

Amira starts singing an encouraging song. Which, due to the density of the water comes over much louder than on dry land through the air.

Insire courage +2

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