Iron Gods: Forged into Legends

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Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

After a short discussion with her teammates and confirmation of directions to the manticore's approximate location, Thawm leads the way out of the clockwork chapel.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Apologies for not weighing in.
"I'm good to go and deal with that Manticore. But if the path there takes us through the Raiders territory, we may want to at least inform them of our intent. Regardless of the patrol we saved, another patrol may not be aware of our identity. They may mistake us for hostiles if they find us treespassing in their territory and headed in that direction. And if we have to defend against a Raider ambush, that may...complicate future talks with them. Even if they do confront us, telling them we are outsiders on our way to kill the mutant manticore may seem...outlandish - they may decide we are more likely to be agents of Hellion."
Basil answers after pondering for a while.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Keldor nods.

"Good points Basil. I should not dismiss the Raiders as lesser just because the ones we met so far seem so. Basic respect is inherent to any sentient life."


Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

"Yes. Now let's go respect the living stuff out of that manticore."
Thawm says, keeping an eye out for trouble.
Perception: 1d20 + 3 ⇒ (18) + 3 = 21

Also, is there an obvious area where we transition into the path hidden in the scrap? Thawm might want to use a couple of longer lasting buffs when we cross that threshold...


GM Roll: 1d100 ⇒ 65

Heading out, the group makes their way into the Redtooth territory. You spot Ratfolk families in hovels among the piles of trash.

As you move further in.

Thawm's roll counts

DC 20 Perception:

As you move farther in, you spot a few ratfolk watching you specifically. They seem to be very aware of you in their territory, but are leaving you alone.

They seem armed with bows and crossbows waiting and watching.

As you move to the somewhat hidden valley. Knowing its there makes it easy to find. Its likely just more unused than actually hidden.

Heading into the valley it goes for about 1500 feet.. Nothing too dangerous. Until you come to a short platoe on the side. Up the 10 foot cliff is a huge wrapped coil of what looks like barbed wire. Behind it seems like an entrance into the mountain of scrap. It almost looks like a nest of some kind. You don't see any creature, though you can't quite see inside coils.

You are far enough away currently to see this in the distance.

Roll20 is updated. What's the plan :)


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Outwardly ignoring the ratfolk for now, Keldor keeps his eyes locked on the 'nest' and the surrounding sky once they arrive.

"I think our normal tactics here will suffice. I will move up and try and draw the enemy out. You two help me from range and we will vanquish this foe quickly. Agreed?"


Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

As they pass by ratfolk hovels here and there, Thawm suddenly waves to a crossbow wielding ratling in the not-too-far distance and shouts "we'll swing by later! Sorry we can't stop by just yet!"

--- later, in front of the barbed wire coil ---

welp, I guess there wasn't an obvious place to buff before now, but barbed wire looks dangerous and it'll last 50 minutes...

Thawm nods in agreement and stops for a moment considering else, then casts Barkskin on herself.

"Keldor, think you can summon something to take a peek behind that barbed wire? Or shall I?"

is it safe to say that nothing happens when I cast that spell?

Spells etc:

before this post

Items:
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology
. (Divine) scroll of Restoration, Lesser
. potion of Invisibility

Supernatural Abilities

. at will Blessing of the Faithful
. 5/5 Channel Energy (DC 14; 2d6)
. 1/1 Bonded Holy Symbol
. 1/1 Deflection Aura (5 rounds)

Spell-like Abilities

. at will Lore Keeper (successful touch attack equals a 23 on the appropriate knowledge check for the touched creature)
. 6/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells:

. 3rd 2+1/day {D} Dispel Magic, Magic Circle against Evil, Summon Monster 3
. 2nd 3+1/day {D} Barkskin, Protection from Technology, Restoration, Lesser, Eroding Ray
. 1st 4+1/day {D} Shield, Abundant Ammunition, Bless [x2], Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark

Wizard Spells:

. 3rd 2+2/day {S} Summon Monster 3 [x2], Haste [x2]
. 2nd 3+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Summon Monster 2
. 1st 4+2/day {S} Mount [x2], Detect Radiation, Grease (DC 14), Technomancy, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic


Since Barksin is going to last nearly an hour, I will say its easy enough to back up and cast at a distance, so no risk of anything

Keldor, how do you want to draw out enemy? There is a 10 foot climb. DC 15 Climb to the top area.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Shortly before reaching their target, Basil swaps out her loaded ammunition, replacing all the pellets and special ammo with regular bullets.
"Allow me to take a look. You can still take point."
As Basil approaches the cliff, her optical camouflage cloaks her presence.
(This is how I imagine it working - except of course decloak on attack.)
Climb: 1d20 + 4 ⇒ (10) + 4 = 14
Accelerated Climb: 1d20 + 4 - 5 ⇒ (16) + 4 - 5 = 15
The first stone she grips gets loose, not able to hold her significant weight, but the second time she tries, she makes it up.

Should be invisible and up.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Watching Basil start climbing, Keldor looks back to Thawm.

"How is that me taking point?"

He shrugs. Hearing disappointment in his voice, Keldor shakes his/Gauntlet's head with Thawm's request.

"Unfortunately I cannot summon another creature unless Gauntlet is back home. For now. If I lose him however, I can summon something rather quickly otherwise."

I have an idea on getting up to the nest if needs be, but I want to make sure the others are in a agreement first. I don't want to waste the magic too soon.


Basil makes her way up to the cliff, from there she can see a large winged creature, obviously the Manticore. It is covered with strange green patches. Oozing liquid out of strange sores.

Though as she gets up there, the creature stands and starts to sniff the air. In the general area of Basil. Standing, Gauntlet and Thawm become visible to it, and the other way around.

Init:

Gauntlet Init: 1d20 + 2 ⇒ (12) + 2 = 14
Basil Init: 1d20 + 5 ⇒ (2) + 5 = 7
Thawm Init: 1d20 + 4 ⇒ (12) + 4 = 16
Manticore Init: 1d20 + 8 ⇒ (4) + 8 = 12

Thawm and Keldor see the creature stand, and are able to act quickly while Basil gets into position up on the cliff.

Round 1
Thawm, Gauntlet <--
Manticore
Basil


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Do you have see invisibility active? Otherwise you don't see me climbing :P
Also, I assume it's surprise round action was the move action to stand up...which means it did not take a move action to note the direction of the scent and does not know about my presence next to it's nest, yet.


Yes it has scent. It detected you in the area. Which had it stand up. The "in your direction" is flavor. He just knows there is something within 30 feet of him. Once standing, everyone could see it, and it can see Gauntlet and Thawm. Your smell likely started combat, but he has no real idea you are there, and he could easily assume the smell was just the two people lower down, even though they are beyond 30 feet.


Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

Thawm makes a 'tsk tsk' noise. "I knew I should've just summoned something to investigage..."

also, probably should've rolled a knowledge check, lol!
It's a beast and it's magical, so magical beast, right? Does the mutant-ness make it need a different check? xD

Knowledge (Arcana): 1d20 + 11 ⇒ (17) + 11 = 28

Thawm begins casting Summon Monster 3.

Spells etc:

before this post

Items:
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology
. (Divine) scroll of Restoration, Lesser
. potion of Invisibility

Supernatural Abilities

. at will Blessing of the Faithful
. 5/5 Channel Energy (DC 14; 2d6)
. 1/1 Bonded Holy Symbol
. 1/1 Deflection Aura (5 rounds)

Spell-like Abilities

. at will Lore Keeper (successful touch attack equals a 23 on the appropriate knowledge check for the touched creature)
. 6/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells:

. 3rd 2+1/day {D} Dispel Magic, Magic Circle against Evil, Summon Monster 3
. 2nd 3+1/day {D} Barkskin, Protection from Technology, Restoration, Lesser, Eroding Ray
. 1st 4+1/day {D} Shield, Abundant Ammunition, Bless [x2], Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark

Wizard Spells:

. 3rd 2+2/day {S} Summon Monster 3 [x2], Haste [x2]
. 2nd 3+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Summon Monster 2
. 1st 4+2/day {S} Mount [x2], Detect Radiation, Grease (DC 14), Technomancy, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic


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Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

My guess its a Magical Beast with the 'Mutant/Mutation' template or similar.

Keldor rattles off some draconic words...

Casting Evolution Surge!

...and suddenly Gauntlet's form begins making gear noises, grinding and twitching. Curved spears appear from his shoulders and begin sprouting metallic fingers, which in turn sprout metallic feathers!

Cool Sounds!

He then launches himself a short distance into the air on silver-looking angelic wings.

"Gods! I was wondering if that would work!"

Evolution: Winged Flight(Ex):
The eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon’s maneuverability depends on its size. Medium or smaller eidolons have good maneuverability.


It is Dungeoneering. But keeping your roll of 17 + 7 = 24.

2 Useful information items for Thawm:

The way its mutations look on it, you believe it to be weak to Electricity.

It has spikes it can release from its tail.

The Manticore leaps into the air, air and shards of metal fly outward in a huge area. Making it difficult to see the creature, as well as shards of blades flying outward. It is hovering about 20 feet above its nest, growling at the humans down below.

10 feet from it, you can see fine
15-20 feet 20% miss chance (concealment)
Beyond that 50% total concealment and can't see it by sight

Shard damage Basil: 1d4 ⇒ 1
Shard damage Thawm: 1d4 ⇒ 1
Shard damage Gauntlet: 1d4 ⇒ 2

It stays hovering in the air 20 feet above its nest. Shards flying outward. Everyone can't see it through the flying debris. I think at 20 feet up, Basil is 30 feet from it using diagonal rules. Roll20 updated, let me know if you would have been in different spots.

Round 1/2
Basil, Thawm, Gauntlet <--
Manticore


Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

Concentration: 1d20 + 8 ⇒ (2) + 8 = 10 vs DC 14 or 13 if it's ongoing
The sudden appearence of the Manticore and the blades that were flung at Thawm break her concentration.

After cursing under her breath in frustration, she attempts to cast Shield.

is this ongoing damage? Do I roll concentration again? xD

Spells etc:

before this post

Items:
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology
. (Divine) scroll of Restoration, Lesser
. potion of Invisibility

Supernatural Abilities

. at will Blessing of the Faithful
. 5/5 Channel Energy (DC 14; 2d6)
. 1/1 Bonded Holy Symbol
. 1/1 Deflection Aura (5 rounds)

Spell-like Abilities

. at will Lore Keeper (successful touch attack equals a 23 on the appropriate knowledge check for the touched creature)
. 6/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells:

. 3rd 2+1/day {D} Dispel Magic, Magic Circle against Evil, Summon Monster 3
. 2nd 3+1/day {D} Barkskin, Protection from Technology, Restoration, Lesser, Eroding Ray
. 1st 4+1/day {D} Shield, Abundant Ammunition, Bless [x2], Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark

Wizard Spells:

. 3rd 2+2/day {S} Summon Monster 3 [x2], Haste [x2]
. 2nd 3+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Summon Monster 2
. 1st 4+2/day {S} Mount [x2], Detect Radiation, Grease (DC 14), Technomancy, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

If we get saves vs area attacks, I do get regular Evasion while wearing Gauntlet.

Ignoring the spikes, Keldor/Gauntlet flies upward, charging the monster fist first!

Slam Attack! W/Charge: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Damage(Magic): 2d6 + 4 ⇒ (5, 6) + 4 = 15


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Ranged Flatfooted Touch, Bane, Invisible Attacker: 1d20 + 9 + 2 + 2 ⇒ (4) + 9 + 2 + 2 = 17 Damage: 1d6 + 4 + 2 + 2d6 ⇒ (1) + 4 + 2 + (6, 6) = 19

Getting a good view of the creature from straight below, Basil takes aim and fires right at the base of the Manticores neck - likely a vulnerable spot even if no vital organs reside there.

Swift for Bane, Standard to Fire, reload.


It is ongoing damage. Currently at least. So yes, concentration for the shield spell.

Basil, on the map, you are just outside the nest. It flew up 20 feet above the nest, which means you are outside the range to see it. There is a big cloud of dust and other stuff all around it. You can't target by sight at all as it has Total Concealment. I will say you know where about it is, and give you just the 50% miss chance. Since I am rolling my standard is high is good for the person rolling. So you miss on a 51-100. You could go through the brambles to get right under it, for the 20 foot shot

Basil hit %: 1d100 ⇒ 60

Basil's shot goes wild into the debris, not quite able to see the target though the dust and shrapnel.

Keldor though, charges through the air, and flies into the creature's area and slams hard. Its strangely tough hide absorbs some of the damage, but it does seem to strike true.

The shards of metal and other things continue to fly outward as the manticore hovers.
Thawm damage: 1d4 ⇒ 1
Gauntlet damage: 1d4 ⇒ 4
Basil damage: 1d4 ⇒ 3

With Keldor in its face the beast lashes out with a bite and 2 claws.
Bite Gauntlet: 1d20 + 10 ⇒ (14) + 10 = 24
Claw 1 Gauntlet: 1d20 + 10 ⇒ (16) + 10 = 26
Claw 2 Gauntlet: 1d20 + 10 ⇒ (1) + 10 = 11

Bite damage if hit because Charge: 1d8 + 5 ⇒ (1) + 5 = 6
Claw Damage: 2d4 + 5 ⇒ (1, 2) + 5 = 8
Gauntlet Fort: 1d20 + 10 ⇒ (1) + 10 = 11
Gauntlet Fort2: 1d20 + 10 ⇒ (18) + 10 = 28
The bite from the creature seems to burn a bit beyond just the damage of the teeth. 1 point of Con drain. You resist additional radiation issues

Round 3
Basil, Thawm, Gauntlet <--
Manticore (-10)

Gauntlet. The Radiation in the bite is a poison effect. I don't think you are immune or get bonuses for it. Plus a nat1 on that first save


Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

Concentration for Shield: 1d20 + 8 ⇒ (8) + 8 = 16 vs DC 11
she succeeded, woo!

Thawm shouts "Keldor! Get next to Basil for a second! I need to give you something!"
In spite of the storm of blades, Thawm decides that she'll keep casting spells.
Concentration for SMIII: 1d20 + 8 ⇒ (6) + 8 = 14 vs DC 13
No longer surprised by the tiny cuts, she manages to focus for the time being.

10' up to the ridge, right? But it's probably too far away to see Gauntlet/Keldor :s
Oh well, hopefully I can beat another DC 13~15 check and give everyone Haste

Spells etc:

before this post

Items:
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology
. (Divine) scroll of Restoration, Lesser
. potion of Invisibility

Supernatural Abilities

. at will Blessing of the Faithful
. 5/5 Channel Energy (DC 14; 2d6)
. 1/1 Bonded Holy Symbol
. 1/1 Deflection Aura (5 rounds)

Spell-like Abilities

. at will Lore Keeper (successful touch attack equals a 23 on the appropriate knowledge check for the touched creature)
. 6/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells:

. 3rd 2+1/day {D} Dispel Magic, Magic Circle against Evil, Summon Monster 3
. 2nd 3+1/day {D} Barkskin, Protection from Technology, Restoration, Lesser, Eroding Ray
. 1st 4+1/day {D} Shield, Abundant Ammunition, Bless [x2], Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark

Wizard Spells:

. 3rd 2+2/day {S} Summon Monster 3 [x2], Haste [x2]
. 2nd 3+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Summon Monster 2
. 1st 4+2/day {S} Mount [x2], Detect Radiation, Grease (DC 14), Technomancy, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Oh damn. My fault for not reading properly. If unable to see, I would have acted differently...moot now, though.
But regarding your roll, that is Basils miss chance. You rolled for me. So if high is good it should hit - I think it can be really confusing if you roll miss chances for us and high misses and miss chances for baddies and high hits. I don't particularily care about this one attack but I'd prefer if we have one overall standard no matter who is rolled for - e.g. high is good.
Lastly: If it wants to hover for full attack, it needs a Fly check. Should also have needed one for going straight up. Just saying :P

As Basil gets showered by more debris superficially cutting into her skin, her Repair Nanites activate, fixing most of the wounds she sustained so far.
Unable to pinpoint her target despite her various modes of vision, she decides to alter her tactics. Shutting off her pain receptors, she prepares for longer-ranged combat, expecting the manticore to try and put more distance between them - at the same time she announces her intent to remove this threat in a permanent manner in Androffan.

Concentration DC 12: 1d20 + 8 ⇒ (11) + 8 = 19
Standard to cast Longshot. Swift to activate Judgement. Basil has DR 2 / Magic for now.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

So this thing is a radioactive god-like metal-spewing manticore? OK...got it. So Keldor will use his Lay on Hands as a swift action to heal Himself/Gauntlet, then attack again.

Lay on Hands(Healing+Fatigue Mercy): 2d6 ⇒ (5, 6) = 11

Slam Attack!: 1d20 + 9 ⇒ (11) + 9 = 20
Damage(Magic): 2d6 + 4 ⇒ (3, 5) + 4 = 12

Now the question is can I use my 'Move' action as a 'Swift' action as well...if I can, then Keldor will use Smite Evil with his current attack. You only 'GET' one swift action per round, but it doesn't specifically state that you can or can't use a standard or move action to activate an ability that requires a swift action. If I CAN Smite Evil this turn...the attack gets +3 to Hit and +5 damage, and all the damage bypasses any damage reduction the target has. I've had GMs call it either way for Swift actions, so I leave it up to you DM Nex.


Sorry about the roll. I try to have a set way of dealing with %. Whoever is doing the rolling, higher is better. So in this case it was the creature's concealment chance not your hit chance. Hopefully that makes sense. Its just a way to avoid confusion with pbp games. Because I know the roll before I post, I want a set answer to "Wait, high or low". So the take away.. High is good for the person doing the rolling. Me == monsters, you == your character.

Say a monster has blur, and you some other %. You would roll your % then I would roll on the blur.. For me the higher number would be good. Again, I hope this makes sense. If we want we can move this to discussion and work on a different rule for this game than my normal.

As for its fly check.. Yes you are right it would have needed to do a fly check to go straight up, but it does have a fast speed, so even going less than 45 angle it could get where it is without a roll. Just kinda looping around a bit. And it has an ability to hover for free. Its hover lets it do its miss chance thing. The blades are added flavor for the nest

I have always been confused for the swift actions. This is why I prefer PF2 for that.. D&D 5E has the bonus action that is always limited.. but swift is supposed to be different. I will say you can do it as a move action. I think it makes sense, and always did. I remember being weirded out about that on my bard who had a ton of swift action type things

Gauntlet's attack strikes deep and true into the creature, bypassing its rough hide. It Howls and continues its striking agains the flying armored Editol.

Bite v Gauntlet: 1d20 + 10 ⇒ (15) + 10 = 25
Claw 1 v Gauntlet: 1d20 + 10 ⇒ (7) + 10 = 17
Claw 2 v Gauntlet: 1d20 + 10 ⇒ (13) + 10 = 23

All of its strikes hit the fuzed human's armor. Not getting purchase.

Thawm Damage: 1d4 ⇒ 1
Gauntlet Damage: 1d4 ⇒ 1
Basil Damage: 1d4 ⇒ 4

Round 4
Basil, Thawm, Gauntlet <--
Manticore (-27)


Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

Thawm summons a Lantern Archon!

Concentration (Haste): 1d20 + 8 ⇒ (7) + 8 = 15 vs DC 13
In spite of the storm of blades, she casts Haste on the archon, Basil, and herself.

Then she shouts up at her new temporary servant. "Cast Aid on the metal man with wings, then blast the mutant manticore!"

Spells etc:

before this post

Items:
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology
. (Divine) scroll of Restoration, Lesser
. potion of Invisibility

Supernatural Abilities

. at will Blessing of the Faithful
. 5/5 Channel Energy (DC 14; 2d6)
. 1/1 Bonded Holy Symbol
. 1/1 Deflection Aura (5 rounds)

Spell-like Abilities

. at will Lore Keeper (successful touch attack equals a 23 on the appropriate knowledge check for the touched creature)
. 6/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells:

. 3rd 2+1/day {D} Dispel Magic, Magic Circle against Evil, Summon Monster 3
. 2nd 3+1/day {D} Barkskin, Protection from Technology, Restoration, Lesser, Eroding Ray
. 1st 4+1/day {D} Shield, Abundant Ammunition, Bless [x2], Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark

Wizard Spells:

. 3rd 2+2/day {S} Summon Monster 3 [x2], Haste [x2]
. 2nd 3+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Summon Monster 2
. 1st 4+2/day {S} Mount [x2], Detect Radiation, Grease (DC 14), Technomancy, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic

---Archon---

After appearing just above Basil, acquiring Haste, and getting yelled at, the summoned archon approaches Keldor and casts Aid.
Temp HP: 1d8 + 3 ⇒ (6) + 3 = 9 not sure how those will stack with Gauntlet xD
My first guess is they get used if/when Gauntlet goes below 9 temphp...
but at least-
@Gauntlet: you get +1 to-hit for the next 7 rounds

@GM: The archon has a DC 13 Aura that you might like to roll for now:
Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.


Will Save: 1d20 + 5 ⇒ (10) + 5 = 15

The strange flying creature that was summoned's aura seems to not effect this manticore.

Round 4
Basil, Thawm, Gauntlet <--
Manticore (-27, smite evil)

As per discussion in discussion. Will be doing fly checks for maintaining height after attack. Same goes for Keldor. Also after this combat we will stick 1 swift per turn. I would like other's input on the % rolls in discussion thread to find a group consensus


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Fly(Unskilled) DC15 w/Good Maneuverability bonus: 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 14

Nope. Ouch. From the rules...If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage. Again...this is why I like Hero Points. Well, I failed, but I didn't fall. No attack then? Also..On the temp hit points? 'Gauntlet' counts as temporary Hit Points already for Keldor. You can't stack Temporary Hit points as far as I know. So that part won't help much unless the GM says it heals Gauntlet or something weird.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

AFAIK you fail to hover, which means you have to move. As per Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. - similar to trying to Fast-Dismount from a horse. You can do the skill check, or alternatively perform the move action. You can still attack, though, IMHO.

Alas, good news. While you are right that Gauntlet counts as temporary HP, and can only be replenished with Rejuvenate Eidolon - Temporary hit points from different sources (such as an aid spell, a use of energy drain, and a vampiric touch spell) still stack with each other.[ - so the Aid spell very much stacks on top of Gauntlet. Yay?

Basil takes aim and quickly fires 2 more rounds, slightly adjusting her aim between the shots.

Ranged Touch: 1d20 + 9 + 2 + 1 ⇒ (20) + 9 + 2 + 1 = 32 Miss Chance: 1d100 ⇒ 27 Well, no confirmation needed on that one.
Ranged Touch Haste: 1d20 + 9 + 2 + 1 ⇒ (14) + 9 + 2 + 1 = 26 Miss Chance: 1d100 ⇒ 93
Damage: 1d6 + 4 + 2 + 2d6 ⇒ (3) + 4 + 2 + (1, 2) = 12


I think Basil is right. You are going to have to move a bit more than half speed. I think you can still hit first then continue flying. That will trigger an AoO as you leave its range. So go ahead and attack then move your token. I will deal with AoO on its turn

Pretty cool about the Temp HP though!

Two quick shots, one misses in the cloud of dust, but the other strikes the creature, burning its flesh with the bane magic imbued into the bullet.

Round 4
Basil, Thawm, Gauntlet <--
Manticore (-39, smite evil)


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Understood. I also forgot that I gain a +3 deflection bonus to my AC vs. the target of my smite for the duration of the combat.

"Foul MONSTER! FALL!"

Slam Attack! w/Smite Evil!: 1d20 + 9 + 3 ⇒ (19) + 9 + 3 = 31
Damage - Ignores any DR!: 2d6 + 4 + 5 ⇒ (6, 5) + 4 + 5 = 20

Smite Evil (Notes):
If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

He then is forced to wing away slightly...cursing his lack of agility in the air.


Gauntlet's strike hits true and hard into the creature. As Gauntlet has to fly away from the hovering Manticore it reaches out and tires to bite him. But the smite and the summon's armor take the hit.

AoO vs Gauntlet: 1d20 + 10 ⇒ (10) + 10 = 20

With the Manticore hovering above its nest alone. There is not enough room to fly toward Gauntlet it decides stay where it is and attack the glowing creature.

spike: 1d20 + 9 ⇒ (3) + 9 = 12
spike: 1d20 + 9 ⇒ (3) + 9 = 12
spike: 1d20 + 9 ⇒ (5) + 9 = 14
spike: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Round 5
Basil, Thawm, Gauntlet <--
Manticore (-59, smite evil)


Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

@GM: does it have the evil subtype like a devil? or is it just evil? I'm pretty sure it's just evil which would mean that the DR10 applies >:3

Thawm's Lantern Archon manages to dodge all but a single spike, its inherent glow flashing off the debris in the cloud behind it throwing off the aim of the evil manticore.
Fly: 1d20 + 14 ⇒ (5) + 14 = 19 vs DC 10 to not lose 10' of height xD
Fly: 1d20 + 14 ⇒ (2) + 14 = 16 vs DC 15 to hover xD
Should I always roll checks that are 100% successful? I feel like I should always make all the rolls xD

It shrugs off the blow and hovers while blasting the manticore.
Ranged Touch +Haste: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Damage (ignores all DR): 1d6 ⇒ 3
Ranged Touch +Haste: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Damage (ignores all DR): 1d6 ⇒ 3
Ranged Touch +Haste: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Damage (ignores all DR): 1d6 ⇒ 3
Concealment maybe?: 1d100 ⇒ 85

That is two fly checks for the Manticore, I believe. Not sure if the first check fails and could drop the manticore into concealment, but I do like rolling dice even if I just wasted that 85 xD

---Thawm---

Meanwhile, Thawm just sees the little archon disappear into the cloud and hears clashing of claws on Gauntlet's metal hide.
"Basil, should I climb up?" She asks, before saying an orison to help Basil's aim.

Blessing of the Faithful to give Basil a +2 sacred bonus to attack on top of the +1 from haste xD


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Turning in the air, Keldor brings his fist back to the monster as fast as he can!

Fly(Unskilled) DC15 w/Good Maneuverability bonus: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21

Slam Attack! w/Smite Evil!: 1d20 + 9 + 3 ⇒ (12) + 9 + 3 = 24
Damage - Ignores any DR!: 2d6 + 4 + 5 ⇒ (4, 5) + 4 + 5 = 18

Smite Evil (Notes):
If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.


A combination of the Archon and Gauntlet bring the creature down. Its wings go limp and it crashes down hard to the ground blow the nest. Strange green goo oozing from its mouth.

combat over


Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

Wow, noice. bypassing DR is the best...
hearing the creature crash to the ground, Thawm says "Nevermind. Sounds like you guys have it covered. Anything interesting in the next?"

Then, after a moment's pause. "Archon! Tell me what's in the nest besides gore and barbed wire!"

---Archon---
The summoned monster obediently searches the area for anything of interest.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9


The nest itself seems to only have bones and scraps of meat in it. Though there is a small cave behind the nest you can slowly make your way to around the outside of the nest.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Basil reloads her gun, using her standard loadout, then makes her way to the small cave cautiously. As she approaches, she turns invisible once more, making a mental note that she'll have to ask Ari if there were alchemical means to nullify scent.


Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

"Okay, I guess we take a peek into the cave..."
As the lantern archon disappears, Thawm heads to the cave entrance to wait for Keldor and Basil.
Just before running out of patience, she realizes that Basil has once again gone ahead to scout.


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

Keldor lands near the entrance to the small cave, folds his wings, then moves to look inside.

Perception (Low-Light+Darkvision: 1d20 + 8 ⇒ (11) + 8 = 19


As the group heads into the cave, leading by Basil, they see the floor of this cave is covered by a tangle of bones, grisly remains, strange green glowing liquid, and rubble.

If you are going to search this cave I will need 6 Perceptions Checks. Just 5 for Gauntlet. Then I will tell you what you all found. If you are doing anything else let me know


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

If it will aid us, Gauntlet will pull out his technological-torch (flashlight) and light the way for everyone.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Perception: 1d20 + 8 ⇒ (9) + 8 = 17


Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

Thawm casts Light on the holy symbol hanging from her neck, Detect Radiation, and then Detect Magic. She looks around for any signs of magic as they enter the cave.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Perception: 1d20 + 3 ⇒ (1) + 3 = 4

Spells etc:

before this post

Items:
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology
. (Divine) scroll of Restoration, Lesser
. potion of Invisibility

Supernatural Abilities

. at will Blessing of the Faithful
. 5/5 Channel Energy (DC 14; 2d6)
. 1/1 Bonded Holy Symbol
. 1/1 Deflection Aura (5 rounds)

Spell-like Abilities

. at will Lore Keeper (successful touch attack equals a 23 on the appropriate knowledge check for the touched creature)
. 6/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells:

. 3rd 2+1/day {D} Dispel Magic, Magic Circle against Evil, Summon Monster 3
. 2nd 3+1/day {D} Barkskin, Protection from Technology, Restoration, Lesser, Eroding Ray
. 1st 4+1/day {D} Shield, Abundant Ammunition, Bless [x2], Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark

Wizard Spells:

. 3rd 2+2/day {S} Summon Monster 3 [x2], Haste [x2]
. 2nd 3+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Summon Monster 2
. 1st 4+2/day {S} Mount [x2], Detect Radiation, Grease (DC 14), Technomancy, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Before I roll on that: How would you rule "Sift" interacts with this? - On one hand, it takes a -5 penalty, on the other hand, it checks a 10-foot cube as per searching for "fine detail". Specifically, since it's a cantrip and Perception can be retried, if it could be used to "cut" the time for Taking 20, albeit at a -5 penalty. My reasoning being that it scans 8 "5-foot cubes" at a time(4 of them on the floor, likely most relevant most often) and I can re-do it over and over until I'm certain I didn't miss anything. Usually time is an issue in extensively searching an area...(it seems relevant here because we are not using passive perception, but actively search the area).


I mean. Spoilers.. but there are some items here. Just trying to figure out how much time and effort you put into finding the items. Sift would speed things up greatly. If you wanted to scan through this area multiple times. Taking your time and taking 20. thats totally fine. I should have been more percise with my question.

Inside this cave among all the stuff you find a few nice items.
A Rusted Iron Coffer. When forced open contains 250 gp.
A masterwork cold iron dagger
+1 Battleaxe
Silver armband with inset pearls worth a total of 700gp
A ring with a head of a ram You can guess. 17 charges remaining
A gun like object. Similar to what Basil carries, but more technological.

Knowledge Engineering DC 25:


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

OOOOOhhhh! Dibs on the ring? You guys can have everything else really. One of my favorite magic items there!


Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

@Keldor: I'm fine with you taking the ring xD

Once the cave has been looted and everything carried to the mouth of the cave for inspection, Thawm takes a closer look at the magic items and then notices one of the things is... advanced.
She casts Technomancy and inspects it.
Knowledge Engineering +technomancy: 1d20 + 9 + 10 ⇒ (8) + 9 + 10 = 27

"Oooh- a nice pistol for frying electronics. Need an extra sidearm, Basil? It'll always work on robots better than your gun."
Thawm says, before pausing a moment to tilt her head and reconsider. "Probably always better." she adds, offering the EMP Pistol to Basil.

Until told otherwise, I'm going to assume 10~20 minutes of searching and therefore that my Shield expires xD

Spells etc:

before this post

Items:
. potion of CLW x7
. (Divine) scroll of Cure Light Wounds (x8)
. (Arcane) scroll of Detect Radiation (x2)
. (Divine) scroll of Endure Elements (x3)
. (Divine) scroll of Magic Weapon (x3)
. (Divine) scroll of True Appraisal
. (Arcane) scroll of True Strike (x2)
. (Arcane) scroll of Unseen Servant
. (Arcane) scroll of Aram Zey's Focus (x2)
. (Divine) scroll of Protection from Technology
. (Divine) scroll of Restoration, Lesser
. potion of Invisibility

Supernatural Abilities

. at will Blessing of the Faithful
. 5/5 Channel Energy (DC 14; 2d6)
. 1/1 Bonded Holy Symbol
. 1/1 Deflection Aura (5 rounds)

Spell-like Abilities

. at will Lore Keeper (successful touch attack equals a 23 on the appropriate knowledge check for the touched creature)
. 6/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells:

. 3rd 2+1/day {D} Dispel Magic, Magic Circle against Evil, Summon Monster 3
. 2nd 3+1/day {D} Barkskin, Protection from Technology, Restoration, Lesser, Eroding Ray
. 1st 4+1/day {D} Shield, Abundant Ammunition, Bless [x2], Fastidiousness
. Orisons Create Water, Light, Purify Food and Drink, Spark

Wizard Spells:

. 3rd 2+2/day {S} Summon Monster 3 [x2], Haste [x2]
. 2nd 3+2/day {S} Glitterdust (DC 15) [x2], Aram Zey's Focus, Eroding Ray, Summon Monster 2
. 1st 4+2/day {S} Mount [x2], Detect Radiation, Grease (DC 14), Technomancy, True Strike
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic


Yup. As there was no danger, 20 minutes of full searching makes sense. Then Inspecting the item.

What is the plan now? Head further in to array? Or head back and talk to the Redtooth?


Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

I vote redtooth. Possibly after RP if Basil or Keldor want to say anything fun about their shiny new toys. I suppose Thawm could use the dagger theoretically xD
Hmm....


Male 1/2 Elf/Construct/Outsider (Synthesist) Summoner/Paladin Gestalt 7| HP 77/77 (Temp: 6/42)
Stats:
AC 28, T 13, FF 24| CMB +11, CMD 23 | F 11, R 9, W 11 | Init +2, Perc +9 / Low-Light Vision/Darkvision|Current: -5Con; Evasion, AuraofGood/Courage;Chainsaw 9/10 charges left!

I vote array, then Redtooth. I fear that's the wrong order, but Keldor is a linear direction/one thing at a time kinda person.


Female NG Aasimar oracle 4 / sorcerer 2 | max HP: 46 | AC: 14 (13 TAC, 12 FAC)| CMB: +4, CMD: 16 | F: +4, R: +4, W: +10| Init: +2; Perc +2, SM: +6 | Speed 30ft | Ammo:32cis & 48+1ci | tsRE 3; EB 4; CLW 1; FF 1; MS 1; Spells (os): 85-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn, xbow in hand

Oh yeah, the array. Somehow I forgot that we didn't find that yet xD
That's close, right?

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