Iron Gods: Forged into Legends

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I step away for one day! Look what happens

The scared up humanoid gets a bullet to the brain, knocking it down fast.

Thawm's touch reveals this is defiantly a smiler. They mutilate their faces and likely eat other humans, but not ratfolk. This one liked guns, but was clumsy with reloading.

A few people peek out of tents looking your way, but most of this area, while under Smiler control, still just has people living here.

I very much enjoyed the dynamic here. Thanks for everyone working together on it. I enjoy that you all will talk through things together. I am pretty lax about Paladin code, at least until its too much. I would give you warning before you have to attone. SO far you are doing great, keep it up. Its in character and perfect"

You can see, ahead, the smiler's structure. No other gang members are around, and you just see the outline of the building.

Will try to post the outer wall tonight.


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) |

"Hm. You are more experienced in these matters. I will trust you. They are illogical creatures. I expected the opposite to be true. That sparing him will encourage all his allies to attack us freely, as they only have to yield to be spared the consequences of their actions. While enforcing those consequences seemed to imply that the next time we demand one of them to yield, he would consider surrendering right then, knowing he would not get another chance. I did use my gun because I was under the impression you would prefer them to die swiftly, but you want the cannibals to survive and continue to hunt and eat others. I am confused. Do with this one as you please, but after we are done with our plot, I would appreciate if you could elaborate on the finer points of morality that seem to escape me."
But fine, let us move on before more of his kind decide to test their mettle.

I get you. But he's still a cannibal. If you don't reform him, he'll murder others to eat them. That, and as said, you don't seem to refrain from lethal force yourself, possible robbing them of a chance to yield. This one was brought to a situation where he was alone, surrounded and prone. Maybe the one who's face you bashed in would have liked to surrender in a similar situation, as well - i am not 'teasing you' or anything, but closer understanding of social dynamics and interactions between humans is a key goal for Basil - trying to understand why executing someone trying to surrender is wrong is a good way to get there.


Scrap worth +1 = 6!

The ridge of refuse and junk is sheer here, like the face of a cliff. A gray metal wall sits at the base of the cliff, with a sizable metallic deck protruding south from its surface. This open-air deck is sheltered by a ragged awning of furs and scrap. Metallic double doors sit in the center of the metal wall, and above these doors protrudes a metallic armature of some sort with what appears to be a tube-shaped device fitted with a red crystal extending from the tip. A few scorch marks mar the deck's surface here and there.

Roll20 updated


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 at Basil's suggestion, waiting until later to try and explain the finer points of basic morality, divine sins, and humanoid forgiveness. He then leads the others onward quietly.

I'm assuming the Haste spell is finished. Can I ask for clarification? Can we reach the doors? From your description it doesn't sound like we can, but the map seems to have stairs. If we can approach the doors, can we reach the red-crystal tube device?


Sorry for delay. New job is kinda taking over my brain a bit, and I am getting used to a new routine. Plus I waste my mornings playing Skyrim.. Should probably stop that

Yes haste is done at this point. You can reach the door. The wall is set into a huge wall of scrap. But the door has a deck area in front. You can take the step up to the deck area. The Deck is empty, other than the scorch marks. Large double door in front of you. Roll20 should show what I mean.


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!

Scanning for Evil, Keldor/Gauntlet starts walking toward the door, then stops and points.

"Wait...the scorch marks are on the ground? Does that device look like the 'firespitter' to you both? Is this a technological trap of some sort? I thought it was supposed to be a directed weapon."

Knowledge(Engineering): 1d20 + 11 ⇒ (4) + 11 = 15


Thawm peers around Gauntlet's beefy arm at the probable trap.
Knowledge(engineering) w/ technologist: 1d20 + 9 ⇒ (16) + 9 = 25


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) |

Perception: 1d20 + 12 ⇒ (16) + 12 = 28
KN(Engineering w/ Techno): 1d20 + 13 ⇒ (10) + 13 = 23

"After working on the Reactor in Torch and considering the Power Output it was capable of providing, I must say I am positively surprised that it is not a ship-based directed weapon. The expected damage output considering the available energy input would have been sufficient to incinerate us twice over, despite the protective magics.", Basil states matter-of-factly, looking out for any potential triggers for the scorching unit.
"Should we try and unplug that crystal?"

Now that I am versed in Starfinder - Starship weapons deal 10x their listed damage if directed against individuals - so most weapons would be able to take us out in a shot or two.


All of you are able to spot the "trap", it looks like weapons similar to what Meyanda had. A directed light gun.

The scorch marks are small directed pinpoints with splashing out burned.

Think storm trooper scorch marks

It seems like there is no way to approach the door without the trap system from being able to aim at you. Though you are not sure how it detects someone approaching, it could be based on visual or sound. You could try to disable it if you where able to get closer, and you will have to deal with the door itself as well.


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) |

"We could use one of the bodies as a shield. Based on the intensity of these scorch marks I assume it would buy us approximately 18 seconds of time before the ray manages to burn through.", Basil helpfully suggests.
Hey, pragmatic AND practical...


"We can do better than that, Basil. Keldor, fire elementals are fire-proof. Could you summon one of those? I can tell you how to tell it to open the door." Thawm says, her eyes on the laser blaster over the entrance.


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.

"I can, but I would have to dismiss Gauntlet for now. Are you both OK with that? I might not get time to summon him for a while. Also...could setting off the trap set off an alarm? How do they turn it off? There must be some way to control it. A technological wand or similar. I would love to grab that flame-spitter and get a closer look at it too...maybe modify it for our use. Attach it to the wagon? You know...I have researched the ability to summon an Arbiter. They are small and can fly. I might be able to direct it to disconnect or damage the weapon to keep it from functioning."


Thawm sighs. "You know what? I don't want to go back for one of the corpses and I don't want to argue about whether Gauntlet or something more expendable is useful here. I'll just see if the probably-ruby zaps equines and if more orcs come out to eat."
Thawm then begins casting Mount.

Soon a completely innocent horse appears; complete with bit, bridle, and riding saddle; right in between several scorch marks.

Spells etc:

before this post

Items:
. wand of CMW (x18 charges)
. 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)
. 5/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells:

. 3rd 2+1/day {D} Dispel Magic, Hide from Undead, Greater (DC 16), Summon Monster 3
. 2nd 3+1/day {D} Barkskin, Boneshaker (DC 15), Necromantic Burden (DC 15), Restoration, Lesser
. 1st 4+1/day {D} Shield, Bless [x2], Fastidiousness, Hide from Undead (DC 14)
. 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], Grease (DC 14) [x2], Monkey Fish, Technomancy
. 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) |

"Keldor, what did you do with the one I was not allowed to shoot? Just leave him back there to wake up on his own? Or rather bleed out on his own?"
Basil looks back towards the skirmish site: "I think I understand. Had I not executed him, we could have forced him to try and open the door for us. As a prisoner, he would have had the potential to be useful, while as a corpse, that utility is diminished. And if he proves superfluous, he can be executed at a later time - so it may be worth the minimal increase in danger for dragging a disarmed enemy along."


As the summoned horse appears on the deck area a small opening fires 2 quick bolts of fire.

Trap vs horse: 1d20 + 10 ⇒ (11) + 10 = 21
Trap vs horse: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 2d6 ⇒ (2, 1) = 3
Damage: 2d6 ⇒ (3, 3) = 6

Init:

Thawm: 1d20 + 4 ⇒ (1) + 4 = 5
Basil: 1d20 + 5 ⇒ (13) + 5 = 18
Gauntlet: 1d20 + 2 ⇒ (20) + 2 = 22

You can choose to act if you wish. will likely just keep hitting the horse if you leave it.

Round 1
Gauntlet, Basil <--
Trap
Thawm, Horse (-9)


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!

Can we walk up to the trap and reach it, or is it too high up?

"Sort of Basil. Basically you have a good point but missed the most obvious: He may have also had a means of being ignored by the trap or knowledge on how to bypass it completely. There's more to it than that too. Most of it goes beyond the physical however. Esoteric even."


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) |

"I doubt it would be a very useful security device if it can be easily disabled by any but the one it is supposed to protect. I think the chance he would have had means to bypass it would have been minimal. But he could have tried, regardless, and thus died a more meaningful way."
Basil steps up on the platform, ignoring the horse:"The weaponry is less powerful than feared - optimized for crowd control or fast fire rates against multiple targets, rather than strong single-target effects. Our resistance should mostly cover us from the damage it can do."

Disable Device: 1d20 + 4 ⇒ (4) + 4 = 8
"I appear to be too short to get a good grip on it."


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!

Gauntlet/Keldor moves up to give Basil a boost...

Str Check: 1d20 + 4 ⇒ (5) + 4 = 9

...and ends up grabbing parts not meant to be grabbed.


The crotch does seem like a convenient place to pick someone up by. Thankfully Androids don't have anything sensitive there, but still...
Also, hopefully the laser finishes off the horse xD


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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) |

"I was not aware you had this kind of urges, but the timing seems inconvenient." Basil shifts slightly as Keldor fondles her Crotch, then pushes against the wall and climbs up to sit on Gauntlets shoulders, facing him. "If such is necessary to keep you focused, we can arrange some assisted sexual release for you to clear your mind at a later time. For now, remember why we are here."
Acrobatics Take 10: 10 + 11 = 21
Disable Device: 1d20 + 4 ⇒ (20) + 4 = 24


@GM: I think that Basil and Gauntlet's turns are done.
But before my turn, I need to know if I should narrate the horse dying or not xD


It is not too high up. Seems like Basil will succeed on the second round. The gun will go off one time before success though

As Basil and Gauntlet try to get it disabled the gun turns and tries to fire at Basil.

Trap vs Basil touch: 1d20 + 10 ⇒ (3) + 10 = 13
Trap vs Basil touch: 1d20 + 10 ⇒ (5) + 10 = 15

Damage Fire: 2d6 ⇒ (4, 3) = 7
Damage Fire: 2d6 ⇒ (6, 6) = 12

Both shots hit the android, but with her fire protection cast by the local cleric reduces the damage down. Only 2 fire damage as you have resistance

Shortly after With Gauntlet's help Basil is able to disable the strange trap. Pulling out the strange trap, it resembles a rifle.

Trap:

Timeworn Laser Rifle. With 4 charges inside still.

The door in front of you is solid.

Disable device or Strength check to open door


Knowledge (engineering): 1d20 + 9 ⇒ (11) + 9 = 20 welp, that didn't hit 27...

After the horse runs away from the source of its pain, Thawm saunters up to the door and takes a close look.
Perception for traps: 1d20 + 3 ⇒ (20) + 3 = 23
Can I use my Mwk thieves tools? Or do I need an e-pick? Thawm will try to take ten on the lock with masterwork theives tools for 17...


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!

Knowledge(Engineering) W/Technology Feat: 1d20 + 13 ⇒ (11) + 13 = 24


2 people marked this as a favorite.
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 stows away the rifle-like object, then takes a look at the door. First knocking on it to see if someone would open, then trying to determine the locking mechanism used to hold it shut.
Disable Device: 1d20 + 4 ⇒ (4) + 4 = 8
With both approaches not producing reasonable results, she finally decides that doors, unless they are of a sliding variant, usually have hinges, which are often weak spots. Deciding on the spot Basil deems most vulnerable to application of force, she spins around, then kicks the door.
Strenght: 1d20 ⇒ 20

The 2 fire damage push me past Repair Nanite treeshold, so I autoheal for 10 HP, leaving 1 damage.


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!

Seeing her wind up, Keldor adds Gauntlet's foot to the door opening attempt.

Str (Aid another?): 1d20 + 4 ⇒ (7) + 4 = 11

"Well-kicked Lady Basil. Which reminds me...I need to add more armor to Gauntlet's crotch in the future."


This door is mostly just standard tech, but the metal is something strange. The lock seems to not be on the front, but chained up in the back.

As Basil and Gauntlet pull the door open, it starts to creak, but is still struggling. Going to need a bit more assistance to break the chains in the back.

DC 25 strength or DC 30 Disable. What tricks do you all have? I will assume you are at 22 STR, what can Thawm chip in?


If we want to spend 2 minutes ripping it off of its hinges, Thawm's Blessing of the Faithful can add a sacred boost to ability checks. So between Thawm's Prayers and Gauntlet's might, we can take 20 for 26 :D
Also, Thawm has an Any-Tool for another +2. Can Basil Aid for a third +2? I have an adamantine dagger that she can chip away at something with or wedge in somewhere xD
We can get either +8 or +10 on this without even using Bull's Strength or Evolution Surge :D
Also, it sounds like we can break the chain but not the door, but Thawm hasn't given up on that yet xD

Seeing that the strategic kicks and punches are not presently knocking the door down, Thawm thinks aloud for a moment.
"Since we don't care about how drafty this place will be later, why don't we just methodically disassemble this obstruction?"
Thawm pulls out her Any-Tool from her Handy Haversack and shapes it into a crowbar before offering it to Keldor.
Thawm also pulls out her adamantine dagger and offers it to Basil.

"I'll need both of these back after. Do your best while I call upon Nethys to aid you?" she adds, looking back and forth between her compatriots.


These doors are made of strange materials, but the lock (on the other side) is not.. Eventually taking time and ripping muscles you eventually get this door open. Though not quite as stealthy and fast as it could be.

The doors snap open as the lock breaks and swings open.

Will do reveal of inside later


"Good job, guys."
Thawm holds out her hands for the return of her two items as she tries to peer through the doorway.


1 person marked this as a favorite.
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 need additional armor for protection, or because your physical state minimized the room available?", Basil asks nonchalantly while driving the Adamantine dagger into the metal in an effort to loosen it.

Soon after, they swing open as the lock breaks, allowing her to continue the previous topic as the dust settles: "I watched her work and believe Dinvaya should be able to help with your armor extension, but she may have to take your measurements first."


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!

Stiffening at Basil's questions, Keldor stutters a bit:

"What? No...yes...NO...whaaat? Look, let's just concentrate on getting in here and rescuing....what's his name again? Anyway. Good to do...get done. Stuff. Things. You know..."

He then stumbles inside, almost hoping to be attacked immediately merely as a simple distraction from Basil's questions.

Perception: 1d20 + 8 ⇒ (9) + 8 = 17


Sorry about the delay. First vacation all year, not as much time in front of a computer!

Old wooden benches line the west and east walls of this large room. Two ruined metal tables sit in the center of the room, while a nook to the north is set off by the countertop strewn with bones and bites of junk. two grisly chandeliers, made out of hanging bundles of skulls and bones, illuminate the room with flickering yellow flame.

Standing in the center of the room is a twisted looking human holding a gruesome great club. Their face is twisted and lumpy. As soon as the door slides open as the lock pops he screams out. "AHHH!!!!

Inits:

Gauntlet: 1d20 + 2 ⇒ (9) + 2 = 11
Thawm: 1d20 + 4 ⇒ (7) + 4 = 11
Basil: 1d20 + 5 ⇒ (3) + 5 = 8

Gunshy: 1d20 + 5 ⇒ (13) + 5 = 18

This humanoid creature rushes forward from the center of the room and strikes at Gauntlet.

GM roll: 1d20 + 9 ⇒ (7) + 9 = 16
Gunshy, rage, Power Attack: 1d20 + 15 + 2 - 2 ⇒ (20) + 15 + 2 - 2 = 35
Confirm: 1d20 + 15 + 2 - 2 ⇒ (13) + 15 + 2 - 2 = 28

Damage: 1d10 + 14 + 2 + 6 ⇒ (4) + 14 + 2 + 6 = 26 Crit= 52 damage

Ok.. Since this is a huge hit. Going to show my math. +1 weapon. Strength 28. 2 handed. = 1d10 + 14 damage. Rage +2. Power attack (since 2 handed weapon) is -2 to hit and +6 to damage (+4 then *1.5 because 2 handed). So that puts damage at 1d10 + 22. Its a x2 weapon. So 52 damage.

This creature rushes forward with imense fury. Almost as tall as gauntlet and swings down with this strange club at the armored merger of Summon and Caster. Breaking through armor and feeling it reverberate deep inside. Wild eyes scanning the group. Looking specifically at what is in your hands.

All of you were focusing on opening door so no weapons in hands currently.

Round 1
Gunshy
Gauntlet, Thawm, Basil <--


wow, lucky crit, eh?
Also, that rage should be +3 if it gives +4 strength (1.5x str...)
Why don't we make that 2-hander attack a 1-hander attack that provokes?

Knowledge (local) on the humanoid: 1d20 + 7 ⇒ (5) + 7 = 12
Thinking quickly, Thawm casts Grease (DC 14) on the brute's weapon.

Spells etc:

before this post

Items:
. wand of CMW (x18 charges)
. 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)
. 5/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells:

. 3rd 2+1/day {D} Dispel Magic, Hide from Undead, Greater (DC 16), Summon Monster 3
. 2nd 3+1/day {D} Barkskin, Boneshaker (DC 15), Necromantic Burden (DC 15), Restoration, Lesser
. 1st 4+1/day {D} Shield, Bless [x2], Fastidiousness, Hide from Undead (DC 14)
. 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], Grease (DC 14) [x2], Monkey Fish, Technomancy
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

That's the kind of hit I can't stop. Sorry gals. And I was worried Gauntlet's AC was too high for my level...28 strength...Geez. That's like Storm Giant strength!

With a flash of steam and a whisking 'pop' sound gauntlet disappears in a flash and Keldor stumbles backward, a look of extreme pain crossing his face.

"I guess I asked for that..."

But he is now free to summon a monster behind the beast too! Raising his empty hands in a forceful gesture, he pulls from his memory a creature from the jungle of distant lands...

Summon Monster III SLA:
(Sp): At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

A celestial Velociraptor appears behind the beast-man and immediately leap-attacks!

He then touches his chest to remove some of the pain there...

Swift action to heal myself! 9+7 leaves me at 16 pts for now.
Lay on Hands(Healing+Fatigue Mercy): 2d6 ⇒ (4, 3) = 7


@GM: Please add a token for the Velociraptor in Roll 20? Assuming he will be there long enough to matter...

With a flash of blue light, the scaled predator hisses and leaps at the large figure's unsuspecting back!

Swift action to activate Smite Evil! Leap Charge! -Note I'm assuming here that the guy is evil. Now let's hope his AC sucks because he charged me.

Bite w/Smite and Charge: 1d20 + 6 + 2 + 2 ⇒ (13) + 6 + 2 + 2 = 23

Damage w/Smite and Charge: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6

Talon 1 w/Smite: 1d20 + 6 + 2 + 2 ⇒ (7) + 6 + 2 + 2 = 17
Damage w/Smite and Charge: 2d6 + 2 + 2 ⇒ (5, 4) + 2 + 2 = 13

Talon 2 w/Smite: 1d20 + 6 + 2 + 2 ⇒ (11) + 6 + 2 + 2 = 21
Damage w/Smite and Charge: 2d6 + 2 + 2 ⇒ (5, 6) + 2 + 2 = 15

Its considered a CR2 creature, but it has 3d8 'Dice' for its hit points. If its 'official' HD is 3 then add an additional +1 to hit for it on all the smite attacks.


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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) |

I got good news and bad news for you.
Bad news: You need to retcon your action.
Good news: While you can't stop the hit, I can.

"Keldor, backward roll!", Basil shouts with a voice of authority that leaves Gauntlet only time to question it as he is already ducking away from a potentially lethal blow.

As per standing orders: Warning:
When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.
He can hear me and he is not helpless. Luckily, it works even flatfooted. -1 Determination
So he is forced to re-roll his crit threat. He did so by the confirmation roll, which still turns it into a hit, but much less dangerous at only 26 damage - plus Keldor does not need a safe versus Massive Damage :D)

Simultaneously, she drops the Adamantine Dagger, then draws her Pistol and fires a Bullet at the twisted Human. "Not a Hobgoblin. Not Marrow. Supposedly a Bodyguard. Seems enraged. Am I still required to offer surrender by protocol?"

Free to drop Dagger, Move to draw Gun, Swift to start Bane, Standard to Fire
Attack(Touch): 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21 Damage: 1d6 + 6 + 2d6 ⇒ (5) + 6 + (5, 1) = 17


Yeah that works out. So 26 damage. That might still pop Gauntlet. Will let him adjust if needed. Including the summon. Let me know Gauntlet. I can act out your actions if gauntlet still popped.


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

Let's just keep going. No need to retcon everything. I will just accept the lesser hit as is, and see how well my velociraptor does!


Reflex vs Grease: 1d20 + 5 ⇒ (5) + 5 = 10

The magical weapon slips out of the creature's hand. "AAHHRRGG"

Using old token as Rapter
Pretty sure the Raptor can't pounce. It can charge and attack once, but not do the leap and full round. I will assume full attack, no charge. With rage they still all hit, but do a bit less damage. So a -6, -7, -7 for the damages. Please correct me if I am wrong.

The summoned raptor rips into the barbarian.

As Basil pulls the gun and shoots, the creature stares at the gun and starts to scream.
Will save: 1d20 + 4 ⇒ (1) + 4 = 5 Fail

The creature seems visually freaked out by the gun. Starts to sake and quake at it. Also seems focused directly at the gun itself. With the weapon on the floor. He steps forward and ties to crush the gun itself. he seems to have a surge of strength.

Sunder vs Gun: 1d20 + 16 + 5 ⇒ (6) + 16 + 5 = 27
Damage: 1d3 + 11 ⇒ (2) + 11 = 13
Ok.. I think he can do this. Does not provoke. But 13 damage to the gun is a bit tricky. Its unarmed attack, which is not as good. But the table says ranged weapons have a hardness of 5 and 5 hp. So would that destroy the gun? Help me out here haha

Round 2
Gunshy -37
Gauntlet, Thawm, Basil <--


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

Sorry. I guess I thought the velociraptor had the pounce ability too. As far as the sunder attempt goes...can that really be done bare handed? Unless he has the ability to do normal damage with a punch, which requires special feats, then the best he could do is disarm against it or grappel it somehow, THEN he could make a strength check to 'break' it like a door. Right? Just my view.

Drawing his Elven Curve blade, Keldor activates his Smite Evil ability and steps up to swing at the man grappling with Basil's weapon!

Smite Evil! w/MW Silversheen Elven Curve Blade+Flank: 1d20 + 8 + 3 + 2 ⇒ (8) + 8 + 3 + 2 = 21
Damage - Ignores any DR!: 1d10 + 1 + 3 ⇒ (1) + 1 + 3 = 5

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.


The dinosaur continues his attacks!

Bite w/Smite and Flank: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Damage w/Smite: 1d4 + 1 ⇒ (2) + 1 = 3

Talon 1 w/Smite+Flank: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Damage w/Smite: 1d6 + 1 ⇒ (6) + 1 = 7

Talon 2 w/Smite+Flank: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Damage w/Smite: 1d6 + 1 ⇒ (5) + 1 = 6

Looks like a bunch of nothing there.


I think 23 still hits even with -4 for dealing lethal damage with a nonlethal weapon.
that 5 hardness matches hafted weapons (aka wooden sticks)
Bladed weapons have 10 hardness, so I'd expect the gun to have at least that... I'm going to continue looking up stuff though...
edit: is it magic? It should have +2 hardness and +10hp per +1 magic bonus
edit2: I would guess that it would have similar stats to a metal chain: 10 hardness and 5hp, but I couldn't find anything for her gun in particular...


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) |

First: If he does have improved Sunder, he can do that. If he does not, he'll provoke an AoO from me and takes the damage as penalty.(I still have my Cestus on Off-Hand and threaten). But he'll likely still beat my CMD.
Basil is surprised by the sudden onslaught of the man, but only a moment. But her attempt to intercept him with a armored fist is easily shrugged aside by raw strenght.
Attack of Opportunity: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d4 ⇒ 1

Second: If he has improved unarmed strike, he deals lethal damage. If he does not, then he can ineffectually claw at it as objects don't care about nonlethal damage - Immunities - Objects are immune to nonlethal damage and to critical hits. (In that case, I am fine with him nonlethally hitting me instead).

Third: The ranged weapon/projectile weapon in the table with hardness 5 obviously assumes wooden construction, like a bow or crossbow, and predates firearms. Unless I have a wooden gun, it should at least have hardness 10 - see also wooden and metal shields, or light metal weapons/metal-hafted weapons.

Fourth: Yes, it IS a magical weapon, I did make sure to get it to +1 before we left so that I could deal with DR/Magic. Which adds +2 Hardness and +10 HP. So even a wooden gun would have 7 Hardness and 15 HP. A Metal one should have 12 Hardness and 15 or 20 HP.

Fifth: There is also a DC for "Break stuff with a sudden burst of strenght", such as kicking open a door, or hulking out of manacles. But this generally seems to assume that the object you are trying to break is unattended, and both manacles or chains would be listed as DC 26 - I'd assume since masterwork manacles raise this to DC 28, a magical item made of metal would further raise the DC.

TL:DR: No, he should not be able to destroy it courtesy of being magic, and any damage he does manage(if at all) should be much lower because it's made of metal, not wood. Will await your ruling, however, before doing a proper turn.

@Thawm: To the best of my knowledge, the conversion is one-sided. -4 to deal nonlethal instead of lethal, by pulling punches/using flat-of-the-blade. You can't "hit harder" and deal lethal damage by taking a penalty. There's even the "Deadly" weapon attribute for that, so I doubt you could easily bypass e.g. not being able to deal damage to armored or natural armored stuff by taking a slight penalty) (Note that the contrasting "Merciful" has added 1d6 damage and is toggleable, to make it a more superior choice over simply taking the penalty on a lethal weapon)


Ah, it might be one-way in PF1. I might be thinking of PF2 where they... streamlined things like that xD
In which case the miniature giant space ogre probably does 0 damage instead of 1 damage? He might have that feat though. Which probably means 1 damage :3

Thawm casts Bless, bathing the three teammates and their pet dino in holy light.

"I think he doesn't like guns." she comments. Then she picks up the dagger that Basil dropped.

SA: Bless
5' step up
MA: pickup adamantium dagger

Spells etc:

before this post

Items:
. wand of CMW (x18 charges)
. 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)
. 5/6 Acid Dart
. 1/1 Arcane Bond (Ring)

Cleric Spells:

. 3rd 2+1/day {D} Dispel Magic, Hide from Undead, Greater (DC 16), Summon Monster 3
. 2nd 3+1/day {D} Barkskin, Boneshaker (DC 15), Necromantic Burden (DC 15), Restoration, Lesser
. 1st 4+1/day {D} Shield, Bless [x2], Fastidiousness, Hide from Undead (DC 14)
. 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], Grease (DC 14) [x2], Monkey Fish, Technomancy
. Cantrips Detect Magic, Mage Hand, Open/Close, Read Magic


He does have improved sunder. The attack should have been done with the weapon on the ground, which was magical. He does not have improved unarmed. SO I think that attack is pointless. Still, kinda in character. So Will stick with it for now. Likely just punched the weapon hard. Not actually damaging it at all. Lets split the difference, Basil, you take half the damage as non lethal. He would have focused mostly on the gun, but you would have gotten slightly injured by it.

Keldor's blade strikes the raging humanoid creature. The summoned raptor missed with all attacks.

Thawm's bless flashes outward.

Basil can still act this round

Round 2
Gunshy -42
Gauntlet, Thawm, Basil <--


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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) |

Taking note of the mans aggression targetted at her gun, Basil takes a step away - the Brawl in front of her did not make it easier to take aim.
"Keldor, give the man some space, maybe?", Basil suggests before she vanishes(Optical Camouflage).

I think that's -4 for shooting into melee and -4 for soft cover either from the wall or Keldor. That basically eats all my to-hit.

Also apologies for the time it took me to post, been having some time off with family for the past couple of days. Thanks for the patience.


I have also been away on vacation. Its been hard to get to a computer during that time! ha

The creature yells "WHERE GUN!? and turns again to look at Gauntlet. He reaches down and tries to grib the slippery weapon again.

Reflex: 1d20 + 5 ⇒ (7) + 5 = 12
The weapon slips from his grasp again, "What is this? AAARRG"

That triggered an attack by everyone in melee
Unable to pick up the weapon he turns and tries to bull rush Gauntlet. "get out!"
Improved Bull Rush: 1d20 + 16 ⇒ (2) + 16 = 18 miss because smite

Round 3
Keldor, Summon AoO
Gunshy -42
Keldor, Thawm, Basil <--


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

Keldor swings again and again, then backs off like Basil requests!

I appreciate the 'token switch' for Keldor, but I can't move the new token myself. Feel free to back me off 5 feet.

"I hope you have a plan here!

AoO Smite Evil! w/MW Silversheen Elven Curve Blade w/flank: 1d20 + 8 + 3 + 2 ⇒ (11) + 8 + 3 + 2 = 24
Damage - Ignores any DR!: 1d10 + 1 + 3 ⇒ (1) + 1 + 3 = 5

Smite Evil! w/MW Silversheen Elven Curve Blade w/flank: 1d20 + 8 + 3 + 2 ⇒ (16) + 8 + 3 + 2 = 29
Damage - Ignores any DR!: 1d10 + 1 + 3 ⇒ (10) + 1 + 3 = 14

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.


The dinosaur is almost going crazy trying to harm this large human!

Bite w/Smite and Flank: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Damage w/Smite: 1d4 + 1 ⇒ (2) + 1 = 3

Talon 1 w/Smite+Flank: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage w/Smite: 1d6 + 1 ⇒ (3) + 1 = 4

Talon 2 w/Smite+Flank: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Damage w/Smite: 1d6 + 1 ⇒ (3) + 1 = 4

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