[Outpost I] GM Abraham's Ancients' Anguish (Inactive)

Game Master Abraham Z.

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Emerald Spire slides |
Tafhat wrote:

She won't provoke an AoO from casting the spell because she has total concealment.

Total Concealment
If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can’t attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

"You can’t execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies. "

Hmm, interesting. Ok, may have to retcon the whole thing... sigh... but will review the rules about this when I get a minute. Not tonight due to I should be working anyway...


Emerald Spire slides |

Ok, did a little research and I'm persuaded that Sajan is correct. No AoO allowed. Sigh.... Ignore everything that I posted and we'll pick up where we were when Yanndu executed his spell. Sorry for the confusion.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Reposting this so that Shel remembers to do her free attack granted by Telekinetic Charge spell at +4 (+2 via spell and +2 due to flank) AND her full-attack action at +2 due to flank AND her extra haste attack at +2 due to flank

Yanndu nods in satisfaction as the warriors swarm the scorpion brute and subjugate him. Seeing that the other scorpion creature is soon coming to her senses, Yanndu lowers himself to the northeast down to an altitude of 15 feet above ground, and grabs a hold of Shel with an iron grip of telekinesis power and lifts her up high into the air to place her on the other side of the disarmed scorpion archer!

Via message spell to Shel, ***...ready your weapons Shel...***

Yanndu casts Telekinetic Charge on Shel - the movement DOES provoke an AoO from the scorpion creature, BUT she gets a free attack as an immediate action at +2 to hit and a +2 flank bonus AND on her turn, she now gets to make a FULL ATTACK with the +2 flank bonus... not able to move 5 of you at once like Jean Grey but hey, I do what I can! :)


Emerald Spire slides |
GM Abraham wrote:

Combat Round 4 - The Bold May Act!!!

Anahita (red) - 32 dmg; 17 non-lethal dmg; bow is dropped at her feet.
Ardashir (blue) - 163 dmg; 30 non-lethal dmg; 3 negative levels; unconscious, prone, stable.
Enora - 0 dmg; haste (expires round 8)
Ali - 40 dmg; haste (expires round 8)
Sajan - 60 dmg; 7 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (3 rounds); on your turn: Fort Save needed vs poison.
Yanndu - 0 dmg; haste (expires round 8); greater invis (expires round 12)
Shel - 0 dmg; haste (expires round 8);
Sard - 0 dmg;
Conditions: 30' Pit (expires round 11)

Ok, so we now return to our regularly scheduled programming. Apologies for the confusion. At this point, Yanndu has cast Telekinetic Charge on Shel, moving her to a spot (I think) on the far side of Anahita. While Anahita cannot take an AoO against Yanndu, she can do so against Shel.

AoO sting: 1d20 + 20 ⇒ (5) + 20 = 25
sting dmg: 1d6 + 4 ⇒ (4) + 4 = 8

Anahita flashes her spiky tail at the rogue as she flies past, but to no avail...

Shel, you can now attack against Anahita as an immediate action (as part of Yanndu's spell casting), and then you can execute your full attack (with flank) on my poor scorpion lady...


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Emerald Spire slides |
Yanndu wrote:
ah darn it... was 6 min too late to delete my post! lol

Whoops, sorry about that. I really should be grading exams and not playing Pathfinder!

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel was surprised by being picked up, but grinned broadly at hearing the plan. As she was dropped on the other side of the scorpion beast, she became a whirlwind of kukri slices and dices!

Immediate attack with Haste, Flank, and Spell bonus 1d20 + 14 + 1 + 2 + 2 ⇒ (20) + 14 + 1 + 2 + 2 = 39
Damage 1d3 + 3 ⇒ (3) + 3 = 6 plus
Sneak attack 4d6 ⇒ (4, 4, 2, 5) = 15

Offhand Attack with the above 1d20 + 14 + 1 + 2 ⇒ (3) + 14 + 1 + 2 = 20
Damage 1d3 + 2 ⇒ (1) + 2 = 3 plus
Sneak attack 4d6 ⇒ (3, 5, 4, 6) = 18

Attack 1d20 + 9 + 1 + 2 ⇒ (15) + 9 + 1 + 2 = 27
Damage 1d3 + 3 ⇒ (3) + 3 = 6 plus
Sneak attack 4d6 ⇒ (2, 5, 4, 5) = 16

Offhand Attack 1d20 + 4 + 1 + 2 ⇒ (15) + 4 + 1 + 2 = 22
Damage 1d3 + 2 ⇒ (1) + 2 = 3 plus
Sneak attack 4d6 ⇒ (4, 5, 6, 4) = 19

Haste attack 1d20 + 14 + 1 + 2 ⇒ (8) + 14 + 1 + 2 = 25
Damage 1d3 + 3 ⇒ (1) + 3 = 4 plus
Sneak attack 4d6 ⇒ (4, 3, 5, 4) = 16
_________

Possible crit on first attack 1d20 + 14 + 1 + 2 + 2 ⇒ (1) + 14 + 1 + 2 + 2 = 20
Damage 1d3 + 3 ⇒ (2) + 3 = 5

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Shel you need one more attack: the spell grants you an extra one, but you should have another one at full BAB when you began your full attack


Emerald Spire slides |
GM Abraham wrote:

Combat Round 5 - The Bold May Act!!!

Anahita (red) - 53 dmg; 17 non-lethal dmg; bow is dropped at her feet; grappled.
Ardashir (blue) - 163 dmg; 30 non-lethal dmg; 3 negative levels; unconscious, prone, stable.
Enora - 0 dmg; haste (expires round 8)
Ali - 40 dmg; haste (expires round 8)
Sajan - 60 dmg; 7 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (3 rounds); on your turn: Fort Save needed vs poison.
Yanndu - 17 dmg; haste (expires round 8); greater invis (expires round 12); grappled.
Shel - 0 dmg; haste (expires round 8);
Sard - 0 dmg;
Conditions: 30' Pit (expires round 11)

I moved Shel's token to the far side of Anahita so that you have your flank - I think that's where you intended to be?

Shel flies through the air on the wings of Yanndu's spell, driving a vicious kukri through Anahita's carapace as she does so, although she does not (yet) remove her spleen. The rest of her blows, however, miss the agile scorpion woman, who seems to have finally shaken the mental fog off.

Anahita ignores the Paladin and the Rogue who have her flanked, instead taking the opportunity to finally go after the pesky psychic who has been making her day so miserable.

Claw attack: 1d20 + 20 ⇒ (14) + 20 = 34
Miss chance, high is good for me: 1d100 ⇒ 95
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Grab: 1d20 + 25 ⇒ (6) + 25 = 31
Constrict Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Claw attack: 1d20 + 20 ⇒ (11) + 20 = 31
Miss chance, high is good for me: 1d100 ⇒ 29

Sting attack: 1d20 + 20 ⇒ (14) + 20 = 34
Miss chance, high is good for me: 1d100 ⇒ 2

Her first claw manages to catch the invisible psychic in a seemingly unbreakable grasp. However, even in the clench of the grapple, Yanndu's invisibility protects him from her second claw and her dreaded sting.

Yanndu, you are now moved one square over from where you were, and on the ground (not prone, but just at 0' altitude)

Anahita takes a 5' step to the side and awaits the barrage of unfriendly fire that is sure to be coming.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

GM Abraham: I'm not sure from the map, but it appears that the Anahita might be squeezing if she takes this position, and squeezing would forfeit her ability to take a 5-foot step, hence keeping Shel and Ali into a flanking position. PS: just watched Blade Runner... it was awesome! :)


Emerald Spire slides |
Yanndu wrote:
GM Abraham: I'm not sure from the map, but it appears that the Anahita might be squeezing if she takes this position, and squeezing would forfeit her ability to take a 5-foot step, hence keeping Shel and Ali into a flanking position. PS: just watched Blade Runner... it was awesome! :)

Nope, I thought about that but my ruling is that the small amount of map terrain in her square doesn't rise to the level of squeezing (any more than the square 1 to her right constituted squeezing when she was there before her 5-step). As presently configured, Shel and Ali can still flank her but Ali would need to move to the square 1 West of Yanndu (which also would not be a squeezing square), which is part of why I had her put you in the intervening square.

What's the connection to Blade Runner? I've seen the old one a bunch of times, years ago - haven't seen the new one.

Dark Archive

Male N Elf Psychic 13 - Init. +4, Senses Low-Light Vision Perception +22 detect scrying, HA, AC 26/ touch 16/ ff 23 Deskari's Wing; hp 80/80 temp 14/14; F+11, R+11, W+14, Speed 35 ft., Climb 20 ft., Fly 60 ft. Carried: LogicRod, StaffMinArc, LckyHrshoe, Fr-LfClvr; Buffs: shield, fly, resist fire 30, det scry, mg armr, flse life, see invis, hghtnd awrnss, telbnd x2; Alc: antitx/plg/verm/syrup

Ok thanks for your ruling. No connection with blade runner though: just watched it and just sharing my joy! I recommend it! :)
(I'm the other way around: watched the new one, haven't watched old one, but now that I've seen new one I really want to see the old one)

Grand Lodge

Male LG Tetori Monk 2 | HP 17/17 | AC 14 T 14 FF 12 | CMB +5/10, CMD 19/25 | F: +5, R: +5, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Stunning Fist 3/3 | Ki Pool 0/0 | Active conditions:

Fort save vs poison: 1d20 + 9 ⇒ (2) + 9 = 11


Emerald Spire slides |

Sajan takes Dex Damage: 1d4 ⇒ 3

Grand Lodge

Male LG Tetori Monk 2 | HP 17/17 | AC 14 T 14 FF 12 | CMB +5/10, CMD 19/25 | F: +5, R: +5, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Stunning Fist 3/3 | Ki Pool 0/0 | Active conditions:

Woohoo, 2 dexterity! If sajan stays alive after this, someone just put him in a bag of holding with life bubble (to be able to breathe).
Also, I haven't bothered updating his tagline since he is effectively out of commision anyway, being unconscious and all.


Emerald Spire slides |
GM Abraham wrote:

Combat Round 5 - The Bold May Act!!!

Anahita (red) - 53 dmg; 17 non-lethal dmg; bow is dropped at her feet; grappled.
Ardashir (blue) - 163 dmg; 30 non-lethal dmg; 3 negative levels; unconscious, prone, stable.
Enora - 0 dmg; haste (expires round 8)
Ali - 40 dmg; haste (expires round 8)
Sajan - 60 dmg; 10 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (2 rounds); on your turn: Fort Save needed vs poison.
Yanndu - 17 dmg; haste (expires round 8); greater invis (expires round 12); grappled.
Shel - 0 dmg; haste (expires round 8);
Sard - 0 dmg;
Conditions: 30' Pit (expires round 11)

@Sajan, I believe you have 16 Dex, not 12? (Not trying to minimize your situation - hopefully there will be ways to heal you when (if?) your comrades are victorious in this battle)

@Shel, you still have 1 more full bab attack (with flank) remaining from last round, as well as your actions for the current round. Note that, at present, you are no longer flanking, though you could be if one of your comrades chooses to move into position.

Grand Lodge

Male LG Tetori Monk 2 | HP 17/17 | AC 14 T 14 FF 12 | CMB +5/10, CMD 19/25 | F: +5, R: +5, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Stunning Fist 3/3 | Ki Pool 0/0 | Active conditions:

You are correct actually! I thought he had 14 dex and then did more damage to myself than I needed. Either way, Sajan is having a bad day.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel extra attack last round.

Attack 1d20 + 14 + 1 + 2 ⇒ (9) + 14 + 1 + 2 = 26

Damage 1d3 + 3 ⇒ (2) + 3 = 5 plus
Sneak attack 4d6 ⇒ (1, 2, 3, 1) = 7

————

Delaying action for current round until I get help with a flank.


Emerald Spire slides |

Temporarily pausing gameplay while we sort out the implications of Yanndu's sudden departure and see if another player wants to join the game.

p.s. Shel, your extra attack from last round missed.

Scarab Sages

Aasimar Paladin 11 (Chosen One) HP: 93/103 | F: 16 R: 10 W: 13 | AC: 27 FF: 25 T: 13 CMD: 29 | Init: +7 Per +15 SM: +20 | LoH 8/17, Smites: 0/4

Ali, Gamin in hand and toughened smirk on his face, decides to try and patch himself up.

Lay on Hands + Greater Mercy and Fey Foundling: 8d6 + 16 ⇒ (2, 2, 5, 3, 1, 4, 3, 6) + 16 = 42

He then uses his hasted self to attack the scorpion after shifting to a flank with Shel.

+2 Allying Longsword: 1d20 + 15 + 2 + 1 - 3 ⇒ (5) + 15 + 2 + 1 - 3 = 201d8 + 19 ⇒ (7) + 19 = 26
+2 Allying Longsword: 1d20 + 15 + 2 + 1 - 3 ⇒ (8) + 15 + 2 + 1 - 3 = 231d8 + 19 ⇒ (7) + 19 = 26
+2 Allying Longsword: 1d20 + 10 + 2 + 1 - 3 ⇒ (9) + 10 + 2 + 1 - 3 = 191d8 + 19 ⇒ (8) + 19 = 27
+2 Allying Longsword: 1d20 + 5 + 2 + 1 - 3 ⇒ (5) + 5 + 2 + 1 - 3 = 101d8 + 19 ⇒ (6) + 19 = 25

Wonderful series of rolls that

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Still need someone? The only option I have is this guy.


Emerald Spire slides |
Chasik"Bash" wrote:
Still need someone? The only option I have is this guy.

Welcome aboard Chasik! Pretty hectic day today so I won't have time to post an update until later but go ahead and put yourself on the map anywhere you like that is at least 30' from the big red scorpion-lady and give me an initiative roll. You might also want to read back a bit to catch up on the action. At the moment your group is fighting two scorpion-folk. One of them (blue) is already down but the other is still fighting. One of your comrades (Sajan, the monk) is also down (but stable). And thanks for jumping in!


Emerald Spire slides |

Ok, y'all, we are unpaused thanks to the timely addition of Chasik "Bash". Feel free to go ahead and take your turns.


"Oh dear Nethys, all this bloodshed ... we just want to secure knowledge!"

Enora silently starts searching Ardashir's pockets to see if she can find anything of use to them.

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

init: 1d20 + 2 ⇒ (6) + 2 = 8

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel again tried to slash the remaining enemy to pieces.

Immediate attack with Haste, Flank 1d20 + 14 + 1 + 2 ⇒ (8) + 14 + 1 + 2 = 25
Damage 1d3 + 3 ⇒ (2) + 3 = 5 plus
Sneak attack 4d6 ⇒ (6, 4, 3, 1) = 14

Offhand Attack with the above 1d20 + 14 + 1 + 2 ⇒ (6) + 14 + 1 + 2 = 23
Damage 1d3 + 2 ⇒ (3) + 2 = 5 plus
Sneak attack 4d6 ⇒ (1, 6, 1, 1) = 9

Attack 1d20 + 9 + 1 + 2 ⇒ (18) + 9 + 1 + 2 = 30
Damage 1d3 + 3 ⇒ (1) + 3 = 4plus
Sneak attack 4d6 ⇒ (1, 2, 3, 1) = 7

Offhand Attack 1d20 + 4 + 1 + 2 ⇒ (13) + 4 + 1 + 2 = 20
Damage 1d3 + 2 ⇒ (1) + 2 = 3 plus
Sneak attack 4d6 ⇒ (1, 3, 2, 4) = 10

Haste attack 1d20 + 14 + 1 + 2 ⇒ (7) + 14 + 1 + 2 = 24
Damage 1d3 + 3 ⇒ (2) + 3 = 5 plus
Sneak attack 4d6 ⇒ (4, 2, 4, 6) = 16
_________

Possible crit on 3rd attack 1d20 + 9 + 1 + 2 ⇒ (14) + 9 + 1 + 2 = 26
Damage 1d3 + 3 ⇒ (3) + 3 = 6 plus
Sneak attack 4d6 ⇒ (4, 1, 6, 6) = 17


Emerald Spire slides |
GM Abraham wrote:

Combat Round 5 - The Bold May Act!!!

Anahita (red) - 64 dmg; 17 non-lethal dmg; bow is dropped at her feet;
Ardashir (blue) - 163 dmg; 30 non-lethal dmg; 3 negative levels; unconscious, prone, stable.
Enora - 0 dmg; haste (expires round 8)
Ali - 0 dmg; haste (expires round 8)
Sajan - 60 dmg; 10 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (2 rounds); on your turn: Fort Save needed vs poison.
Yanndu - 17 dmg; haste (expires round 8); greater invis (expires round 12); grappled.
Shel - 0 dmg; haste (expires round 8);
Sard - 0 dmg;
Chasik - 0 dmg;
Conditions: 30' Pit (expires round 11)

Sorry for the delay everyone - this week has been exceptionally hectic - should be returning to a more normal pace now.

Ali takes several hasty swings at the Red scorpion woman, but they are perhaps a bit too hasty, or perhaps he is distracted by the sudden disappearance of the invisible psychic and the sudden appearance of a brawny Pathfinder. In any case, all of his swings miss.

Searching the fallen scorpion man, Enora finds: 4 potions, an amulet, a cloak, mwk artisan's tools, hide armor, a greatclub, and 4 throwing axes.

Shel unleashes a flurry of attacks against Anahita, but only one of them finds its target and even that blow doesn't quite manage to remove any of her vital organs.

Sard and Chasik, you are up!

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik double moves up next to the giant scorpion.

Looks like you could use some help

Scarab Sages

Male CN Ifrit Sorceror 9 | hp 64/52 NL: 0 | AC15 T14 F12 mage armor: AC18 T14 F15 | Fort +10 Ref +10 Will +9 | Init +3 | Perc -1 (Dark 60'), SM -1 | Spells Lvl 1 3/9, Lvl 2 0/8, Lvl 3 1/8, Lvl 4 4/6 | Elemental Ray 12/12, +7/1d6+5 | Elemental Blast 0/1, 9d6 Fire + vuln., 20ft burst, DC 23 Ref. halves/negates | Active spells: fly, mage armor, false life (+12hp), see invis | Active conditions:

Sard weaves another spell, a bloom of shiny gold glitter erupting next to the scorpion woman. Glitterdust, obviously. DC 21 Will save, please.

"Surrender! No one needs to die here."

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge
Chasik"Bash" wrote:

Chasik double moves up next to the giant scorpion.

Looks like you could use some help

”Oh look, someone’s got two eyes...of course we need help,” the frustrated halfling yells, getting worried at her inability to hit the scorpionthjng!


Emerald Spire slides |
GM Abraham wrote:

Combat Round 6 - The Bold May Act!!!

Anahita (red) - 64 dmg; 17 non-lethal dmg; bow is dropped at her feet;
Ardashir (blue) - 163 dmg; 30 non-lethal dmg; 3 negative levels; unconscious, prone, stable.
Enora - 0 dmg; haste (expires round 8)
Ali - 25 dmg; haste (expires round 8) In addition to your turn, you have an AoO with a +4 bonus
Sajan - 60 dmg; 10 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (2 rounds); on your turn: Fort Save needed vs poison.
Shel - 0 dmg; haste (expires round 8); In addition to your turn, you have an AoO with flank
Sard - 0 dmg;
Chasik - 0 dmg; In addition to your turn, you have an AoO with flank
Conditions: 30' Pit (expires round 11)

GM screen:

Anahita Will: 1d20 + 12 ⇒ (18) + 12 = 30

The shiny scorpion woman shrugs off the spell of the fiery minion of Hell. "Outlanders, you have trespassed where you are not permitted, and you have laid low my brother, and now you ask me to surrender! It is you who will surrender, and learn the truth of scorpion justice!"

Finding herself surrounded by her foes, Anahita contorts her large scorpion frame to acrobatically avoid the Pathfinders surrounding her, while squeezing through the space between Ali and the tower of rock, moving at full speed.

I can't see anything in the rules that prohibits using Acrobatics to avoid AoO while squeezing. Let me know if you think that's wrong.

Acrobatics vs Ali's CMD+10 to avoid AoO: 1d20 + 22 ⇒ (13) + 22 = 35 Provokes an AoO, +4 on your attack due to she is squeezing
Acrobatics vs Shel's CMD+12 to avoid AoO: 1d20 + 22 ⇒ (15) + 22 = 37 Provokes an AoO, I think? Your CMD is listed on your profile as 24, which would cause her to avoid provoking by 1, but I'm assuming that you have not counted haste, in which case your CMD would be 25? If so, you get an AoO. No +4 for squeezing (you can't reach the squares where she is squeezing), but +2 for flank and of course sneak attack damage.
Acrobatics vs Chasik's CMD+14 to avoid AoO: 1d20 + 22 ⇒ (8) + 22 = 30 Provokes an AoO, no +4 on your attack for squeezing, but +2 for flank

You all can see that, in addition to being acrobatic, Anahita seems particularly mobile. As she moves, she draws her spear.

Assuming that she is still standing after you all get done with your AoO...

Having moved out of the scrum, Anahita whirls back towards her enemies and thrusts her claw towards Ali.

Claw attack: 1d20 + 20 ⇒ (16) + 20 = 36
Claw dmg: 1d6 + 4 ⇒ (2) + 4 = 6 + Sneak Attack dmg: 4d6 ⇒ (3, 4, 2, 1) = 10
Grab: 1d20 + 25 ⇒ (10) + 25 = 35
Constrict: 1d6 + 4 ⇒ (5) + 4 = 9

Having grabbed and squeezed her paladin enemy, she releases him on the brink of the pit!

Pathfinders, you are up!

Scarab Sages

Aasimar Paladin 11 (Chosen One) HP: 93/103 | F: 16 R: 10 W: 13 | AC: 27 FF: 25 T: 13 CMD: 29 | Init: +7 Per +15 SM: +20 | LoH 8/17, Smites: 0/4

Ali strikes with Gamin, trying to catch him .

Gamin AoO: 1d20 + 15 + 2 + 4 - 3 + 1 ⇒ (17) + 15 + 2 + 4 - 3 + 1 = 361d8 + 19 ⇒ (6) + 19 = 25

Gamin sighs This Scorpion jerk is tough. Too bad they were too stupid to listen to reason!

Gamin Attack: 1d20 + 15 - 3 + 1 ⇒ (6) + 15 - 3 + 1 = 191d8 + 19 ⇒ (8) + 19 = 27
Gamin Haste Attack: 1d20 + 15 - 3 + 1 ⇒ (18) + 15 - 3 + 1 = 311d8 + 19 ⇒ (4) + 19 = 23
Gamin Attack: 1d20 + 10 - 3 + 1 ⇒ (11) + 10 - 3 + 1 = 191d8 + 19 ⇒ (1) + 19 = 20
Gamin Attack: 1d20 + 5 - 3 + 1 ⇒ (13) + 5 - 3 + 1 = 161d8 + 19 ⇒ (2) + 19 = 21

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik takes a two handed violent swing as the enemy tries flee the battle.

I didn’t trek all the way in the damn blasted desert, just to watch my first enemy run away.

PA, +1 silver Warhammer: 1d20 + 14 - 3 + 2 ⇒ (18) + 14 - 3 + 2 = 311d8 + 5 + 6 ⇒ (3) + 5 + 6 = 14

Chasik whirls around on his heels, and takes another two powerful hacks at the enemy.

PA: 1d20 + 14 - 3 ⇒ (8) + 14 - 3 = 191d8 + 11 ⇒ (6) + 11 = 171d20 + 9 - 3 ⇒ (7) + 9 - 3 = 13

Scarab Sages

Male CN Ifrit Sorceror 9 | hp 64/52 NL: 0 | AC15 T14 F12 mage armor: AC18 T14 F15 | Fort +10 Ref +10 Will +9 | Init +3 | Perc -1 (Dark 60'), SM -1 | Spells Lvl 1 3/9, Lvl 2 0/8, Lvl 3 1/8, Lvl 4 4/6 | Elemental Ray 12/12, +7/1d6+5 | Elemental Blast 0/1, 9d6 Fire + vuln., 20ft burst, DC 23 Ref. halves/negates | Active spells: fly, mage armor, false life (+12hp), see invis | Active conditions:

Assuming she's still up when the AoOs/Folks before Sard go...

Fed up with her shrugging off all of his spells, Sard opts for the unerring sort, firing off bolts of merciful force at her instead.

merciful magic missile, nonlethal force damage: 5d4 + 5 ⇒ (3, 4, 1, 3, 4) + 5 = 20


Emerald Spire slides |
GM Abraham wrote:

Combat Round 6 - The Bold May Act!!!

Anahita (red) - 132 dmg; 17 non-lethal dmg; bow is dropped at her feet;
Ardashir (blue) - 163 dmg; 30 non-lethal dmg; 3 negative levels; unconscious, prone, stable.
Enora - 0 dmg; haste (expires round 8)
Ali - 25 dmg; haste (expires round 8)
Sajan - 60 dmg; 10 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (2 rounds); on your turn: Fort Save needed vs poison.
Shel - 0 dmg; haste (expires round 8); In addition to your turn, you have an AoO with flank
Sard - 0 dmg;
Chasik - 0 dmg;
Conditions: 30' Pit (expires round 11)

As Anahita nimbly attempts to extricate herself from the brutal pathfinders, the brawny newcomer takes a powerful swing at her but just misses; a moment later, Gamin the Brotherslayer strikes Anahita sharply as she is squeezing through the rocky terrain.

The same two warriors rain a torrent of blows down upon the brave scorpion lady. One of Ali's blows catches her and again inflicts grievous pain, while Chasik takes two mighty swings but neither of them connect. (that's not a goof on my part that Chasik missed his AoO on a 31 and Ali hit on a 31 - there's a reason)

Ali, since you have ended your turn next to the pit, I need a Reflex save (DC 19, I think?, with a +2 bonus) to avoid falling in.

Sard sends a flurry of force missiles towards Anahita and they all strike home. Don't forget your Fly check to Hover - there's a chance you could fall and she will jump at the chance to repay you! :-)

Scarab Sages

Aasimar Paladin 11 (Chosen One) HP: 93/103 | F: 16 R: 10 W: 13 | AC: 27 FF: 25 T: 13 CMD: 29 | Init: +7 Per +15 SM: +20 | LoH 8/17, Smites: 0/4

Reflex: 1d20 + 10 ⇒ (13) + 10 = 23

Ali steadies his feet Anahita....let us see the Amethyst Sage

Scarab Sages

Male CN Ifrit Sorceror 9 | hp 64/52 NL: 0 | AC15 T14 F12 mage armor: AC18 T14 F15 | Fort +10 Ref +10 Will +9 | Init +3 | Perc -1 (Dark 60'), SM -1 | Spells Lvl 1 3/9, Lvl 2 0/8, Lvl 3 1/8, Lvl 4 4/6 | Elemental Ray 12/12, +7/1d6+5 | Elemental Blast 0/1, 9d6 Fire + vuln., 20ft burst, DC 23 Ref. halves/negates | Active spells: fly, mage armor, false life (+12hp), see invis | Active conditions:

Fly, fly: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13 WELP.

I failed the check to hover by less than 5 which means I don't fall, but also can't hover, so...I'm not sure what happens. The skill description only mentions what happens if you fail by five or more. I can't find a definitive ruling, so I think it's up to you. The two options I'm seeing searching around are:

(a)I'm forced to spend a move action to move at least half my speed. If that's the case, then I couldn't have done a full-round action, which means the magic missile would have had to have been lethal damage instead. If I have the choice of where to move, it would be away from the enemy, but I would also be fine with you deciding where I go, since it was a failed check.

(b)Turn goes as written but I lose 10ft of altitude. I haven't seen a rule to support this, but it is a common consequence I've seen people mention.

So, GM, what happens to me?


Emerald Spire slides |

@Sard, let's say A - you choose where to move and I'll change the dmg to lethal.

Scarab Sages

Male CN Ifrit Sorceror 9 | hp 64/52 NL: 0 | AC15 T14 F12 mage armor: AC18 T14 F15 | Fort +10 Ref +10 Will +9 | Init +3 | Perc -1 (Dark 60'), SM -1 | Spells Lvl 1 3/9, Lvl 2 0/8, Lvl 3 1/8, Lvl 4 4/6 | Elemental Ray 12/12, +7/1d6+5 | Elemental Blast 0/1, 9d6 Fire + vuln., 20ft burst, DC 23 Ref. halves/negates | Active spells: fly, mage armor, false life (+12hp), see invis | Active conditions:

Sounds good. Updated my position on the map.

Sard winces as the magic missiles strike the guardian more forcefully than he had intended. "Ooh, sorry 'bout that. Y'know, we'd all be a lot safer if you'd just surrender and talk to us."

Grand Lodge

Male LG Tetori Monk 2 | HP 17/17 | AC 14 T 14 FF 12 | CMB +5/10, CMD 19/25 | F: +5, R: +5, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Stunning Fist 3/3 | Ki Pool 0/0 | Active conditions:

Fort save: 1d20 + 9 ⇒ (8) + 9 = 17

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel tried to slash the remaining enemy to pieces as it jumps away from her.

AoO attack with Haste, Flank 1d20 + 14 + 1 + 2 ⇒ (17) + 14 + 1 + 2 = 34
Damage 1d3 + 3 ⇒ (3) + 3 = 6plus
Sneak attack 4d6 ⇒ (5, 6, 2, 4) = 17

Shel pulls a potion of invisibility and waits to see if the enemy falls before drinking it.


Emerald Spire slides |
GM Abraham wrote:

Combat Round 6 - The Bold May Act!!!

Anahita (red) - 155 dmg; 17 non-lethal dmg; bow is dropped at her feet;
Ardashir (blue) - 163 dmg; 30 non-lethal dmg; 3 negative levels; unconscious, prone, stable.
Enora - 0 dmg; haste (expires round 8)
Ali - 25 dmg; haste (expires round 8)
Sajan - 60 dmg; 14 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (1 round); on your turn: Fort Save needed vs poison.
Shel - 0 dmg; haste (expires round 8); invisible.
Sard - 0 dmg;
Chasik - 0 dmg;
Conditions: 30' Pit (expires round 11)

As she is moving to hopefully safer terrain, Shel slashes Anahita with a vicious blow from her kukri. Yet, somehow, the brave warrior keeps moving.

Ali stands at the edge of Enora's pit but manages to keep his footing and does not fall in. His entreaties to Anahita leave her unmoved: "I know nothing of the Amethyst Sage, but I have sworn to protect this place with my life, and so I shall!"

Sard wobbles a bit in the air but this does not prevent him from landing several force missiles on the poor beleaguered girtablilu woman. She scorns his appeal to surrender, having already recognized him as an emissary of Hell.

Sajan remains unconscious but the poison continues to work its way through his system. Dex Dmg: 1d4 ⇒ 4 ouch

Having seen Anahita absorb so many wounds, Shel decides that invisibility might be a useful strategy, drawing and drinking a potion. I assume from your post that you do in fact want to drink the potion since she did not fall from your AoO?

Enora, you are up!


oh sorry, then Enora would cast ear piercing scream and spend an arcanist reservoir point to increase the dc to 19 fortitude for half damages and no stun. Otherwise full damage and stun one round

spell damage: 3d6 ⇒ (5, 3, 3) = 11


Emerald Spire slides |
GM Abraham wrote:

Combat Round 7 - The Bold May Act!!!

Anahita (red) - 160 dmg; 17 non-lethal dmg; bow is dropped at her feet; grappled.
Ardashir (blue) - 163 dmg; 30 non-lethal dmg; 3 negative levels; unconscious, prone, stable.
Enora - 0 dmg; haste (expires round 8)
Ali - 40 dmg; haste (expires round 8); grappled; Fort save needed
Sajan - 60 dmg; 14 Dex dmg; prone; unconscious & stable; haste (expires round 8); poisoned (1 round); on your turn: Fort Save needed vs poison.
Shel - 0 dmg; haste (expires round 8); invisible.
Sard - 0 dmg;
Chasik - 0 dmg;
Conditions: 30' Pit (expires round 11)

GM screen:

Anahita Fort: 1d20 + 10 ⇒ (12) + 10 = 22

Anahita shakes off the worst effects of Enora's silent scream. Staring grimly at her enemies, she intones, "You may send me to Pharasma's domain, outlanders, but I hope to meet you all there!"

Finally, in round 7 (!), she takes a full melee attack for the first time in the entire fight - let's see what she can do! She begins by attacking her brother's nemesis.

Spear attack vs Ali: 1d20 + 20 ⇒ (2) + 20 = 22
Spear dmg: 1d8 + 7 ⇒ (7) + 7 = 14

Spear attack vs Ali: 1d20 + 15 ⇒ (7) + 15 = 22
Spear dmg: 1d8 + 7 ⇒ (2) + 7 = 9

Spear attack vs Ali: 1d20 + 10 ⇒ (3) + 10 = 13
Spear dmg: 1d8 + 7 ⇒ (6) + 7 = 13

Spear attack vs Ali: 1d20 + 5 ⇒ (19) + 5 = 24
Spear dmg: 1d8 + 7 ⇒ (1) + 7 = 8

Sting attack vs Ali: 1d20 + 17 ⇒ (12) + 17 = 29
Sting dmg: 1d6 + 2 ⇒ (5) + 2 = 7

Claw attack vs Ali: 1d20 + 17 ⇒ (8) + 17 = 25
Claw dmg: 1d6 + 2 ⇒ (4) + 2 = 6

Claw attack vs Ali: 1d20 + 17 ⇒ (17) + 17 = 34
Claw dmg: 1d6 + 2 ⇒ (1) + 2 = 3
Grab: 1d20 + 25 ⇒ (20) + 25 = 45
Constrict: 1d6 + 4 ⇒ (1) + 4 = 5

Anahita's spear seems unready for battle after all those rounds of battle with it sheathed, but her stinger manages to sink itself into Ali's forearm, doing minimal damage but he senses the burn of her poison. Ali, I need a Fort save. One of her claws also manages to catch ahold of the brave paladin and she begins to squeeze him, clearly intending to crush him to death!

Pathfinders are up!


Enora waits to see how the battle unfolds.

Grand Lodge

Male LG Tetori Monk 2 | HP 17/17 | AC 14 T 14 FF 12 | CMB +5/10, CMD 19/25 | F: +5, R: +5, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Stunning Fist 3/3 | Ki Pool 0/0 | Active conditions:

Now I am at 2 dex! Lets see if I can make it to 0!

Fort save: 1d20 + 9 ⇒ (12) + 9 = 21

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Yes, ill drink the potion to close the last round.

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