PBP[PFS] #5-04 The Stolen Heir Table 2

Game Master Valeron De Stinzite

Maps
Init,Perc


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The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

"Well," Laiashi says to Truddig, "someone as important as he is can't really risk pulling strings, now can he? Not with a life on the line."

Taking 10 on Bluff to successfully pass Truddig a message of "Hey, I'm getting there!" Tercio, and anyone else, can understand this with a DC 20 Sense Motive.

She turns back to Tercio. "So what can you tell us about the people who took her? I imagine someone with your resources has some excellent leads on this."

Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

Truddig throws his arms in the air, as if to demonstrate the absence of strings attached to him. He then crosses his arms and grumbles, as so many dwarves have done before him. "Hmmmpf."

Liberty's Edge

Male NG Oread Hunter 5 | HP 38/38 | AC 20 T 13 FF 18 | CMB +7, CMD 20 | F: +7, R: +8, W: +7 | Init: +1 | Perc: +9, SM: +4 | Speed 20ft | Animal Focus: 5/5 | Spells: 1st 5/5, 2nd 3/3 | Active conditions: None.

Sense Motive: 1d20 + 3 ⇒ (19) + 3 = 22
Sense Motive: 1d20 + 3 ⇒ (9) + 3 = 12

Jarat doesn't know enough of fleshlings to tell when they are being untruthful. Some part of him doesn't trust the man, but he can't sense any more than he normally does. "Elves, Spies, or... was there a third suggestion for a lead?"


Sign up sheet:

”Like I’ve already stated , I cannot help you in anyway.”Tercio says with an angry look.

Diplomacy DC28:

You convince Sander Bryton to send a force of Eagle Knights to assist the Mendev effort.

Diplomacy(Gather info) Knowledge local

10+:

Sander Bryton is a consul, one of the elected officials responsible for directing Andorans military.

15+:

Although the consul General Reginald Cormoth is the head of the Eagle Knights, Sander Bryton often assists the general directly in Eagle Knights action and policy.

20+:

The Bryton family—all successful military leaders going back four generations—has been prominent ever since the People’s Revolt. At no time has the elected national government not included a Bryton.

25+:

Immediately after Tercio Andares joined the People’s Council, Sander Bryton mysteriously reversed his position on an important trade agreement, clearing the way for the Andares family’s Sauerton Red wine to become the household name it is today throughout the Inner Sea region.

Dark Archive

Female Human Mesmerist 05 HP 43/43 - AC: 17 T: 13 /FF: 15 - Perception +8 - F: +4 / R: +8 /W: +12 - CMB +1 - CMD +13 - Speed 30 - Init. +6 - Mesmerist Tricks 8/8 day

Diplomacy check: 1d20 + 11 ⇒ (6) + 11 = 17

"I've learnt a few things: Sander Bryton is the consul here and he often assists General Reginald Cormoth directly in managing and directing the Eagle Knights..."

The Exchange

N Samsaran Witch 14 Init +15 | HP 134/114 | AC20 T12 FF18 | Fort +17, Reflex +17, Will +22, +2 vs death, +5 vs disease | CMD 16 | Perception +35 | Sense Motive +29
Resources:
Spells 6|5|5|7|7|4|3; Conduit Surge 3|3; Reroll 1|1; Int rod 3|3
Conditions: FoM, Delay Poison, Images 6

Obo sighs slightly at Tercio's stubbornness. As you wish, but for the sake of your daughter we will try and find her

Leaving the foolish noble Obo murmurs a quiet spell (guidance) before turning to the eagle knight and saying, As you must know our efforts to hold back the forces of the worldwound need more support. With the Eagle Knights with us surely others would rally around our combined banner. These demons represent a serious threat to the freedom of all of us

Diplomacy, Guidance: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28

After the meeting Obo spends some time asking around town, seeking information. Before heading out he doses himself with some clear ear.

Knowledge local, clear ear: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

Aryxis mutters a quick prayer to himself, puts his best foot forward, and appeals desperately to Tercio....

Surely there is something more you can do?

Diplomacy: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31

Diplomacy (Gather Info): 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

Truddig grumbles, remaining silent with Tercio as the others attempt to sway him, or at least to get assistance from the Eagle Knights. He stays with everyone as they try to learn more, periodically nudging and prodding with a question not otherwise thought of.

Diplomacy, gather info, aid another: 1d20 - 3 ⇒ (1) - 3 = -2

The reason those questions weren't thought of, though, was because they weren't helpful questions.

Liberty's Edge

Male NG Oread Hunter 5 | HP 38/38 | AC 20 T 13 FF 18 | CMB +7, CMD 20 | F: +7, R: +8, W: +7 | Init: +1 | Perc: +9, SM: +4 | Speed 20ft | Animal Focus: 5/5 | Spells: 1st 5/5, 2nd 3/3 | Active conditions: None.

Jarat and Wolf continue their demonstration of how to remain stoic and basically lifeless. If one were not able to see their breathing, it might be suspected that they were statues or mannequins, perhaps taxidermy.

All this talking. No one ever asks about the land or the trees. They have lost sight of nature. A pity. They know only the loud city.


Sign up sheet:

Tercio walks off without further words.

”I will send a dispatch of Eagle Knights at once.” Sander Bryton looks around at the group. ”If there is anything else you’d like to discuss I will be here.” Sander Bryton walks off.

Dorabeth pulls two of the group aside. ”I am terribly worried about Thalia. I will provide whatever aid I can to help.Thalia, unlike my father, has always been very excited about books such as those attributed to Lady Liberty. In fact, I recall seeing a fellow with a Galtan accent purchase just such a book in town.”

Diplomacy DC15:

Dorabeth will sneak 2 Pathfinders into Thalia’s room for a short time.
If you go this way then RP this out as of you suggest this to her.

Dark Archive

Female Human Mesmerist 05 HP 43/43 - AC: 17 T: 13 /FF: 15 - Perception +8 - F: +4 / R: +8 /W: +12 - CMB +1 - CMD +13 - Speed 30 - Init. +6 - Mesmerist Tricks 8/8 day

Diplomacy check: 1d20 + 11 ⇒ (4) + 11 = 15

"We all want to see her get safely back home my dear. In fact we are here to help achieving that same goal. Perhaps you could help us help poor Thalia though... she could have left something hints of her whereabouts in her room... Mayhaps you could help us examine them?"

The Exchange

N Samsaran Witch 14 Init +15 | HP 134/114 | AC20 T12 FF18 | Fort +17, Reflex +17, Will +22, +2 vs death, +5 vs disease | CMD 16 | Perception +35 | Sense Motive +29
Resources:
Spells 6|5|5|7|7|4|3; Conduit Surge 3|3; Reroll 1|1; Int rod 3|3
Conditions: FoM, Delay Poison, Images 6

Obo smiles encouragingly at Dorabeth, Yes, she may have left some clue as to what has happened. It could be vital for us finding her.

Auto assist Zhatara

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

"Great idea! I'd like to take a look too, if I can. But... I think it should just be us two. A lady needs her secrets, in her own bedroom. No offense, boys," she adds to the males in the party.

Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

Truddig nods. "Bring someone with you, though. Fine if it ain't me. Prolly wouldn't know where to look in a little girl's room anyway. Hidin' stuff in bedposts or summin' like that."

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

Aryxis shrugs his shoulders...

”If that’s the way you want to play it...”


Sign up sheet:

Dorabeth leads two Pathfinders upstairs.

Upon inspecting the room you notice hidden notes on a bookshelf. The notes indicate that her family—including her father Tercio—may have conspired with other powerful political families to form new dynasties within the ostensibly democratically elected seats of government around north and central Andoran. After a short time she ushers you out of the room, seemingly in a hurry.

She takes you back to the group.

While the two Pathfinders are investigating the bedroom Captain Demrick volunteers his insights into the groups investigation.

Those not in bedroom:

There is an abandoned villa you should look at.” He gives you accurate directions to it. ”Do not delay any more than necessary so as to avoid letting any conspirators know about your investigation or my involvement in it; I am concerned that I might face repercussions for ignoring the mayors orders. I will be at the guard station if you need me.” The Captain walks off.

Dark Archive

Female Human Mesmerist 05 HP 43/43 - AC: 17 T: 13 /FF: 15 - Perception +8 - F: +4 / R: +8 /W: +12 - CMB +1 - CMD +13 - Speed 30 - Init. +6 - Mesmerist Tricks 8/8 day

"Ah-ah! More tyhan enough reason for someone to "disappear" the young lady..." Zathara considers within herself.

After she learns of the abandoned villa and is sure the group is out of earshot from the andorens she says:"What are we waiting for? This lead is as good any we've got... it's not like we have many clues to follow anyway!"

The Exchange

N Samsaran Witch 14 Init +15 | HP 134/114 | AC20 T12 FF18 | Fort +17, Reflex +17, Will +22, +2 vs death, +5 vs disease | CMD 16 | Perception +35 | Sense Motive +29
Resources:
Spells 6|5|5|7|7|4|3; Conduit Surge 3|3; Reroll 1|1; Int rod 3|3
Conditions: FoM, Delay Poison, Images 6

Obo nods, Yes, lets not waste any more time. We need to find this girl quickly, who knows what is happening with her...

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

Truddig carefully notes the location of the villa described by the Captain. "Sure, I can find that. Seems like a good lead. Soon as those ladies are back down here, let's get on our way."

Dark Archive

Female Human Mesmerist 05 HP 43/43 - AC: 17 T: 13 /FF: 15 - Perception +8 - F: +4 / R: +8 /W: +12 - CMB +1 - CMD +13 - Speed 30 - Init. +6 - Mesmerist Tricks 8/8 day

Zhatara wants to go check the dilapidated estate

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

”Our Thanks Captain. We will be sure to check out the lead.”

Aryxis waits patiently (for now) for the women to come back from their investigation of the room.


Sign up sheet:

After finishing the groups goes to check out the villa.

This barren stretch of land is a sharp contrast to the surrounding fields of well-tended grapevines. At the center of the waste, at the end of an ill-kept path, sits a large stone villa in the old Chelish style that has partially collapsed as the result of fires long-since extinguished. Rotted timbers and soot flank scorched bone-white walls, and collapsed piles of blackened wood are all that remain of additions to the north and south ends of the main hall. Rain-slicked bare earth extends approximately three hundred feet away from the house in all directions.

The Exchange

N Samsaran Witch 14 Init +15 | HP 134/114 | AC20 T12 FF18 | Fort +17, Reflex +17, Will +22, +2 vs death, +5 vs disease | CMD 16 | Perception +35 | Sense Motive +29
Resources:
Spells 6|5|5|7|7|4|3; Conduit Surge 3|3; Reroll 1|1; Int rod 3|3
Conditions: FoM, Delay Poison, Images 6

As they approach Obo activates a pair of wands. How do we want to do this friends? As straight up knock on the front door or try to sneak in? There doesn't seem to be much cover, that will make stealth difficult.

Activating mage armour and heightened awareness

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

Truddig unslings his bow from his shoulder, and readies an arrow. "I wasn't expecting a burnt-out shell. Whoever wants to approach first; I've got you covered."

His eyes scan the building for movement or any other signs of life.

Perception: 1d20 + 12 ⇒ (8) + 12 = 20 +2 vs flying creatures

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Skirt swirling in the breeze, Laiashi strides up to the empty-looking building. This certainly isn't what I was expecting either. "I may not look it," she says, looking at the place, "but I'm good at getting around unseen. Maybe I should check it out first." She runs her hands down her sides, as though brushing off her outfit, and her clothing changes dramatically. Her cheerful skirt and blouse change into a tight black leotard, and a black hair tie appears on her head to hold her waving hair in place. "Wish me luck!" She moves to the front door.

Perception DC 14:

As she goes, she draws a pair of previously-hidden daggers.
Sleight of Hand: 1d20 + 11 ⇒ (3) + 11 = 14

Perception: 1d20 + 5 ⇒ (12) + 5 = 17
+1 to avoid being surprised

Dark Archive

Female Human Mesmerist 05 HP 43/43 - AC: 17 T: 13 /FF: 15 - Perception +8 - F: +4 / R: +8 /W: +12 - CMB +1 - CMD +13 - Speed 30 - Init. +6 - Mesmerist Tricks 8/8 day

Perception check: 1d20 + 6 ⇒ (17) + 6 = 23

Zhatara studies the ruins before shrugging:"Well... as I said, this is our best lead for now. Let's go exploring it. We have to start somewhere after all"


Sign up sheet:

As Laiashi goes forward she stops in her tracks.

Laiashi:

The root cellar of the Sauer manor once extended away from the house with well-maintained beams keeping the ceiling supported. These have since collapsed, and a sinkhole is about to form. Anyone who steps in one of the hazard squares denoted on the map collapses the entire sinkhole and must succeed at a DC 20 Reflex save or slide into a 20-foot-deep pit, taking 1d6 points of damage, 1d6 points of nonlethal damage, and landing mired in soil (giving the victim the entangled condition). A character can extricate himself from the soil as a standard action and can climb out of the sinkhole with a successful DC 15 Climb check. Once the sinkhole has caved in, the 12 squares adjacent to the hazard area become slanted and are treacherous to stand near. Anyone ending his turn in one of those squares must succeed at a DC 15 Reflex save or lose his footing and fall into the sinkhole, taking damage but avoiding the entanglement.
I’ve denoted the sinkhole with the white square on the map.
As she stops the group here’s the front doors swing open.

”Come and get her if you dare, hounds of the upper class!” You hear a yell from within the building.

Initiative:

Obo : 1d20 + 6 ⇒ (4) + 6 = 10
Jarat: 1d20 + 2 ⇒ (19) + 2 = 21
Truddig: 1d20 + 3 ⇒ (2) + 3 = 5
Aryxis: 1d20 + 1 ⇒ (4) + 1 = 5
Laiashi: 1d20 + 4 ⇒ (10) + 4 = 14
Zhatara: 1d20 + 6 ⇒ (3) + 6 = 9

Yellow: 1d20 + 3 ⇒ (18) + 3 = 21
Green: 1d20 + 3 ⇒ (9) + 3 = 12
Orange: 1d20 + 3 ⇒ (17) + 3 = 20
Red: 1d20 + 3 ⇒ (20) + 3 = 23

I will resolve combat in the order you post to make it easier. I simply rollninitiative to see where I go at. I will post their actions a little later.

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

Assuming Truddig has to wait until after the enemies (with that 5 intitiative), but in advance of that, how far away are those of us that are off the map?

Truddig hears the yells from within the house, and sees Laiashi tense. His thoughts immediately turn towards closing the distance and getting up to the house to help.


Sign up sheet:

you are somewhere around area B1 to start. You can post your actions in spoilers if it makes it easier. If attacked, if this person moves and so on.

Dark Archive

Female Human Mesmerist 05 HP 43/43 - AC: 17 T: 13 /FF: 15 - Perception +8 - F: +4 / R: +8 /W: +12 - CMB +1 - CMD +13 - Speed 30 - Init. +6 - Mesmerist Tricks 8/8 day

Zhatara's Actions:
As soon as she's able to Zhatara will fix her Hypnotic Stare (-2 to will saves, free action) on green and cast "Murderous Command" on him (DC17).
Note that Hypnotic State has a range of 30 feet which could cause Zhatara to move in order to cover the distance. This would work better if Zhatara could react after those who won initiative did their move and could change depending on those actions

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Reflex: 1d20 + 8 ⇒ (19) + 8 = 27

As Laiashi rushes forward, she feels the ground shift under her feet. She leaps backward just before the entire ground in front of her collapses. Whoa, that was close.

Shifting one of her daggers to her other hand as she closes the distance to her new assailants, she pulls out a vial of acid. "Why did you take her?"

Move, draw acid flask.

Liberty's Edge

Male NG Oread Hunter 5 | HP 38/38 | AC 20 T 13 FF 18 | CMB +7, CMD 20 | F: +7, R: +8, W: +7 | Init: +1 | Perc: +9, SM: +4 | Speed 20ft | Animal Focus: 5/5 | Spells: 1st 5/5, 2nd 3/3 | Active conditions: None.

Actions:
Jarat will cast Magic Fang on Wolf, then move forward his 20' and draw his weapon. Wolf will, once directed, attack a hostile force should one exist at that time.

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

Looks like I'm last to act...

Actions:
Aryxis quickly casts Shield before advancing on the nearest enemy with sword drawn.

The Exchange

N Samsaran Witch 14 Init +15 | HP 134/114 | AC20 T12 FF18 | Fort +17, Reflex +17, Will +22, +2 vs death, +5 vs disease | CMD 16 | Perception +35 | Sense Motive +29
Resources:
Spells 6|5|5|7|7|4|3; Conduit Surge 3|3; Reroll 1|1; Int rod 3|3
Conditions: FoM, Delay Poison, Images 6

I lost initiative to all of the enemy so am waiting to see what they do before deciding my actions.


Sign up sheet:

Will save: 1d20 ⇒ 14

The two bandits inside the house repeat themselves in unison.
”Come and get her if you dare!” as they ready themselves and show reluctance to come out.

The two bandits on the outside wait for the group to get closer. They pull out their swords while they wait.

We can just go in post order to make it easier. The will save is for murderous command which I will update on my next post. If you do move then don’t forget to move your emblem.

The Exchange

N Samsaran Witch 14 Init +15 | HP 134/114 | AC20 T12 FF18 | Fort +17, Reflex +17, Will +22, +2 vs death, +5 vs disease | CMD 16 | Perception +35 | Sense Motive +29
Resources:
Spells 6|5|5|7|7|4|3; Conduit Surge 3|3; Reroll 1|1; Int rod 3|3
Conditions: FoM, Delay Poison, Images 6

Obo hurries forward and stares into the eyes of one of the enemies, relax, everything is well, be still and relax

Obo moves forward and slumber hexes Orange, DC16 will save, it lasts 3 rounds


Sign up sheet:

Update later!


Sign up sheet:

Obo hexes the orange bandit.

Orange will: 1d20 ⇒ 9

After having murderous command cast on him the green bandit is compelled to attack his ally. He runs for the nearest one and swings his scimitar at him, but misses.
Swing: 1d20 + 6 ⇒ (4) + 6 = 10

Everyone rose May act.

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

Aryxis charges forward and slashes out at the green enemy...

Slash!: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

"Have it your way, then." Laiashi tosses her vial and closes the distance.

Acid (ranged touch): 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 ⇒ 2

Dark Archive

Female Human Mesmerist 05 HP 43/43 - AC: 17 T: 13 /FF: 15 - Perception +8 - F: +4 / R: +8 /W: +12 - CMB +1 - CMD +13 - Speed 30 - Init. +6 - Mesmerist Tricks 8/8 day

Zhatara advances, fixes her hypnotic gaze on the enemy in yellow and casts a small spell to confuse him...

Move, set hypnotic gaze on yellow (-2 to will saves) and cast Daze on him (DC15)

Liberty's Edge

Male NG Oread Hunter 5 | HP 38/38 | AC 20 T 13 FF 18 | CMB +7, CMD 20 | F: +7, R: +8, W: +7 | Init: +1 | Perc: +9, SM: +4 | Speed 20ft | Animal Focus: 5/5 | Spells: 1st 5/5, 2nd 3/3 | Active conditions: None.

Jarat advances quickly to catch up with his far fleeter animal companion, who attacks the greenish enemy that they both threaten.

Attack: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12
Trip: 1d20 + 10 ⇒ (8) + 10 = 18

Vicious jaws bite and try to pull the man's legs out from under him.

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

Truddig reaches out to the energy of the storm, and electricity that's always in the air, and imbues his bow with it. He draws back, taking aim on one of the bandits, and lets his arrow fly.

Actions:

Standard (previous round): activate thundershot on bow

Standard (this round): attack orange

+1 darkwood longbow, deadly aim: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Damage, P, deadly aim: 1d8 + 1 + 4 ⇒ (1) + 1 + 4 = 6 + Damage, electricity: 1d6 ⇒ 4

@GM, I got confused on initiative and I'm pretty sure I missed my first round action. The actions here represent thundershot in the first round and firing in the second. If you don't agree, then he applies thundershot this round and will fire next round.

The Exchange

N Samsaran Witch 14 Init +15 | HP 134/114 | AC20 T12 FF18 | Fort +17, Reflex +17, Will +22, +2 vs death, +5 vs disease | CMD 16 | Perception +35 | Sense Motive +29
Resources:
Spells 6|5|5|7|7|4|3; Conduit Surge 3|3; Reroll 1|1; Int rod 3|3
Conditions: FoM, Delay Poison, Images 6

Obo misfortune hexes whichever bandit is left that can be reached with a single move.


Sign up sheet:

Aryxos spashes at the man, but misses. Laiashi burns the attacker with acid.

Will save: 1d20 ⇒ 5
Zharara cast daze. The man immediately feels the urge to do nothing. J

Vicious trips the bandit and he falls prone to the ground.
Jarat attacks the bandit. He hits him square in the chest.

Truddig fires, but he misses. OBO hexes the bandit.

Green-12

Scimitar: 1d20 + 6 ⇒ (10) + 6 = 16
The red bandit swings at Laiashi but misses.

Crossbow: 1d20 + 8 ⇒ (6) + 8 = 14
The orange bandit fires his crossbow, but in the confusion he shouts into the sky.

Crossbow: 1d20 + 8 ⇒ (1) + 8 = 9
The yellow bandit also misses with his crossbow.

Combat round 3
I think I got everything

Dark Archive

Female Human Mesmerist 05 HP 43/43 - AC: 17 T: 13 /FF: 15 - Perception +8 - F: +4 / R: +8 /W: +12 - CMB +1 - CMD +13 - Speed 30 - Init. +6 - Mesmerist Tricks 8/8 day

Keeping her gaze poised on the bandit in yellow and repeats her spell...

Same as before, -2 to will save and Daze DC15

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Laiashi tightens her grip on her daggers, and the blades glow red-hot as she swipes with each.

Swift action to use Scorching Weapons.
Dagger 1: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d4 + 4 ⇒ (2) + 4 = 6 +1 fire

Dagger 2: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 + 2 ⇒ (2) + 2 = 4 +1 fire

Dark Archive

NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield

Aryxis deftly sends his greatsword arching back towards his enemy after he misses the first time round...

Slash!: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12

Move action will depend on if the enemy is still standing...

The Exchange

N Samsaran Witch 14 Init +15 | HP 134/114 | AC20 T12 FF18 | Fort +17, Reflex +17, Will +22, +2 vs death, +5 vs disease | CMD 16 | Perception +35 | Sense Motive +29
Resources:
Spells 6|5|5|7|7|4|3; Conduit Surge 3|3; Reroll 1|1; Int rod 3|3
Conditions: FoM, Delay Poison, Images 6

I believe orange is asleep. Yellow was dazed so couldn't have fired. Zhatara, you cannot keep dazing the same target, they are immune for 24 hours after it has been used on them.

Obo moves down to get a closer view and also casts a baleful gaze at the bandit attacking his friends.

Slumber hex on green, if he is already down target yellow instead. DC16 will save negates.

I am back for the weekend but leave for Gencon on Monday

Silver Crusade

Male LN Dwarven Ranger 7 | HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4 | Speed 20ft | Active conditions: none

Truddig continues firing at the bandits, letting another arrow fly.

Actions:

Move: 20'
Standard: if orange is asleep, attack red, otherwise attacking orange

+1 darkwood longbow, deadly aim: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Damage, P, deadly aim: 1d8 + 1 + 4 ⇒ (1) + 1 + 4 = 6 + Damage, electricity: 1d6 ⇒ 5

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