[PFS_Aerondor] 06-01 Trial by Machine - Table 1 (Inactive)

Game Master Aerondor

Chronicles

Map

initiative:

[dice=The Good Reverend]1d20+6[/dice]
[dice=Ask]1d20+4[/dice]
[dice=Tarquin]1d20+3[/dice]
[dice=Hawk]1d20+3[/dice]
[dice=Idemi]1d20+2[/dice]
[dice=Ironman]1d20+1[/dice]
[dice=Berith]1d20+1[/dice]
Epiphany :

Base DC18
Silver Crusade : +2
Penalty from Shechera being less than 3 = -2 (not in effect)
Bonus equal to current EP
Shechera 3
Meleren 4


351 to 389 of 389 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Dark Archive

AC 21 T 10(15 incorporeal touch) FF 20 | Current HP 15/19 | F +4 R +2 W +3 | Init +1 | Perc +14 Eidolon

Berith snorts, and his horse head seems to frown--as much as a horse could be said to frown--at the question. "I do not remember if fire was effective." He pauses for a moment before speaking again.

"I most certainly do not remember whether weapons not made of adamantine were effective." Berith waves his guisarme at Idemi as he walks further into the room. He moves up and pokes one with his guisarme from reach to see if it reacts.

Map updated with movement.

Lantern Lodge

SFS 05-99 BftB

initiative:
The Good Reverend: 1d20 + 6 ⇒ (5) + 6 = 11
Ask: 1d20 + 4 ⇒ (2) + 4 = 6
Tarquin: 1d20 + 3 ⇒ (18) + 3 = 21
Hawk: 1d20 + 3 ⇒ (9) + 3 = 12
Idemi: 1d20 + 2 ⇒ (12) + 2 = 14
Ironman: 1d20 + 1 ⇒ (3) + 1 = 4
Berith: 1d20 + 1 ⇒ (14) + 1 = 15
robot1: 1d20 + 4 ⇒ (4) + 4 = 8
robot2: 1d20 + 2 ⇒ (3) + 2 = 5

The further back construct looks different. It is a tall
robed construct made of metal rods and ceramic plates.
Its face is a transparent glass oval encasing a system of
whirring mechanical parts. Disturbing
imagery and light patterns swirl across this faceplate.

Status, bold may post
Tarquin
Berith
Idemi
Hawk
Gabriel

Robot 1
Robot 2
Ash (technically before robot 2, but to keep things easy, goes in here)
Ironman

Grand Lodge

"Fascinating..."

Remembering what happened last time, Gabriel holds his action, waiting to see what his allies are able to come up with, before moving to engage the constructs with spells.

Dark Archive

Idemi shakes his head. "So much for gettin' to solve dis da wit'out violence." He grins. "Why dontcha take a break while we break ya?"

Idemi casts Grease (DC 15 reflex save, no SR, or fall prone). The area is marked on the map.

Dark Archive

AC 21 T 10(15 incorporeal touch) FF 20 | Current HP 15/19 | F +4 R +2 W +3 | Init +1 | Perc +14 Eidolon

"I do not see how an adamantine weapon would make fighting these creatures any easier. I can inflict such great harm upon them as-is."

Berith five-foot-steps back and readies an action to trip the first hostile target that moves within his range.

Trip with Guisarme: 1d20 + 7 ⇒ (1) + 7 = 8

Or maybe he won't trip them....

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

Since he has a clear shot at the rear one, Tarquin clicks a vial in the arrow which fills the arrow with a substance. He then shoots the adamantine blanched arrow at the rear construct at which point the loaded arrow explodes over the construct spreading the substance over it.

adaptive bow + pbs: 1d20 + 7 ⇒ (18) + 7 = 25
dmg: 1d8 + 6 ⇒ (5) + 6 = 11
I would like to use rusting powder but I fear that it doesn't say that the substance does dmg against metal constructs in battle, only in using with disable device. The way I read it, if it falls on a metal object including adamantine it deals 5 dmg to it. But you would have to ok it. Otherwise I would use a Tangleburn I guess.

"Well you could have asked me to blanch your weapon with an Adamantine coating Berith, but I wouldn't have done it." Tarquin says with a grin as he sees his arrow do a great deal of damage and the substance have its effect.

-Posted with Wayfinder

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Hawk will move up and cast a spell, calling upon Sarenrae to aid his spear in the coming fight.

Move Action: Move up 20'
Standard Action: Cast Divine Favor

Lantern Lodge

SFS 05-99 BftB

@Tarquin, do you have some sort of special arrow that lets you deliver rusting powder?

I get the adamtine blanche, it is the putting something into the arrow I'd like a reference for. For the meantime, I'll just do the base arrow.

Tarquin fires an arrow at the rear construct, hitting it easily.
Berith readies his weapon while Idemi summons forth a slippery coating in the middle of the floor
saves for later
ref-rob1: 1d20 + 5 ⇒ (8) + 5 = 13
ref-rob2: 1d20 + 3 ⇒ (1) + 3 = 4

Hawk moves forward and calls on his god to help him through the battle ahead, while Gabriel stands ready.

The first robot falls, and then crawls forward until out of the greased area.

The second robot gazes intently at the group
Everyone include a DC18 will check or you are fascinated and can take no action.

Note, on your turn (if not fascinated) you can act, but if you aim at the 2nd robot you must make another save. If you want to try and avoid it's gaze, you have a 50% chance of not needing to make the save, but introduce a 20% miss chance. If you want to put on a blindfold, no need for a save, but 50% miss as per normal)

Everyone can act.

Status, bold may post
Gabriel
Ash
Ironman
Tarquin
Berith (trip readied)
Idemi
Hawk

Robot 1 prone
Robot 2 - 11 damage

Grand Lodge

That's a decent range on a gaze attack. Usually, they are restricted to 30'.

Will: 1d20 + 7 ⇒ (19) + 7 = 26.

Knowledge(Engineering or Arcana?): 1d20 + 12 ⇒ (18) + 12 = 30.

For a moment, Rev. Gabriel feels his willpower being sapped, but his faith in Razmir enables him to shake it off.

He then carefully averts his gaze from the combatants, trusting that the more martial amongst his companions will be able to handle things.

Continue delay, but will prepare to shake anyone who appears fascinated, to try and snap them out of it.

Lantern Lodge

SFS 05-99 BftB

Quite right, it is 30' My bad.

These have the same weaknesses as the first robots you fought, they are especially vulnerable to crits.

The one at the back has glass bits, and lacks the hardness of the one at the front. Also, judging from the patterns on it, you suspect that anyone contacted by the rear robot would probably have some type of mind affecting power used on them

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

Its from the archetype grenadier.

ref:
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
With his tail he can retreive items as a swift action.

will: 1d20 + 3 ⇒ (16) + 3 = 19 Tarquin has trouble overcoming the fascination and tries to avoid the gaze.
avoid: 1d100 ⇒ 62
miss chance: 1d100 ⇒ 51
miss chance: 1d100 ⇒ 60 He manages to look away and still shoot 2 normal arrows at the rear creature (assuming Rev communicates properties).
arrow: 1d20 + 6 ⇒ (2) + 6 = 8
dmg: 1d8 + 6 ⇒ (7) + 6 = 13
arrow: 1d20 + 6 ⇒ (12) + 6 = 18
dmg: 1d8 + 6 ⇒ (1) + 6 = 7

-Posted with Wayfinder

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

So if I understand this correctly; since I'm outside 30ft from the back robot and I don't aim directly at it I don't have to save right?

" ..I can't remember if fire was effective against them or not...ah, well...one way to find out"

Ash throws a small ball of fire through the air that get's bigger and bigger and then explodes on impact sending a wave of flames and heat of the 2 robots. (aimed so that only the 2 enemies are inside the blast and no party members)

using place magic as a free action to get +1 caster lvl this round, +1 lvl from casting a fire spell, +1 damage from a trait

Fire damage: 7d6 + 1 ⇒ (2, 4, 1, 1, 4, 1, 4) + 1 = 18 reflex save DC 15 for half damage

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

On d100 high is good for Iron Man
Will: 1d20 + 2 ⇒ (18) + 2 = 20
Iron Man shakes off the effects of the gaze and moves forward trying to keep his eyes on the robot on the floor.
Avoid: 1d100 ⇒ 99

As he moves forward towards side of the room he raises a gauntlet which whirls to life. A metal canister on his wrist slides forward and connecting to a small hose with a nozzle mounted on the back of the gauntlet. A loud hissing sound can be heard coming from the connection as some sort of gas is released from the canister. For half a second nothing happens and Iron Man give the gauntlet a quick shake with causes a small metal block to spring up infront of the nozzle and start emitting sparks igniting the gas.
Stilled Burning hands should be able to get both robots and no miss chance

Burning Hands: 4d4 ⇒ (1, 3, 2, 4) = 10 DC 16 for half

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Will Save: 1d20 + 4 ⇒ (19) + 4 = 23

Hawk easily ignores the effects from the wierd robot and will focus his attention on the one that crawled out from the grease.

Attack+Prone+Bless+Divine Favor - Power Attack: 1d20 + 6 + 4 + 1 + 1 - 1 ⇒ (2) + 6 + 4 + 1 + 1 - 1 = 13
Damage+Power Attack+Divine Favor: 1d8 + 4 + 3 + 1 ⇒ (3) + 4 + 3 + 1 = 11

Dark Archive

Will Save: 1d20 + 6 ⇒ (9) + 6 = 15

Going to use my GM star reroll. I have 1 star, so +1 to the reroll.

Will Save (GM Star Reroll): 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18

Idemi feels himself beginning to fall under the effects of the gaze, but just barely manages to collect himself. "Let's wrap dis up quickly, now. Don't wantta be givin' dem more chances to hit us wit' dat hypnotism." Idemi casts Haste.

Hawk, Berith, Iron Man, and Tarquin are hasted now.

Dark Archive

AC 21 T 10(15 incorporeal touch) FF 20 | Current HP 15/19 | F +4 R +2 W +3 | Init +1 | Perc +14 Eidolon

Berith's readied action would have gone off last round because the robot moved up into his threatened area, so he should be able to act again this round.

"I will destroy the enemies in moments, Master Idemi." Berith adjusts five feet to the east, and makes two trip attempts with his normal attack and hasted attack.

Trip Attempt: 1d20 + 8 ⇒ (12) + 8 = 20
Trip Attempt (Hasted attack): 1d20 + 8 ⇒ (10) + 8 = 18

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

If I may, the one that moved is already prone. It failed the reflex save then crawled. While your ready action would have technically triggered it wouldn't have been worth taking the action (indeed, if you had Berith would have tripped himself since he failed so spectacularly). Also since it's already prone additional trips won't do anything. You'd probably want to ready one for after it stands.

Also going to throw out a few more rolls - Looks like Hawk would be hasted and if the robot stands it would provoke

Extra Hasted Attack for Hawk (+Prone+Bless+Divine Favor+Haste-Power Attack): 1d20 + 6 + 4 + 1 + 1 + 1 - 1 ⇒ (5) + 6 + 4 + 1 + 1 + 1 - 1 = 17
Damage (+Power Attack+Divine Favor): 1d8 + 4 + 3 + 1 ⇒ (5) + 4 + 3 + 1 = 13

Potential AOO if it stands (+Prone+Bless+Divine Favor+Haste-Power Attack): 1d20 + 6 + 4 + 1 + 1 + 1 - 1 ⇒ (20) + 6 + 4 + 1 + 1 + 1 - 1 = 32
Damage (+Power Attack+Divine Favor): 1d8 + 4 + 3 + 1 ⇒ (2) + 4 + 3 + 1 = 10

Oooo

Critical Confirmation (+Prone+Bless+Divine Favor+Haste-Power Attack): 1d20 + 6 + 4 + 1 + 1 + 1 - 1 ⇒ (10) + 6 + 4 + 1 + 1 + 1 - 1 = 22
Extra Damage (+Power Attack+Divine Favor): 2d8 + 8 + 6 + 2 ⇒ (8, 2) + 8 + 6 + 2 = 26

Total - 36

Dark Archive

Ah, okay. My bad. Didnt realize he was still prone.

Lantern Lodge

SFS 05-99 BftB

The reverend stands ready to help any of his fellow pathfinders who fall under the sway of the rearmost construct.

Ash summons fire towards the back of the room
ref: 1d20 + 3 ⇒ (17) + 3 = 20
Oil leaking from the cracked faceplate lights, as does some of the grease on the ground, but the construct avoids the worst of the fire.

Ironman also releases a wave of fire.
robot1 save: 1d20 + 5 ⇒ (15) + 5 = 20
robot2 sve: 1d20 + 3 ⇒ (4) + 3 = 7

Tarquin shoots two arrows at the rear construct, but only one hits.

Berith stands ready to try and trip if the front robot regains its feet.

For a moment Idemi gazes at the rear robot, but he shakes himself out of it, and hastens everyone.

Hawk attacks the robot on the ground, but fails to get through its armour.

It tries to stand... Berith tries to trip it up, but fails.
Hawk however lands a very solid blow on it almost knocking it over again.
fort: 1d20 + 5 ⇒ (15) + 5 = 20

The frontmost robot lashes out at Hawk
attack: 1d20 + 12 ⇒ (2) + 12 = 14
damage: 1d8 + 6 ⇒ (2) + 6 = 8
But misses.

The back construct starts flashing lights again
Will DC 18 for Ironman, Idemi, Berith, and Hawk
ref: 1d20 + 3 ⇒ (6) + 3 = 9 and then falls over as it moves out of the slippery zone.

Status, bold may post
Gabriel (prepared action to act if someone is facinated)
Ash
Ironman
Tarquin
Berith (trip readied)
Idemi
Hawk

Robot 1 prone 41 damage
Robot 2 - 41 damage

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Will Save: 1d20 + 4 ⇒ (9) + 4 = 13

That robot has pretty lights....

Fascinated

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

did the fire dmg have any effect?

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

Will: 1d20 + 2 ⇒ (9) + 2 = 11
Yes very pretty...

Dark Archive

Will Save: 1d20 + 6 ⇒ (3) + 6 = 9

"Indeed, dey are, Iron Man."

Dark Archive

AC 21 T 10(15 incorporeal touch) FF 20 | Current HP 15/19 | F +4 R +2 W +3 | Init +1 | Perc +14 Eidolon

Will Save: 1d20 + 3 ⇒ (6) + 3 = 9
"They are not pretty at all."

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Just to check since you only rolled one save vs my fireball, but both of them were effected by the blast?

Averting his eyes Ash looks over his shoulder at Shechera and
Meleren "Could you try to shake Idemi and Berith out of it? Remember don't look directly at the Robots!" and then moves next to Hawk shaking him on the shoulder trying to get him to snap out of it

(move then standard action to break Hawk's fascination)

Lantern Lodge

SFS 05-99 BftB

Sorry, trying to catch up on too many things at once while jet lagged three ways from... anyway, excuses aside..
reflex save: 1d20 + 5 ⇒ (16) + 5 = 21

And yes, the fire is damaging both robots, the rear one more than the front one

Gabriel moves forward and shakes Idemi free of his facination. Ash does that same for Hawk.

The rightmost construct advances on the facinated Berith and strikes out at him.
attack: 1d20 + 10 ⇒ (20) + 10 = 30
attack2: 1d20 + 10 ⇒ (16) + 10 = 26
attack1 crit confirm: 1d20 + 10 ⇒ (18) + 10 = 28
damage1: 2d8 + 8 ⇒ (2, 3) + 8 = 13
damage2: 1d8 + 4 ⇒ (8) + 4 = 12

The lefthand construct (#2) approaches ironman and hits him.
attack: 1d20 + 7 ⇒ (19) + 7 = 26
attack: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d8 + 3 ⇒ (2) + 3 = 5
A wave of fear passes over Ironman.. Will DC18 or fear

Meleren and Shechera cower outside the room, not wanting to get close to the fearsom creatures.

I note I don't have an action for Tarquin, feel free to put in two - don't forget the two saves though

Status, bold may post
Gabriel
Ash
Ironman 5 damage - needs to make a DC18 will save or be fear-ed
Tarquin
Berith 25 damage
Idemi
Hawk

Robot 1 prone 50 damage
Robot 2 - 41 damage

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

Thought I didn't have to because I saved against it. Or is it every single time? Also you didn't include me in the list of people of a will save? will: 1d20 + 3 ⇒ (19) + 3 = 22

Tarquin shoots multiple arrows thanks to haste at the shiny one, it seems the one that is giving us the biggest trouble.
avoid gaze: 1d100 ⇒ 84
miss chance: 1d100 ⇒ 5
miss chance: 1d100 ⇒ 23
miss chance: 1d100 ⇒ 35
arrow pbs + haste +in combat: 1d20 + 5 ⇒ (17) + 5 = 22
arrow pbs + haste +in combat: 1d20 + 5 ⇒ (15) + 5 = 20
arrow pbs + haste +in combat: 1d20 + 5 ⇒ (20) + 5 = 25
dmg: 1d8 + 6 ⇒ (7) + 6 = 13
dmg: 1d8 + 6 ⇒ (6) + 6 = 12
dmg: 1d8 + 6 ⇒ (8) + 6 = 14
first round. Think it should be dead with 2 arrows hitting?

-Posted with Wayfinder

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

Will: 1d20 + 2 ⇒ (4) + 2 = 6
Well crud...
So being attacked breaks the Fascination correct? What is fear affect?

Grand Lodge

Gabriel moves to shakes Iron Man from his fascination, carefully not looking anywhere but the floor.

"Awake, child. It is not your time to rest..."

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

Tarquin shoots some more adamantine blanched arrows in the creature that is still standing

arrow: 1d20 + 5 ⇒ (9) + 5 = 14
arrow: 1d20 + 5 ⇒ (20) + 5 = 25
confirm: 1d20 + 5 ⇒ (20) + 5 = 25
arrow: 1d20 + 5 ⇒ (12) + 5 = 17

dmg: 1d8 + 6 ⇒ (6) + 6 = 12
dmg: 1d8 + 6 ⇒ (6) + 6 = 12
confirmed crits: 2d8 + 12 ⇒ (2, 6) + 12 = 20
dmg: 1d8 + 6 ⇒ (5) + 6 = 11

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Hawk keeps up the assault of the one that he and Berith are working to bring down.

Attack+Bless+Divine Favor+Haste-Power Attack: 1d20 + 6 + 1 + 1 + 1 - 1 ⇒ (13) + 6 + 1 + 1 + 1 - 1 = 21
Damage+Power Attack+Divine Favor: 1d8 + 4 + 3 + 1 ⇒ (8) + 4 + 3 + 1 = 16

Hasted Attack+Bless+Divine Favor+Haste-Power Attack: 1d20 + 6 + 1 + 1 + 1 ⇒ (4) + 6 + 1 + 1 + 1 = 13
Damage+Power Attack+Divine Favor: 1d8 + 4 + 3 + 1 ⇒ (6) + 4 + 3 + 1 = 14

From Life Link +5 heal to Iron Man, -5 to Hawk

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

In case the robot that does the fascination isn't down yet Ash will ready to shake someone (Hawk preferred since I'm next to him already) out of his fascination if it occurs again

Dark Archive

Idemi pulls out a scroll of lesser rejuvenate eidolon out and moves over to Berith.

Move action and a move action, so nothing else this round.

Lantern Lodge

SFS 05-99 BftB

Tarquin shoots a barrage of arrows at the constructs, felling both of them within seconds. The pathfinders slowly shake themselves loose of the effects.

And suddenly all is silent.

Last chance to try and chat with Meleren and Shechera for you silver crusade folk... Try and turn them away from their prior path of wickedness and depravity. I'm sure some of you can make the life of a monastic monk seem real exiciting given your skill bonuses!

Okay.. finish up time.

Once you escape the sublevel, retracing your path
through the upper dungeon and back to the surface
is simple. Initially, Ambrus Valsin is stunned into
silence by your report, then heaps simultaneous
praise and disapproval on you—he commends you
for surviving a much tougher test than intended,
but criticizes you for not immediately leaving and
reporting in upon discovering the security sublevel. In
the end, though, both the deed and discovery stand out,
and local Pathfinders—many of whom begin in-depth
investigation and cataloging of the hidden complex—
regard the you with high esteem. In the months to
come, explorers seeking more hidden secrets swarm the
Red Redoubt.

I'll write up chronicles tonight - or once the results of the dipl checks are done. How many of you are Silver Crusade?

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Looks like Hawk and Iron Man are in the Silver Crusade.

Diplomacy+Silver Crusade bonus: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26

Hawk addresses the two.

This is what it means to be a Pathfinder. Cooperation and support of one's comrads. Though everyone has different motivations, I strongly encourage you both to turn from the path you are walking. Sarenrae knows and has taught me that redemption is there for those who seek it.

Hawk then goes about healing the much wounded Berith.

Cure Moderate Wounds: 2d8 + 4 ⇒ (1, 5) + 4 = 10
Cure Moderate Wounds: 2d8 + 4 ⇒ (3, 1) + 4 = 8

Also, Hawk is now level 5!

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash looks at Meleren and Shechera

"And it's fun!"

Aid diplomacy attempt: 1d20 + 3 ⇒ (7) + 3 = 10

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

It's not al peaches an cream but it does have it perks. Plus you get to explore places like this with a real team. We might not all get along but we can always count on each other.[b] Iron Man says as he throws his arm around Rev and gives his a hearty slap on the back. [b]Come back to Absalom with us, I'll buy the drinks and we'll talk.

Aid Diplomacy: 1d20 + 6 + 4 ⇒ (3) + 6 + 4 = 13

Sliding in next to Shechera After drinks what do you say the two of us go get something to eat? I know a great place in the Foreign Quarter.

Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14

[edit] Once again the dice know just were Iron Man's true motives lie.

Lantern Lodge

SFS 05-99 BftB

Shechera agrees to have dinner with Ironman on the condition he leaves the armour behind.

It turns out also that she can drink a little more than him...

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

Fine by me, thinks Tony, on both accounts.

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