Balthazar Khole |
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
"All this talk of butterflies is tuning my aim," Balthazar growls as his dagger carves the air. "Let's take him down!"
Mari Clock |
Whisper strikes true!
Wilhimina seems to have some sort of fit and beats on her opponent.
Marshala pummels her adversary.
Batlhazar misses. So sad.
Blue takes a five foot step and swings his scimitar: 1d20 + 4 ⇒ (14) + 4 = 18, dealing 1d6 + 3 ⇒ (3) + 3 = 6 points of damage.
Red takes a five foot step and swings his scimitar: 1d20 + 4 ⇒ (18) + 4 = 22 at the crazy gnome, dealing 1d6 + 3 ⇒ (5) + 3 = 8 points of damage.
critconfirm: 1d20 + 4 ⇒ (2) + 4 = 6 does not confirm
Yellow takes a five foot step and swings his scimitar: 1d20 + 4 ⇒ (2) + 4 = 6, and swings wildly.
This is Round 3.
Balthazar
Marshala
Whisper
Wilhimina
Enforcer Blue _ dmg
Enforcer Red 13 dmg
Enforcer Yellow 7 dmg
Whisperer |
Whisper will acrobatics around blue to get a flank on gold and attack.
acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16
attack: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
damage: 1d6 ⇒ 5
sneak_attack: 1d6 ⇒ 4
Marshala |
That do be work too Mashala mutters when Yellow crumbles at her feet as Whisperer's blade strikes true. She moves over behind blue and attacks.
attack: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
If hits
dmg: 1d8 + 2 ⇒ (8) + 2 = 10
Wilhimina |
Wilhimina 5 foot steps to set up the flank for Balthazar.
"Oww, stop that!"
mw ci sk: 1d20 + 5 ⇒ (3) + 5 = 8 if hits,
damage: 1d4 ⇒ 2
regular sk: 1d20 + 4 ⇒ (18) + 4 = 22 if hits,
damage: 1d4 ⇒ 3
I moved you into the flank, Balthazar! :)
Mari Clock |
For this round, Balthazar would have taken out Red, so Wilhimina will move over to hit at blue and would then only get one hit, which will miss.
Blue, only one left standing, will swing at
1-whisper, 2-marshala, 3-wilhimina 1d3 ⇒ 2
Marshala with his scimitar: 1d20 + 4 ⇒ (8) + 4 = 12 and if he hits will deal 1d6 + 3 ⇒ (1) + 3 = 4 points of damage.
This is Round 4
Balthazar
Marshala
Whisper
Wilhimina
Enforcer Blue 10 dmg
Enforcer Red
Enforcer Yellow
Finish him.
Marshala |
The blow bounces harmlessly off Marshala's armor. Ye be havin' ta hit harder than that"
Return strike
attack: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
If hits
dmg: 1d8 + 2 ⇒ (7) + 2 = 9
If he goes down and is not insta-killed, Marshala would like to stabilize him, tie him up and then find out what the heck was going on.
Whisperer |
If Marshala didn't just defeat blue I will attack as well.
attack: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
damage: 1d6 ⇒ 6
sneak: 1d6 ⇒ 4
Wilhimina |
Wilhimina looks over to (the man she assumes is) Senzer.
"So, now let's talk. Care to explain?" She gestures to the bodies littering the floor.
Balthazar Khole |
Thanks, Wilhimina!
While the more social members of the party talk with Senzer, Balthazar proceeds to tie up the unconscious thugs in the middle of the room, checking each of their vitals as he does so.
Once he identifies the most injured, he readies his vial of smelling salts.
"What to do with the trash?", he asks his comrades, a strange gleam in his eyes. "This one's ready to talk, if we want to listen."
Whisperer |
Whisper will also assess the thugs...their valuables anyway.
I will also ask Wilhimina to use my healy stick on me.
cure_light: 1d8 + 1 ⇒ (1) + 1 = 2
cure_light2: 1d8 + 1 ⇒ (1) + 1 = 2
cure_light3: 1d8 + 1 ⇒ (4) + 1 = 5
Mari Clock |
I ain't tellin you nothin. You'd best be on with killin me. Says each of the thugs in turn.
Senzer, however, excuses himself to go get cleaned up, because he did, in fact, wet his pants. When he comes back, you can see he is wringing his hands in his leather apron.
“Thank you, Pathfinders! I’ve been expecting you ever since I stopped contact. Tragic illness grips my poor son, Roald, and a woman named Lura Ichon claimed to have a cure. I signed away my entire operation to the heartless wench to cure my son, but the elixirs she sends every day are diluted with cheap rum to the point of being almost useless. In exchange she’s worked me sunup to sundown manufacturing drugs for her little den of vice, the Sanguine Pit.
“I know she found a real cure for my boy—tiny amounts of it in those elixirs she sends keep him from getting worse— but I can’t march into that bar of hers and demand it. And as soon as she learns what you did to her men, she’ll kill me and Roald, as sure as you’re standing here. I want to help you, really I do, but I gave the Society everything I had for three years. Now, I need you to return the favor. If you want any help supporting your excavation, I need that cure for my son, and some guarantee that Lura Ichon won’t dump us in the bay the moment you leave.”
Wilhimina |
"What's that you say? The sick and weak need our help? Let's go! Right after I use this wand to heal up."
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Mari Clock |
You head off to The Sanguine Pit.
The clamour of cheers and shouted bets drowns out any intelligible sounds in this large, crowded bar. A massive aquarium, fifteen feet on a side, dominates the room as a dogsized lobster creature and a dark green, man-sized fish with fanged jaws circle one another, occasionally trading blows. Heady, pungent smoke fills the air, and the floor is slick with spilled drinks and seawater.
Near the central tank stands a well-dressed and well rounded woman with raven hair. Towering over her, at seven feet tall, stands her idealized, amazonian reflection. Both women bear a curious glowing rune on their foreheads. The bookies clearly defer to the smaller woman, and everyone keeps their distance from her glamorous bodyguard.
Balthazar Khole |
"If no one objects, I'll take one of these protection potions and a crossbow. I have no use for the other trinkets."
After collecting the gear, he rounds up the thugs and disappears eith them down a nearby alley. He returns, smiling, moments later, wiping blood from his hands and face with a cheap hankerchief.
"Ready?" he asks, hopefully.
~~~~Transition to Sanguine Pit~~~~
Balthazar scans the bar, looking both for potential combatants and a place where the elixir might be stored. He takes note of the strange rune, and tries to identify it.
Knowledge (Arcana): 1d20 + 9 ⇒ (16) + 9 = 25
Whisperer |
"No objections... I can pawn the trinkets later but dividing up the potions and oil is a good idea, just in case we need them."
At the Blood Pit Whisper will scope the room looking for security holes and or tells that the games are fixed.
Marshala |
what would Marshala need in order to recognize the significance of the runes?
Marshala will attempt to move through the crowd, alternately cheering for one or the other combatant, eavesdropping and trying to gather information from the other onlookers.
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
diplo: 1d20 + 10 ⇒ (3) + 10 = 13
Wilhimina |
Wilhimina will get within 60 ft. of the two women, and spend two rounds to use her detect evil class feature (works just like the Paladin) on them both (one round per person).
Mari Clock |
Okay, I may have forgotten to note the red-marks on the floor are considered difficult terrain. Beyond that, we'll continue (sorry for the delay).
Balthazar recognizes the runes as those that a Summoner shares with her Eidolon.
Wilhimina does detect a feint evil aura.
All you hear are the whooping and cheering from the crowds, you can't discern anything more than that.
Wilhimina |
Evil auras that feint?!? Quick, where's the holy water! :)
Wilhimina will wander over to wherever in the pit the group is. "I don't like her, she's not a nice person. Maybe one of you who's better at dealing with that sort better handle this. I'd probably just smite her..." (note: she doesn't get smite until 4th level, but she really really wants it, and NOW!)
Balthazar Khole |
Balthazar pulls the group close as soon as he recognizes the runes.
"The larger is an extra-planar thought construct manifested by the consciousness of the smaller," he paused, remembering his comrades were not the studious type.
"If a fight breaks out, focus on the small one, when she goes down, the big one should disappear."
"Do we have a plan?" he asked, his smile exposing pointed teeth.
Whisperer |
Whisper will ask one of the bookies if the smaller lady is indeed Lura Ichon.
Do I need to diplomacy that? Whisper is ugly but can easily ask a question
Wilhimina |
Wilhimina pokes Marshala. "You're good at this sort of thing, what should we do?"
Marshala |
Marshala shrugs at Balth and Wilhimina. Ah, Nope. Time t' see which way the wind, she be blowin'.
She works her way through the crowd, ignoring the likely glare from the eidolon. Reasonably polite (for a pirate anyway), but otherwise not overly deferential.
Miz Lura Irchon? I be Cap'n Marshala o' the Red Flower. Mighten we be havin' a word wit' ye?
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25
Wilhimina |
Wilhimina meant Marshala was good at dealing with a... certain, shall we say, type of person. :)
"Oh? Whatcha doing?" Wilhimina asks, genuinely interested. "Busy means business, and we have some of that to do with you, too," she adds.
Diplomacy Assist: 1d20 + 5 ⇒ (19) + 5 = 24
Whisperer |
Whisper will move across the room, blending in with the crowd as well as he can.
Mari Clock |
Alright, fine, you guys just stand around, in the meantime, Lura has decided you're disrupting her "game".
Whisper: 1d20 + 4 ⇒ (2) + 4 = 6
Marshala: 1d20 ⇒ 3
Wilhimina: 1d20 + 2 ⇒ (6) + 2 = 8
Balthazar: 1d20 + 2 ⇒ (17) + 2 = 19
Lura Red: 1d20 - 1 ⇒ (5) - 1 = 4
Bellu Blue: 1d20 + 6 ⇒ (18) + 6 = 24
This is Round 1.
Bellu Blue
Balthazar
Wilhimina
Whisper
Lura Red
Marshala
Bellu will five foot to Balthazar and will Slam 1: 1d20 + 8 ⇒ (12) + 8 = 20 for 2d6 + 10 ⇒ (3, 6) + 10 = 19 points of damage and will follow-up with another Slam 2: 1d20 + 8 ⇒ (18) + 8 = 26 for 2d6 + 10 ⇒ (3, 4) + 10 = 17 more points of damage.
Balthazar, your turn.
Wilhimina |
Wilhimina will double move and pull out her starknives as she goes, setting up the flank for Whisper. She'll glare at Lura and tell her, "I don't like you."
Whisperer |
Whisper will leap on the table flanking the small one, recalling Balthazar's earlier advice.
attack: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
damage: 1d6 ⇒ 5
sneak_damage: 2d6 ⇒ (4, 3) = 7
acrobatics: 1d20 + 8 ⇒ (10) + 8 = 18 to get on the table
Marshala |
Marshala can't quite get to Balth to cast a heal this round so will cast stabilize remotely and move in, pulling her CI axe as she moves.
If attacked, Marshala will burn a panache to attempt to negate it this round.
Mari Clock |
I didn't make it clear, the red line-things are all the crowd of people, and that's why that particular area is difficult terrain.
Lura will five foot step and attack Whisper with her mwk morningstar: 1d20 + 4 ⇒ (16) + 4 = 20 and if she hits will deal 1d8 ⇒ 6 points of damage.
This is Round 2.
Bellu Blue _ dmg
Balthazar
Wilhimina
Whisper
Lura Red 12 dmg
Marshala
Bellu will five foot step and full round attack Marshala with her slams.
Slam 1: 1d20 + 8 ⇒ (14) + 8 = 22 and if it hits deals 2d6 + 10 ⇒ (3, 5) + 10 = 18 points of damage.
Slam 2: 1d20 + 8 ⇒ (15) + 8 = 23 and if it hits deals 2d6 + 10 ⇒ (5, 4) + 10 = 19 points of damage.
Wilhimina |
Wilhimina will expend a point of Fervor to cast shield of faith on herself as a swift action (+2 deflection to AC), 5 foot step to help set up the flank, and then touch Whisper's weapon. "May Desna guide you," she says, blessing his weapon with the power of good (the weapon deals an additional 1d6 damage against evil creatures for 1 minute).
I hope she's still alive after this...
Balthazar Khole RPG Superstar 2015 Top 32 |
Marshala |
Def should have buffed before moving in - or really needed one of those hits to be less than a 21. Now I need a freakin 17 to parry?! In the 16 d20 rolls I've made here, I've only rolled that high once, yikes. Marshala would like to offer a silent prayer to Besmara, promising to provide much better mayhem if she lives through this blow than otherwise...
Parry attempt (costs 1 panache point, uses AoO)
parry: 1d20 + 5 ⇒ (14) + 5 = 19
If successful, riposte attempt against eidolon as immediate action
riposte: 1d20 + 5 ⇒ (13) + 5 = 18
if successful,
dmg: 1d8 + 2 ⇒ (8) + 2 = 10
If she succeeds in that, she will take a 5ft step on her turn, channel positive (excluding both baddies and the 2 fighters) and put up Copycat as a move action (like mirror image, but only 1).
channel: 1d6 ⇒ 5
AND NO, the parry fails, Marshala falls down, nothing else goes off. She spends her turn trying to stabilize instead.
stabilize: 1d20 + 1 ⇒ (9) + 1 = 10
And instead bleeds out 1 more hp.
Marshala |
Yeah, that's my understanding of how it works. The swashbuckler makes an attack roll as if she were making an attack of opportunity ...If her result is greater than the attacking creature's result, the creature's attack automatically misses. So I have +5 and need to beat a 22.
Whisperer |
Whisper 5 foot steps and attacks with flank.
attack: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
damage: 1d6 ⇒ 6
sneak_damage: 2d6 ⇒ (5, 1) = 6
good_damage: 1d6 ⇒ 5
Potential crit!!!
crit_confirm: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Damnit...pretty sure no confirmation.
Wilhimina |
Are rerolls a thing in pbp? Cause this may be a good time to use one to confirm that crit!