[PFS] GM Lithrac's Thornkeep, part I - The Accursed Halls (Inactive)

Game Master Cyril Corbaz


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Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

"By the holy rune! The mist generates some sort of illusion that menaces you in a most terrible manner. I know not what a wizard would name this magic, but I fear for those with a weak mind who would touch the mist."

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

I am not sure if I have ever encountered such an effect.

KN: arcana: 1d20 + 7 ⇒ (18) + 7 = 25

Grand Lodge

This would actually be spellcraft, but I'll keep the roll and use your Spellcraft mod to hasten things a bit.

This magical effect is clearly a weaker version of an arcane spell called Phantasmal Killer, although giving in to the illusion doesn't appear to kill the subject outright.

Liberty's Edge

Dead

"I've no liking for dangers I can't face with a sword, should we wade in and get it over with?" Rellen asks, eyeing the mist dubiously.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

"I'm not sure if that would be wise. I don't know a great deal of the ways of magic, but this was powerful stuff. Over or around might be smarter."

Liberty's Edge

Dead

"So should we try the other door? I've left my stilts back home in Andor and I can't see any other means of getting over or around at hand, maybe we'll find something helpful in there - though I doubt it," Rellen says, still scowling at the mist.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Choamski gets a gnomish look of glee.

"Stilts! Brilliant! I know you jest Rellen but there is a town right outside those doors. I am certain we could buy enough rope and wood to rig some contrivance to cross this mist"

Liberty's Edge

Halfling Cavalier (Beast Rider) 2 HP: 13/18 | AC: 18 | T: 14 | FF: 15 | CMD: 15 | Fort: +5 | Ref: +4| Will: +3 | Init: +5 | Perc: +9 | Sense Motive: +6 Nightrunner HP 29/29 | AC: 15 | T: 13 | FF: 12 | CMD: 16 | Fort: +5 | Ref: +5 | Will: +2 | Init +2 | Perc: +5

Cutter nods in agreement with Rellen. "We can always come back this way if we don't find another way around."

Liberty's Edge

Dead

"That could work, but lets try the other door for now," Rellen says heading for the other door and producing his picks again. He examines it for traps and then attempts to open it if he finds none.

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Seems to be a logical course of action. Let us explore another area.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzy nods and follows the group to search the other area..

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Knorrin has been following along, but hasn't had much to add.

Knorrin nods, too, and adds, "The corner will make rigging a line over the mists more difficult, I think. We still have the other floor to explore, as well."

Grand Lodge

The door opens after some effort, leading to a dark hall. A feeling of cold dread is palpable in this oval-shaped hall, which is finished in gleaming dark stone. The shadows in the upper portions of the chamber seem to seethe slowly with foul energy. Doorways exit the chamber to the north and the west.

Could you establish a walking order with the pawns in the room please?

Liberty's Edge

Dead

Rellen edges forward stopping at the junction and the opening into the larger room to carefully listen and scan his surroundings - by now thoroughly convinced of the dangers of this place.

Taking 20 on Perception at the indicated points.

Grand Lodge

Nothing can be seen or heard in this room.

Liberty's Edge

Dead

Rellen enters heading for the northern doorway he pauses to scan every few paces.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Choamski looks about, sniffing the air.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Knorrin follows Choamski into the room of foreboding energy, trying to keep all of the party in sight.

Grand Lodge

The northern door appears to be unlocked, and can be opened without any trouble.

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Knorrin moves to Rellen's side and casts two prayers to Sarenrae on his behalf, "Give him guidance and the virtue of the Dawnflower...", and then does the same for Cutter, as the next through the door.

Casting Guidance and Virtue, two mini-buffs, taking four rounds. We could do this a lot more before opening doors and going through other threats, perhaps only losing a bit of stealth for talking (casting).

Liberty's Edge

Dead

Rellen grits his teeth, after recent experience, and yanbks the door open.

Grand Lodge

The door opens, revealing a hall opening to a room. At the same instant, shadows thicken behind Choamski up to the point where they form a twisted human-like form. It lunges at the gnome!

Initiative:

Initiative (Caradeum): 1d20 + 3 ⇒ (20) + 3 = 23
Initiative (Choamski): 1d20 + 2 ⇒ (16) + 2 = 18
Initiative (Cutter): 1d20 + 5 ⇒ (13) + 5 = 18
Initiative (Floggentop): 1d20 + 2 ⇒ (3) + 2 = 5
Initiative (Knorrin): 1d20 + 1 ⇒ (12) + 1 = 13
Initiative (Rellen): 1d20 + 5 ⇒ (5) + 5 = 10
Initiative (S): 1d20 + 2 ⇒ (19) + 2 = 21

Initiative - round 1
Caradeum
Shadow
Cutter
Choamski
Knorrin
Rellen
Floggentop
Caradeum is up!

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

KN: arcana, religion, dungeon: 1d20 + 7 ⇒ (13) + 7 = 20

Based on his assessment of the creature, Caradeum steps to the side and attacks.

Trying not to metagame, based on Knowledge roll, Caradeum will either attack with bow or cast spell.

Attack Longbow: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Cast Disrupt Undead: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 ⇒ 6

And probably misses either way...

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Choamski screams in fright and his hair turns a deeper shade of red.

Grand Lodge

The creature which you face is a shadow. You know that this undead creature drains the strength out of their victim's body, and that they are incorporeal - only magic can hit them. Hence I'll consider you cast Disrupt Undead, but it fails.

The shadow, silent as Blackfingers himself, falls onto the gnome. The air itself freezes as its tenebrous hands close on his neck in an attempt to drain all life from him.

The shadow attacks...:

Incorporeal touch: 1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 2 against flat-footed touch AC, damage is strength damage.

Taking Choamski by surprise, the hands of doom manage to delve through the linguist's clothes, weakening him instantly. 2 strength damage for Choamski.

Initiative - round 1
Caradeum <
Shadow
Cutter <
Choamski
Knorrin <
Rellen <
Floggentop <
Everyone is up!

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

In his fright, Choamski forgets about the nature of incorporeal creature and shoots with his crossbow through the shadow to no effect.

Rolls:

K(undead): 1d20 + 8 ⇒ (1) + 8 = 9
Crossbow: 1d20 + 4 ⇒ (15) + 4 = 19

Liberty's Edge

Halfling Cavalier (Beast Rider) 2 HP: 13/18 | AC: 18 | T: 14 | FF: 15 | CMD: 15 | Fort: +5 | Ref: +4| Will: +3 | Init: +5 | Perc: +9 | Sense Motive: +6 Nightrunner HP 29/29 | AC: 15 | T: 13 | FF: 12 | CMD: 16 | Fort: +5 | Ref: +5 | Will: +2 | Init +2 | Perc: +5

Cutter spurs Nightrunner forward as he draws forth the magical short sword and swinging it at the shadow! "Begone you foul thing!". Nightrunner unknowingly bites at the thing threatening Choamski.

Nightrunner bite attack: 1d20 + 4 ⇒ (1) + 4 = 5
Cutter cold iron shortsword attack: 1d20 + 4 ⇒ (16) + 4 = 20

Bite damage: 1d6 + 1 ⇒ (3) + 1 = 4
Shortsword damage: 1d4 + 2 ⇒ (4) + 2 = 6

Liberty's Edge

Dead

Waiting to see if Caradeum shares his knowledge before acting :)

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Knowledge (Religion): 1d20 + 6 ⇒ (19) + 6 = 25
Knorrin immediately recognizes the creature and its basic, incorporeal undead nature, and calls on his goddess of the sun to combat the shadow.

Channel Positive Energy - harm undead: 1d6 + 1 ⇒ (6) + 1 = 7
With the Sun domain, undead do not add their channel resistance to their will save, although if it is incorporeal then I think it may take half damage from the 'supernatural effect' :-\ This is going to be really tough...

"Use positive energy! Your heal wands! Or dodge!" Knorrin suggests, rather desperately.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

In the bestiary under Incorporeal there is a specific exception for channel energy. It takes full damage (assuming it fails the will save-otherwise it takes half.).

Liberty's Edge

Dead

Snarling Rellen rushes up taking a position besides Cutter, and slashing at the shadow, though in deference to Knorrin's knowledge he adopts a defensive stance.

His greatsword flashes through the creature, but more than half expecting this he merely grits his teeth, and says to Knorrin,

"Hoping you were wrong."

Greatsword: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15

Fighting Defensively so Touch is now 15.

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Thanks, Choamski, that is good to know!

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

On Wizzy's turn he will activate his bard song providing Inspire Courage: +1 Circ hit/dam, +1 morale to fear and then pull his wand out..

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2
Rellen Horatio Marn wrote:
Waiting to see if Caradeum shares his knowledge before acting :)

Sorry, if I haven't had a chance to respond, just assume the info is shared.

Grand Lodge

Choamski:
Thanks for letting me know, and it makes perfect sense. That said, I can't find it in the bestiary's incorporeal entry. I'll allow it for this round in the interest of game pace, but could you please point me to the correct page please?

The Shadow cringes at Sarenrae's wrath:
Shadow's Will save, DC 12: 1d20 + 6 ⇒ (10) + 6 = 16

The creature reels at the emitted positive energy, but doesn't seem to be fully affected by it.

Initiative - round 1
Caradeum <
Shadow (3 dmg taken)
Cutter
Choamski
Knorrin
Rellen
Floggentop
Caradeum is up!

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum steps up and casts an undead disrupting spell again.

Ranged Touch Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Disrupt Undead!: 1d6 ⇒ 3

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Incorporeal Rules:
The incorporeal rules are at least in 3 different places, as far as I can tell, twice in the core rule book and once in the bestiary. Rather annoying.

Incorporeal Entry

PRD wrote:
Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy).

(emphasis mine).

This section also has the rules that say that incorporeal critters must basically stay near the surface of a wall; no more super-powered going through anything, as in 3.5.

Really, I'm not a Rules Lawyer, honest. Maybe just a Guidelines Solicitor...

Liberty's Edge

Dead

Sorry DM, but wasn't the small sword magical? If so I thought it would have a 50% chance of striking an incorporeal foe.

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

The one mention I see is on pg. 301 (although it is oddly placed since channeling energy is an effect that causes damage):

Bestiary, pg. 301 wrote:

Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel

energy).

Edit: At one time, it seems to have been in a different place in the paragraph, which would have made more sense, reading: "Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy)."

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3
Rellen Horatio Marn wrote:
Sorry DM, but wasn't the small sword magical? If so I thought it would have a 50% chance of striking an incorporeal foe.

Commentary:
50% miss is only for non-damaging effects. Any magical damage (except force and channel energy) does half damage instead. You are perhaps thinking of the 3.5 incorporeal rule.

However, the short sword damage does appear to have been missed in the damage total listed above. It would put the total at 6 hp (assuming the 20 to-hit landed)- 3 from the channel, 3 from the sword.

Liberty's Edge

Dead

Ah, yes I am, I like the simpler PF take better, less swingy.

Liberty's Edge

Halfling Cavalier (Beast Rider) 2 HP: 13/18 | AC: 18 | T: 14 | FF: 15 | CMD: 15 | Fort: +5 | Ref: +4| Will: +3 | Init: +5 | Perc: +9 | Sense Motive: +6 Nightrunner HP 29/29 | AC: 15 | T: 13 | FF: 12 | CMD: 16 | Fort: +5 | Ref: +5 | Will: +2 | Init +2 | Perc: +5

For what it's worth, my own amateur* GM opinion is that the shadow should have taken a total of 7 damage this round.

PRD:
It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy).

Cutter would have done 3 damage. Incorporeal creatures take 1/2 damage from magical, physical sources. So Cutter's 6 damage becomes 3.

Knorrin's channel would have also done 3 damage, but there is some fiddly bits in there that should be clarified even though they won't change the outcome. The Will save should be 1d20+4, not +6, as Korrin noted as a Sun domain cleric undead do not get the benefit of channel resistance. The total would have been 14 instead, but still enough to beat a DC 12 for half damage. The wording on the Incorporeal special quality is there so that an incorporeal undead making a Will save against a channel (as in this case) wouldn't end up taking 1/4 damage.

Caradeum's disrupt undead would have done 1 damage. They call out channel energy, which is strange. Had they called out positive energy it would do full damage, but alas 1/2 of 3 is 1. :(

Welcome to SuckTown, population - Us!

*:
Not actually an amateur GM.

Grand Lodge

You're absolutely right Cutter, just leave me enough time to post and make rulings please. You do well to remind me that Cutter's sword was the magical one, I read posts too fast this morning before going to work and overlooked it. As for the sun domain, you need to bring this kind of information to my attention because I'm not familiar with all the rules of all the domains and subdomains in PF... yet! ;)

The shadow attacks Rellen...:
Touch attack vs AC 15: 1d20 + 4 ⇒ (14) + 4 = 181d6 ⇒ 3

... and strikes true! Rellen feels is strength drained from the undead's icy touch. 3 strength damage, that's only -1 to hit and damage by the way, due to how ability damage works.

Initiative - round 2
Caradeum <
Shadow (7 dmg taken)
Cutter <
Choamski (2 strength dmg) <
Knorrin <
Rellen (3 strength dmg) <
Floggentop <
Everyone is up!

Liberty's Edge

Halfling Cavalier (Beast Rider) 2 HP: 13/18 | AC: 18 | T: 14 | FF: 15 | CMD: 15 | Fort: +5 | Ref: +4| Will: +3 | Init: +5 | Perc: +9 | Sense Motive: +6 Nightrunner HP 29/29 | AC: 15 | T: 13 | FF: 12 | CMD: 16 | Fort: +5 | Ref: +5 | Will: +2 | Init +2 | Perc: +5

No problem. Not trying to be pushy at all, just wanted to toss my 2 cents worth out. You've been doing a great job so far and I'm having a ton of fun!

Nightrunner shifts over next to the shadow snapping it's jaws at the shadowy air, allowing Cutter to swing the magical sword again at the creature!

Nightrunner bite: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Cutter magic shortsword: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15

Bite damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Magic shortsword damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Liberty's Edge

Dead

Staggering back as he feels the strength drain from his limbs Rellen takes a defensive stance as he steps around the shadow thing trying to set up a flank with Cutter,

"Finish this thing quickly people," he growls.

Total Defense, idea being next turn Cutter would delay until after Rellen so Rellen can retake an offensive stance and give flank.

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum recites the cantrip again, pointing at the shadow. Be gone!

RTA: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Edited to reflect the +1

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Remeber your +1 to hit/damage! This applies to touch spells as well..

Wizzy will move up into flanking and use the wand on the creature..

Melee Touch?: 1d20 + 3 ⇒ (12) + 3 = 15
Positive Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Choamski sees the efforts of Caradeum, pieces together what he's doing, and casts a disrupt undead.

Diceyness:

to-hit touch, melee: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4
damage: 1d6 + 2 ⇒ (3) + 2 = 5

Liberty's Edge

Halfling Cavalier (Beast Rider) 2 HP: 13/18 | AC: 18 | T: 14 | FF: 15 | CMD: 15 | Fort: +5 | Ref: +4| Will: +3 | Init: +5 | Perc: +9 | Sense Motive: +6 Nightrunner HP 29/29 | AC: 15 | T: 13 | FF: 12 | CMD: 16 | Fort: +5 | Ref: +5 | Will: +2 | Init +2 | Perc: +5

@Rellen, yup that was my thought as well.

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Sorry if I didn't make the Sun domain's effect clear enough. It also adds my level (i.e. 1) to the channel energy damage.

Channel Energy (Harm Undead), DC 12: 1d6 + 1 ⇒ (6) + 1 = 7
Knorrin summons the power of the Dawnflower again to damage the shadow, hoping that the one shadow can somehow be destroyed before it adds to its ranks.

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