Valrar Altimari II |
Thanks, you guessed right. The others were just where I would move if we were on initiative. Also, I thought I said this in the first fight, but I checked back and I didn't. I need to post from a mobile device and thus can't move my icon.
//Oloch\\ |
Add +2 to Valrar's attack for flanking.. I figured that more people were going to be jumping in so I stayed off to the side. Since they are not, I moved over to give us both flanking.
Casting off his invisibility, Oloch lifts a bellow of rage to his god Dazzling Display, intimidate check to demoralize all enemies in 30' before bringing his greatsword down a a sweeping arc of vengeance.
Dazzling Display: 1d20 + 17 ⇒ (1) + 17 = 18
Attack: 1d20 + 13 + 2 + 2 ⇒ (3) + 13 + 2 + 2 = 20
Damage: 2d6 + 11 + 2 + 6 ⇒ (5, 6) + 11 + 2 + 6 = 30
Frost Dmg: 1d8 ⇒ 8
Jorin |
Dazzling display is normally a full round action. In a surprise round we only have a standard action. Do you have some way to make it into a shorter action? (If you do, I want to know for intima-tank.) Also since it is full round, I don't think you can attack in the same round as it.
//Oloch\\ |
Good catch.. Thank you. I did not know this.. and as this is just a pregen, I honestly have not researched ALL of the stats. I just happened to see that as I was getting things together for that round. SOOOOOO... Ixnay on the intimidate roll and the dazzling display. Thankfully, it doesnt change any of my stats on the roll..
GM Hawkeye |
Fort. Save: 1d20 + 13 ⇒ (5) + 13 = 18
Will Save: 1d20 + 5 ⇒ (16) + 5 = 21
The warhound is able to shake off the worst of the magical barrages, yet is not as fortunate with the martial attacks. Jager's bullets sink home while Valrar's blade does the same. Oloch, however, swings wide in an attempt to avoid being hit by Vordrek's force missiles (Yeah, 20 misses it's FF score).
Initiative!
Oloch: 1d20 + 3 ⇒ (8) + 3 = 11
Valrar: 1d20 + 12 ⇒ (5) + 12 = 17
Celie: 1d20 + 10 ⇒ (4) + 10 = 14
Vordrek: 1d20 + 1 ⇒ (11) + 1 = 12
Jager: 1d20 + 9 ⇒ (9) + 9 = 18
Jorin: 1d20 + 2 ⇒ (15) + 2 = 17
warhound: 1d20 + 6 ⇒ (9) + 6 = 15
Valrar, Jager, and Jorin are up first!
Jager Swifteye |
Jager reloads then fires 2 quick shots.
Attack 1: 1d20 + 11 + 1 - 2 ⇒ (15) + 11 + 1 - 2 = 25 Vs touch
Damage: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Attack 2: 1d20 + 11 + 1 - 2 ⇒ (2) + 11 + 1 - 2 = 12 Vs touch
Damage: 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Valrar Altimari II |
Valrar swings and backswings, becoming a hurricane of silver and insults as he fights.
First Attack: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 1d6 + 13 ⇒ (5) + 13 = 18
THREAT
Confirmation: 1d20 + 16 ⇒ (11) + 16 = 27
Extra Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Second Attack: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d6 + 13 ⇒ (1) + 13 = 14
Jorin |
round 1
buffs
mirror image 5 images - duration 55 rounds
whip +1 frost - duration 7 rounds
chill touch - 5 touches
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This should give him some distraction. Kyselina Oštep!
Acid Arrow. If hits 2d4 damage each round, no save. Then move into whip range while readying the whip and wand.
ranged touch: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19, if hits acid damage: 2d4 ⇒ (4, 1) = 5
GM Hawkeye |
Both of Jager's bullets find their mark, hitting the warhound in the side. Valrar again stabs the creature with his first attack. However, his second misses. Jorin fires a magical dart that begins pumping acid immediately after it strikes, causing the creature to howl in pain.
Enraged by these attacks, the warhound takes a deep inhale and breathes a cone of infernal fire down the hallway (hitting Valrar, Jorin, Vordrek, and Celie). It then takes a step to the side to keep from being flanked.
30ft. Cone/Fire Damage: 10d6 ⇒ (1, 3, 5, 1, 1, 1, 1, 4, 1, 6) = 24
DC 21 Ref. Save for half damage
Damage: 102
The party is up!
Jorin |
I was just skimming the post and saw "... breathes fires ... save for half ... damage: 102 ..." HOLY CRAP WE'RE ALL DEAD!
Then I started reading a little closer and calmed down.
reflex save: 1d20 + 5 ⇒ (14) + 5 = 19
HP: 15 of 39
Vordrek |
Reflex: 1d20 + 4 ⇒ (15) + 4 = 19
He dives behind the nearest pillar to avoid the worst of the fire-- half a second too late. His fiendish flame resistance is no match for such a blast. Ow. Ow. Ow. Burned and in pain, he does his best to focus on the task at hand. Take down the hound. Then you can worry about your wounds. He speaks an incantation, weaving extra magic into the words.
Casting spiritual weapon, using my Beacon of Faith trait and Theurgy feat (sacrificing create pit) to boost the caster level of the spell to 6.
A glowing, pearly-white staff appears in midair next to the beast. It turns and swings itself at the creature's side.
Spiritual weapon: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Valrar Altimari II |
Reflex (plus Charmed Life): 1d20 + 10 + 3 ⇒ (7) + 10 + 3 = 20
"Ow ow ow, I'm on fire!" Valrar yells.
Jorin |
Whew! Jorin gets to poking with the click stick.
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EDIT: only use 1 charge, thanks Oloch
wand CLW 01: 1d8 + 1 ⇒ (4) + 1 = 5
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Jorin looks around to see if there is anyone else besides the Paracountess in the cages.
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I would guess that lever over there lowers the cage. But I don't know if it is trapped. Anyone see a key that will open the cage?
//Oloch\\ |
Hey, don't use all of your charges.. I can throw some healing your way.
Gathering all the wounded around him, Oloch begins praying to Garumn for healing.
Channel healing, 30'Burst: 2d6 ⇒ (3, 2) = 5
Channel healing: 2d6 ⇒ (2, 3) = 5
Channel healing: 2d6 ⇒ (6, 2) = 8
Channel healing: 2d6 ⇒ (1, 1) = 2
5/6 fervor used
20pts healing for all wounded. Save your potions/ wands!
Celie |
reflex: 1d20 + 4 ⇒ (11) + 4 = 15
Celie takes the full blast from the fire breath attack.
She gets ready to attack again, when the beastie falls. "That, was close." she says as she looks down at her singed hair.
Celie "Fox, are you okay?"
Fox... somehow is holding a stick with a piece of meat on it. "Yeah, just warming up some food."
Celie flies down to the dead body of the beast and cuts off one of it's big fingers. please not this on my chronicle sheet.
Jorin |
Assuming the disable device doesn't work...
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Let's just open the cage and grab the girl.
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Dang! I lose track of what I have purchased for which character. Jorin doesn't have alot of the standard gear that I intend to purchase for all of my characters (like adamantine wire saw, and skeleton key).
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If we break the chain, the cage falls harming who ever is inside.
I propose grappling hook to the cage. I'll even use a true strike to make sure it hooks the first time.
If no one has an adamantine weapon, whoever has the highest strength can use my Travelers Anytool to break open the cage.
I can feather fall both of you down.
Then we run like the furies of hades are after us. Because they probably are.
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GM, Can you confirm the paracountess is in the cage? Are any of the other cages occupied by anyone other than the paracountess?
GM Hawkeye |
Oh, crap! Apologies, Jager, I merely skimmed through the posts at work this morning and completely missed yours.
Jager steps up to the mechanism and goes to work. Within a couple of minutes, you hear cranks begin to move as the cage slowly moves toward the ground. Once there, you look in to confirm that it is indeed the Paracountess inside.
Vordrek |
"Mistress! " Vordrek says to the paracountess once they can see each other. "We're here to take you back home. We've cleared your name of those false charges, but had some difficulty securing your release so we came to do it ourselves."
-Posted with Wayfinder
Celie |
Hump, Celie mumbles as the men in the group all charge towards the new woman.
Celie "Here i am, doing most of the work and they all flock towards the helpless woman."
Fox "You scare them, i think."
Celie "They should be scared. I'll put them to sleep."
Fox "After we're done here, we might need some meat bags."
GM Hawkeye |
Apologies for the absence, folks. Work has been down-right crazy these past few days. I attempted to post 3 times yesterday only to get pulled away for other projects.
Oloch looks over the paracountess and determines that, although she is unconscious, she is indeed alive (She's down 2/3 of her health and most of the damage is nonlethal). As you continue to look over her, you hear a raspy, hissing voice shout out "That is not your property! Turning around, you see a seething devil wielding a vicious, saw-toothed glaive that seems to have some sort of hideous, twitching beard below it's maw. It continues on to say "That belongs to the Beastlord. It is not for you to handle. You will die for this!"
Initiative!
Oloch: 1d20 + 3 ⇒ (2) + 3 = 5
Valrar: 1d20 + 12 ⇒ (7) + 12 = 19
Celie: 1d20 + 10 ⇒ (15) + 10 = 25
Vordrek: 1d20 + 1 ⇒ (15) + 1 = 16
Jager: 1d20 + 9 ⇒ (16) + 9 = 25
Jorin: 1d20 + 2 ⇒ (16) + 2 = 18
Devil: 1d20 + 6 ⇒ (5) + 6 = 11
Everybody but Oloch is up first!
Jorin |
round 1
buffs
mirror image 5 images - duration 49 rounds
whip +2 - duration 10 rounds
I'm assuming 6 rounds have passed. Let me know if that is not enough.
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What the hell is that?!?
knowledge planes: 1d20 + 9 ⇒ (18) + 9 = 27
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Jorin's multiple images move toward the devil, then he makes use of his wand. Move action, activate charge from wand of true strike as a standard action, and swift action arcane pool for extra +2 on whip.
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SHE is most definitely not the leastlords and no imp with a toothpick can tell me differently. She leaves with us.
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I will move my icon on the map when I get home.
Dang! Just realized I forgot to use the Pearl of Power to recover my Chill Touch Spell.
Vordrek |
Vordrek holds out one hand, palm down, fingers spread. "No," he says gruffly. "She's ours now." Three bolts of force explode from his fingers and streak unerringly toward the creature's chest.
Magic missile: 3d4 + 3 + 1 ⇒ (1, 3, 1) + 3 + 1 = 9
Valrar Altimari II |
"Yeah, as much as I might want to, I'm not handing her over," Valrar yells, running toward the devil (making it to the shadow of the column closest to the devil on a straight double move). "Now prepare to feel the might of the Drunken Bunny Style!"
Jager Swifteye |
Jager moves up and gets ready to shoot this new foe.
Readied action for when he gets within 20 ft. This is that attack.
Attack: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
GM Hawkeye |
knowledge planes: 1d20 + 9 ⇒ (20) + 9 = 29
It's a bearded devil. Vordrek and Celie will both need to give me a roll to break the creature's spell resistance. I'll roll the will save anyways just to see if it's necessary.
Will save: 1d20 + 3 ⇒ (15) + 3 = 18Nope, still awake.
The party moves in for the attack as Jager aims and fires. Thought the bullet hits the devil in the shoulder, you clearly see it fall back out and hit the floor with a tink sound as the wound partially closes.
The devil merely laughs as it lowers it's glaive and charges Jorin.
Attack: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Damage: 1d10 + 6 ⇒ (5) + 6 = 11
Jorin, I'll need a fort. save to go with that.
Since Oloch's already posted, everybody else is up!
Vordrek |
Overcoming spell resistance: 1d20 + 5 ⇒ (20) + 5 = 25
Booyah!
He turns around to face the paracountess. Rubbing his hands together, he chants and places them on her stomach, channelling healing energy into her body.
Cure light wounds: 1d8 + 3 ⇒ (2) + 3 = 5
Celie |
Hexes are unaffected by spell resistance.
As the demon continues to prance around, Celie throws a little fit in the air. "Why won't you go to sleep." she says as she hexes him again. Accursed Hex, Slumber
Jorin |
...
The devil merely laughs as it lowers it's glaive and charges Jorin.
Jorin, I'll need a fort. save to go with that. ...
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Jorin has a Mirror Image spell with 5 images still up. It probably didn't hit me. That is part of why I was goading it. But if it is still needed, I'll make the save and state the next actions.fort save: 1d20 + 7 ⇒ (5) + 7 = 12
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With a laugh, Jorin steps back and brings the whip forward in a snapping arc. CMB to disarm the devil of the glaive using the true strike from last round and the Dueling property.
whip CMB: 1d20 + 10 + 2 + 6 + 20 ⇒ (20) + 10 + 2 + 6 + 20 = 58, if that beats its CMD, it is disarmed.
Valrar Altimari II |
Valrar rushes back, charging the devil, heedless of the danger (or whether it has its glaive or not).
Charge: 1d20 + 16 ⇒ (10) + 16 = 26
Damage: 1d6 + 13 ⇒ (4) + 13 = 17
Jager Swifteye |
Some of that damage should still go through...
"Well we will try this then." Jager says.
Rapid Shot Silver: 1d20 + 11 + 1 - 2 ⇒ (20) + 11 + 1 - 2 = 30
Damage Grit up close and deadly: 1d8 + 6 + 2 + 1 + 2d6 ⇒ (2) + 6 + 2 + 1 + (6, 3) = 20
Crit Conferm: 1d20 + 11 + 1 - 2 ⇒ (16) + 11 + 1 - 2 = 26
Crit Damage: 3d8 + 18 ⇒ (8, 6, 5) + 18 = 37
Rapid Shot Silver: 1d20 + 11 + 1 - 2 ⇒ (19) + 11 + 1 - 2 = 29
Damage: 1d8 + 6 + 2 + 1 ⇒ (4) + 6 + 2 + 1 = 13
Total Damage from the crit 57 the other shot is 13. All silver. If the first shot drops him save the second and get my grit back
BOOM!
GM Hawkeye |
Will Save: 1d20 + 3 ⇒ (10) + 3 = 13
The bearded devil's eyes grow heavy as it feels it's weapon wrenched from it's hands. As it falls to the ground, the temporary nap turns permanent as a pair of silver bullets pass through it's skull, putting it down for good.
Out of Combat!
Celie: Thank you for pointing that out. Witches are a class that I'm unfamiliar with.
Jorin: I'd forgotten about mirror imange. My Bad.
Jager: 4 points did go through, which is why I said that the wound "partially" closed.
Vordrek |
"Mistress?" Still kneeling over the unconscious paracountess, Vordrek surveys her body, looking for wounds. "Can you hear me?"
Heal: 1d20 + 13 ⇒ (20) + 13 = 33
Jorin |
Jorin quickly searches the body of the devil for anything of value, magic, or information. Will use a detect magic. Oloch will you grab the glaive. If nothing else, we can deny the next one the use of this particular nasty item.
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If the paracountess is still unconscious at this point; Jorin will give her a tap with his wand, pick her up, and head toward the portal.
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If the paracountess is conscious at this point; Jorin says Lady, do you need immediate healing? This is not someplace we should delay. While trying to hurry her toward the portal.
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Time to go folks.
GM Hawkeye |
Under Vordrek's care, the Paracountess awakens and is able to walk out on her own. As soon as you enter back into your own realm, the gate to hell closes behind you. The bound Maralictor looks up at your return and chuckles to himself, muttering "And thus my death is sealed. So be it."
When you return topside, you are able to leave with Dralneen without further incident. Upon informing the Lictor of Heriphis's abuse of his position, the severe Hellknight general seems concerned but remains calm, ensuring the Pathfinders that "the Order of the Nail will deal with its own." He then offers you a ride back to Korvosa with a contingent of Hellknights heading that way. On the way out, it's uncertain if what you hear are screams of agony coming from somewhere in the citadel or if it's just a trick of the wind.
Either way, you meet Venture-Captain Heidmarch at Shoreline Drinkhall the next day. He hastily instructs medics to whisk Dralneen away and thanks you for a job well done. At the end of the conversation, the venture-captain mentions that, according to the Society's most recent intelligence, Chelish Queen Abrogail II has placed a bounty on the head of Tancred Desimire. It's unclear whether his crime prompted this or if he angered the queen in another way.
Shortly after the party turns Dralneen over to the Pathfinder Society for safe passage back to Absalom, each of you receives a personalized letter from the paracountess mentioning details of your character that the paracountess wouldn't be expected to know. In addition to her profuse thanks and traditional innuendo, the letters also offers the PCs a reward in thanks for their efforts, paid out of the paracountess's personal wealth rather than the Cheliax faction's assets.
The end. Good game everybody! Chronicle sheets should be out as soon as I get everybody's PFS# and I'll throw some ideas out for our next game somethime today.
Valrar Altimari II |
Good game! My PFS # is 150618-1. Did you have any ideas about the next game? I would suggest Valley of Veiled Flame for this character.