[PFS / PbP] GM Phil's Trial by Machine [#6-01] (Inactive)

Game Master Phillip Goettsch

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Dark Archive

AC18/T12/F16/CMD16|HP12[12]F.+4 R.+4 W.+1||Init.+2|Percept. +5 Tiefling Slayer 1

Istralanix stares up at the bottom of the closet, wondering what could be going on.


Male Human GM 3 (PFS# 8548)

A door blocks your view of the bottom of the closet, it's basically an elevator.

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

What do you think, Doc, Kalista? The knickknack said the gizmo was up here, and that we needed it, right? To eh... Deneglect the atmosphere?


Male Human GM 3 (PFS# 8548)

Tetchy, Kalista is not in the elevator with you.

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

Any plans, gentlemen? We go up the four of us, and hold our breaths? Go back down and regroup?

Grand Lodge

Active Buffs:
False Life (1); Heroism (90 minutes); See Invisibility; Extended Mage Armor/Darkvision (18 hours)
Sage of Nethys 9 HP: 78/77 | AC 31* | T 27* | FF 23 | Fort +8 | Ref +13* | Will +14 | CMD 26* | Init. +6 | Perc. +15 | Acrobatics +10 | Prof.(Bodybuilding) +10 | Linguistics +8 | Stealth +12
Resources:
Stunning Fist: 3/3 | Spells-1st 4/8; 2nd 3/7; 3rd 3/6; 4th 1/4 | Infernal Healing: 50/50

Do we think that no atmosphere means like space where our bodies will explode?

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

No clue on the space thing. Roll the dice?

"Should we hold our breath and open the door quick? It looks like we could shut it with this other button.


Male Human GM 3 (PFS# 8548)

You think that the movement of air when each door opens has been due to the newly exposed room equalizing. However, until this situation, the room being exposed has been far smaller in volume than the one providing the air. Your characters have no knowledge or concept of what a vacuum might do to them, but they are fairly certain they will not be able to breath and that could cause problems quickly. Much like drowning you would be able to hold your breath for twice your constitution score (not bonus) in rounds. Strenuous actions will consume 2 rounds of this time.

Grand Lodge

Active Buffs:
False Life (1); Heroism (90 minutes); See Invisibility; Extended Mage Armor/Darkvision (18 hours)
Sage of Nethys 9 HP: 78/77 | AC 31* | T 27* | FF 23 | Fort +8 | Ref +13* | Will +14 | CMD 26* | Init. +6 | Perc. +15 | Acrobatics +10 | Prof.(Bodybuilding) +10 | Linguistics +8 | Stealth +12
Resources:
Stunning Fist: 3/3 | Spells-1st 4/8; 2nd 3/7; 3rd 3/6; 4th 1/4 | Infernal Healing: 50/50

I say we hold our breaths and open it. Gotta hurry though if we can't breath. Braugher reasons.

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

Let's do it.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett shrugs. "Ok..."

"Count of 3, and then we will open and then shut the door once we see what is there, ok? Hold on to something, or each other."

Emmett makes sure his gear is secure, then checks to see if the others are ready. When they are, "One, twooo, three!" Emmett presses the open button.

Sovereign Court

Male Half-Elf Sorcerer/2 |AC 11 T 11 FF 10 | HP 13 | F +1 R+3 w +4 | Init +5 | Perc +8 | SM +1 | Use MD +6

Sorry missing so many posts. I do have the blue vials with me however.

Kynn, finally looks up from the vial in his hands, coming out of his seclusion.
Sorry, what? Blue, here. Huh, holding breath due to passing gas? What are we talking about? he rambles in a bit of confusion.


Male Human GM 3 (PFS# 8548)

As Emmett presses the open button twice, everyone is unpleasantly surprised by the sudden and explosive vacuum their bodies are exposed to, none more so than Kynn.

As the air is ripped out of the elevator, the group of four sees a much larger room beyond and feels a painful pull on their bodies. Each of them sustaining injury from the sudden depressurization. 4 points of damage.

As the pain clears they all realize that there is certainly not enough air to breath, but they also see the room before them; Map portion has been revealed.

A series of glassy panels form a semicircular array along the southern walls of this circular room. Some of the panels are lit but blank, while others flicker with a jarring, black-and-white dotted pattern. Many are cracked or simply dark. A throne-like chair sits before a mechanical table in the center of the room. A skeleton slumps in the chair, one bony hand grasping a large lever. Its other hand, wearing a strange, silvery glove, rests upon a glowing plate.

GM Rolls:
Depressurization: 1d6 ⇒ 4

Grand Lodge

Active Buffs:
False Life (1); Heroism (90 minutes); See Invisibility; Extended Mage Armor/Darkvision (18 hours)
Sage of Nethys 9 HP: 78/77 | AC 31* | T 27* | FF 23 | Fort +8 | Ref +13* | Will +14 | CMD 26* | Init. +6 | Perc. +15 | Acrobatics +10 | Prof.(Bodybuilding) +10 | Linguistics +8 | Stealth +12
Resources:
Stunning Fist: 3/3 | Spells-1st 4/8; 2nd 3/7; 3rd 3/6; 4th 1/4 | Infernal Healing: 50/50

Braugher moves to the glossy panels and inspects the bank of monitors, looking for anything to guide him.

27/28 rounds of air left.


Male Human GM 3 (PFS# 8548)

The “black-and-white” screens flicker with occasional glimpses of machinery and robots awaiting activation. A small hologram of the Red Redoubt, much like the one in the other room, floats above the plate the skeleton's gloved hand rests on. A plate next to the lever grasped by the skeleton’s other hand reads, “Air Pumps”. The lever appears to have two position and is currently in the position marked with a circle, the other position is marked with a straight line.

Grand Lodge

Active Buffs:
False Life (1); Heroism (90 minutes); See Invisibility; Extended Mage Armor/Darkvision (18 hours)
Sage of Nethys 9 HP: 78/77 | AC 31* | T 27* | FF 23 | Fort +8 | Ref +13* | Will +14 | CMD 26* | Init. +6 | Perc. +15 | Acrobatics +10 | Prof.(Bodybuilding) +10 | Linguistics +8 | Stealth +12
Resources:
Stunning Fist: 3/3 | Spells-1st 4/8; 2nd 3/7; 3rd 3/6; 4th 1/4 | Infernal Healing: 50/50

Braugher will grab the skeletal, gloved hand on the lever and push it into the other position.

26/28 rounds of air left.


Male Human GM 3 (PFS# 8548)

Braugher actions have been noted. I will give everyone else in the elevator a chance to take a move and standard action before I post the results of Baugher's actions. If you want to wait for the outcome, please make a post that let's me know so that we can move on; otherwise I will post the outcome in 24 hours.

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

Tetchy will stay close to Kynn and Emmett - taking care of the squishy guys.

Sovereign Court

Male Half-Elf Sorcerer/2 |AC 11 T 11 FF 10 | HP 13 | F +1 R+3 w +4 | Init +5 | Perc +8 | SM +1 | Use MD +6

Kynn, surprised as can be, watches Braugher race around the room, silently cheering him on. Meanwhile, he silently holds the vials and wand-like objects out to Emmett in invitation to investigate.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett also stays and watches (holding his breath), but then looks at the wand and vial to see if there is a way to put them together.


Male Human GM 3 (PFS# 8548)

As Baugher moves into the room, it also becomes apparent that without air, there is also no sound. The group in the elevator watches Baugher act with eerie silence.

Baugher quickly finds a control he thinks will do some good and operates the lever. As he does the skeleton crumbles and a rumble begins which can be heard throughout the complex. The rumble quickly gives way to a more gentle purring and the brush of air can be felt against bare skin in the upper control room.

As quickly as the air seems to be returning a menace materializes from the same vents! It seems that turning on the "air pumps" has awakened something. More correctly, two somethings have been awakened and neither seems to be happy. Some of the air coalesces into two creatures that begin to howl as sound returns to the control room.

The one closest to Braugher swirls towards him slamming him with a fully corporeal form. The attack knocks him into the skeleton and causing it to crumble completely. Slam attack cause 2 points of damage to Braugher.

As the air slowly returns, you no longer fear you will suffocate, but it could be some seconds before full atmosphere is restored!

Initiative:
Air Elemental 1,
Kalista, Shechera, Kynn, Istralnaix, Tetchy,
Air Elemental 2,
Emmett, Braugher, Meleren

GM Rolls:
Init, Tetchy: 1d20 + 2 ⇒ (10) + 2 = 12
Init, Braugher: 1d20 + 2 ⇒ (1) + 2 = 3
Init, Istralanix: 1d20 + 3 ⇒ (16) + 3 = 19
Init, Kalista: 1d20 + 5 ⇒ (18) + 5 = 23
Init, Emmet: 1d20 + 6 ⇒ (2) + 6 = 8
Init, Kynn: 1d20 + 3 ⇒ (17) + 3 = 20
Init, Meleren: 1d20 + 2 ⇒ (1) + 2 = 3
Init, Shechera: 1d20 + 2 ⇒ (20) + 2 = 22
Init, Air Elemental 1: 1d20 + 7 ⇒ (19) + 7 = 26
Init, Air Elemental 2: 1d20 + 7 ⇒ (2) + 7 = 9
Air Elemental Slam Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Air Elemental Slam Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Air Elemental Slam Attack (confirm): 1d20 + 6 ⇒ (6) + 6 = 12
Air Elemental Slam Damage: 1d4 + 1 ⇒ (2) + 1 = 3


In the large control room, the sudden rumble and then quite hum put Shechera on edge. "What was that? Did you do something?" She says accusingly towards Istralanix.

Scarab Sages

Female Elf Wizard 4 | HP: 10/22 | AC: 17 (13 Tch, 14 Fl) | CMD: 14 | F: 3, R: 4, W: 5 | Init: +5 | Perc: +9, SM: +3 | Active conditions: None | Wand (CLW) charges: 49/50

Kalista turns to Shechera. "We've been here with you. I haven't even fiddled with the dials since they hopped in the closet. No... they must have done something upstairs. Ah well. Hope they found something that may help us."

After an uncomfortable pause, she smiles. "So, how long have you been adventuring together? I just met these folk this morning. That's sort of how this works in the Society; just show up when called and go out with total strangers. You get a few familiar faces every now and again and I'm rambling again, aren't I?"


Male Human GM 3 (PFS# 8548)

Kalista, give me a Charisma or Diplomacy check, your choice.

Scarab Sages

Female Elf Wizard 4 | HP: 10/22 | AC: 17 (13 Tch, 14 Fl) | CMD: 14 | F: 3, R: 4, W: 5 | Init: +5 | Perc: +9, SM: +3 | Active conditions: None | Wand (CLW) charges: 49/50

Cha: 1d20 - 2 ⇒ (16) - 2 = 14
Yes! Good roll!


"Yeah? Well, maybe." Shechera says at Kalista's rebuke.

"We been together long enough to know who we can trust." She adds with a sneer.

Initiative:
Air Elemental 1,
Kalista, Shechera, Kynn, Istralnaix, Tetchy,
Air Elemental 2,
Emmett, Braugher, Meleren

Scarab Sages

Female Elf Wizard 4 | HP: 10/22 | AC: 17 (13 Tch, 14 Fl) | CMD: 14 | F: 3, R: 4, W: 5 | Init: +5 | Perc: +9, SM: +3 | Active conditions: None | Wand (CLW) charges: 49/50

"Sometimes trust is needed most when not given freely." Kalista lets the matter rest with those words.

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

Attack: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 162d6 + 6 ⇒ (3, 2) + 6 = 11

Tetchy controls his anger (so no rage), move to the opposite side of the elemental while drawing his great sword, and bring sit down for the kill.


Male Human GM 3 (PFS# 8548)

Tetchy's blade passes right through the air elemental causing no damage, the thing doesn't seem to have a front or back or any other sort of discernible anatomy. The damn thing is just a swirling cloud of vapor!

Initiative:
Air Elemental 1,
Kalista, Shechera, Kynn, Istralnaix, Tetchy,
Air Elemental 2,
Emmett, Braugher, Meleren

Sovereign Court

Male Half-Elf Sorcerer/2 |AC 11 T 11 FF 10 | HP 13 | F +1 R+3 w +4 | Init +5 | Perc +8 | SM +1 | Use MD +6

Well that is not good! Kynn thinks as he watches Tetchy's sword pass right through the elemental. Winding up he hurls a bolt of energy at Tetchy's opponent Elemental #1 hoping that his magic will pick up where physical threat leaves off.

Damage, Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Dark Archive

AC18/T12/F16/CMD16|HP12[12]F.+4 R.+4 W.+1||Init.+2|Percept. +5 Tiefling Slayer 1

Istralanix frowns as he hears the noise. "I don't know. Odd sound, for sure. I wish there was a way to bring down the closet and follow them up."


Male Human GM 3 (PFS# 8548)

Kynn's bolt of force collides with the swirling mass and seems to disturb it some. 2 damage to elemental #1.

Istralanix notes that there is a panel like all the previous doors in this place, touching the panel may activate the door and the lift within.

The other swirling mass of air orients on the closest target and charges at Braugher! As the creature of air connects, Braugher is rocked by the attack. Braugher takes 2 damage from the air elemental's slam attack.

Initiative:
Air Elemental 1,
Kalista, Shechera, Kynn, Istralnaix, Tetchy,
Air Elemental 2,
Emmett, Braugher, Meleren

GM Rolls:
Air Elemental Slam Attack, charge: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Air Elemental Slam Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Meleren

"It would be advisable for us to await their return, but pressing that panel should cause the door to open." Says Meleren moving to cover the door and Shechera with his crossbow.

Dark Archive

AC18/T12/F16/CMD16|HP12[12]F.+4 R.+4 W.+1||Init.+2|Percept. +5 Tiefling Slayer 1

If Istralanix technically delayed, he'll run over and grab the other gauntles from the skeleton.

"Good thought, man!"

Grand Lodge

Active Buffs:
False Life (1); Heroism (90 minutes); See Invisibility; Extended Mage Armor/Darkvision (18 hours)
Sage of Nethys 9 HP: 78/77 | AC 31* | T 27* | FF 23 | Fort +8 | Ref +13* | Will +14 | CMD 26* | Init. +6 | Perc. +15 | Acrobatics +10 | Prof.(Bodybuilding) +10 | Linguistics +8 | Stealth +12
Resources:
Stunning Fist: 3/3 | Spells-1st 4/8; 2nd 3/7; 3rd 3/6; 4th 1/4 | Infernal Healing: 50/50

Braugher, trapped by the air elementals, lashes out at the beasts like a cornered animal. He bites at the creature to keep it at bay before attempting to rend the air with his claws. As he moves to the side, he lashes out with a spinning roundhouse before ending 5' to the left.

Activate Dragon Style as a swift action.

Bite: 1d20 - 2 + 2 ⇒ (9) - 2 + 2 = 9 Assuming this is a miss.

Claw: 1d20 - 1 + 2 ⇒ (17) - 1 + 2 = 18
Damage-Claw: 1d4 + 3 ⇒ (4) + 3 = 7

Claw: 1d20 - 1 + 2 ⇒ (8) - 1 + 2 = 9 Assuming this is a miss.

Unarmed Strike-Kick: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 Dragon Style
Damage-Unarmed Strike: 1d6 + 4 ⇒ (1) + 4 = 5


Male Human GM 3 (PFS# 8548)

Rules Question/Clarification:
With regard to Dragon Style, nothing is specified about an extra attack.

Ultimate Combat wrote:
Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Core Rulebook wrote:

How combat works...

“Armed” Unarmed Attacks: Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).

Based on my interpretation, Braugher's bite attack would count as the first unarmed strike and as such would have benefited from the bonus damage. If you have something from a different source than either of these that justifies a fourth attack in the round please cite it.

Braugher's strong attacks push the swirling air back as one of his claws rips apart some of its material. It is obvious that quite a bit of this elemental's substance has been destroyed. Elemental 1 has sustained a total of 9 points of damage.

Initiative:
Air Elemental 1,
Kalista, Shechera, Kynn, Istralnaix, Tetchy,
Air Elemental 2,
Emmett, Braugher, Meleren

Grand Lodge

Active Buffs:
False Life (1); Heroism (90 minutes); See Invisibility; Extended Mage Armor/Darkvision (18 hours)
Sage of Nethys 9 HP: 78/77 | AC 31* | T 27* | FF 23 | Fort +8 | Ref +13* | Will +14 | CMD 26* | Init. +6 | Perc. +15 | Acrobatics +10 | Prof.(Bodybuilding) +10 | Linguistics +8 | Stealth +12
Resources:
Stunning Fist: 3/3 | Spells-1st 4/8; 2nd 3/7; 3rd 3/6; 4th 1/4 | Infernal Healing: 50/50

GM:
Dragon Style isn't granting an extra attack. It is increasing the damage from an unarmed strike. Natural attacks don't count as unarmed strikes unless you have a specific feat: Feral Combat Training.

About the extra attack, I'm unsure what you mean exactly, but I'll assume it's related to using a full attack routine mixing unarmed strikes and natural attacks. Link - "You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties."

I used an unarmed strike with my natural attacks, each on different limbs. The natural attacks each took a -5 to hit. I did forget the damage penalty, however. The claw damage should be 2 points lower.

Does this answer your question?

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett steps (5') out of the elevator, and fires his blunderbuss at the strange air creature(#2).

Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 1 ⇒ (8) + 1 = 9


Male Human GM 3 (PFS# 8548)

Braugher:
I agree with the ability to make four attacks, based on the penalty for secondary attacks. This might be easier to see if you noted it as part of the attack. I'm just not used to level 1 characters being able to make so many attacks in a round. Also, I was unfamiliar with combining natural attacks with other attacks. As such your kick attack is valid.

I have to disagree with you that your bite attack is not an unarmed strike. It certainly counts as an unarmed strike even if it doesn't meet the requirements to be used as part of a monk special ability (i.e. Flurry of Blows). An "armed" unarmed strike would still count as unarmed for your Dragon Style Feat, which is a style feat, not a monk special ability. As such, your kick attack would not benefit from the feat and will only do your normal damage bonus, either way it would not have been enough to finish the creature off.

Lastly, and strictly a recommendation, D20PSFRD is not an officially recognized by Pathfinder Society Organized Play. Both of your sources, Ultimate Combat and Core Rulebook, are available on the Pazio.com Pathfinder PRD. I'll grant that links to the specific portions of the page are not possible.

Thank you for providing references, it can be hard to keep everything straight with so many feats and such out there.

Emmett's attack, besides being devastatingly loud in such a closed in room, leaves a gaping hole in the creature of air. Did a face just flash in the debris swirling in the wind? And, did it just snarl at Emmett? Elemental #2 has 9 points of damage.

The other elemental continues to press it's attack against Braugher as it begins to lose cohesiveness. As it slams into him, Braugher is knocked unconscious and falls to the floor. Braugher takes 4 more damage, leaving him at -2, I believe. Based on rules discussion, Elemental #1 has a total of 11 points of damage.

Initiative:
Air Elemental 1,
Kalista, Shechera, Kynn, Istralanix, Tetchy,
Air Elemental 2,
Emmett, Braugher, Meleren

GM Rolls:
Air Elemental Slam Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Air Elemental Slam Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Sovereign Court

Male Half-Elf Sorcerer/2 |AC 11 T 11 FF 10 | HP 13 | F +1 R+3 w +4 | Init +5 | Perc +8 | SM +1 | Use MD +6

Kynn follows suit, stepping out of the closet-like teleport room what else would he call an elevator?, energy arcing out again. Aiming at Elemental #2
Damage, Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male Tiefling Sailor 2 | HP 25/25 | AC 16, T 12, FF 16 | Init +2, Perc +5 | FRT +5, RFX +2, WIL -1 (+2 vs fear) | SPD 30ft.

Tetchy tries another swing at the elemental, but he's just not having his day.

Attack: 1d20 + 5 ⇒ (3) + 5 = 82d6 + 6 ⇒ (1, 5) + 6 = 12

Grand Lodge

Active Buffs:
False Life (1); Heroism (90 minutes); See Invisibility; Extended Mage Armor/Darkvision (18 hours)
Sage of Nethys 9 HP: 78/77 | AC 31* | T 27* | FF 23 | Fort +8 | Ref +13* | Will +14 | CMD 26* | Init. +6 | Perc. +15 | Acrobatics +10 | Prof.(Bodybuilding) +10 | Linguistics +8 | Stealth +12
Resources:
Stunning Fist: 3/3 | Spells-1st 4/8; 2nd 3/7; 3rd 3/6; 4th 1/4 | Infernal Healing: 50/50

GM:
First time I have ever combined manufactured and natural, tbh. Had to reread all the rules. Even ran it by EF just to make sure I could! Hah.

From the PRD - "Unarmed Strike: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at his discretion. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.

An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. Unarmed strikes do not count as natural weapons (see Combat)."

The portion you quoted is referencing whether you are armed, not for determining what an Unarmed Strike is. Unarmed Strike is a specific term that references a weapon. Additionally, the portion you quoted only you count as being armed when you have natural weapons.


Male Human GM 3 (PFS# 8548)

Kynn's magical force is enough to dissipate the second air elemental. The first, however, seems to be avoiding Tetchy's attacks. The battle above continues and the group below thinks about what could be going on and if they can help.

Initiative:
Air Elemental 1,
Kalista, Shechera, Kynn, Istralanix, Tetchy,
Air Elemental 2,
Emmett, Braugher, Meleren

Rules Continued:
Up front, the 1 extra point of damage would not have been enough to slay the elemental (I checked specifically.)

I think that even though natural attacks count as armed attacks, they are still unarmed attacks for the purposes of feats. A monks fist still counts as armed based on the improved unarmed strike feat. Anyway, I'm not much for asking for rules clarification on the forums, and finding something there that has an official post is about impossible.

Grand Lodge

Active Buffs:
False Life (1); Heroism (90 minutes); See Invisibility; Extended Mage Armor/Darkvision (18 hours)
Sage of Nethys 9 HP: 78/77 | AC 31* | T 27* | FF 23 | Fort +8 | Ref +13* | Will +14 | CMD 26* | Init. +6 | Perc. +15 | Acrobatics +10 | Prof.(Bodybuilding) +10 | Linguistics +8 | Stealth +12
Resources:
Stunning Fist: 3/3 | Spells-1st 4/8; 2nd 3/7; 3rd 3/6; 4th 1/4 | Infernal Healing: 50/50

Stabilization Check: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2

Scarab Sages

Female Elf Wizard 4 | HP: 10/22 | AC: 17 (13 Tch, 14 Fl) | CMD: 14 | F: 3, R: 4, W: 5 | Init: +5 | Perc: +9, SM: +3 | Active conditions: None | Wand (CLW) charges: 49/50

Kalista decides to also grab one of the skeletons' gauntlets if any remain. As a token of good will, she offers it to the strangers. "No sense in us keeping ALL of the interesting stuff."

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett removes the hammer from his tool belt, and throws it at the air elemental, hoping it has some effect.

attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d4 + 2 ⇒ (3) + 2 = 5


Male Human GM 3 (PFS# 8548)

Kalista and Istralanix collect the three remaining gauntlets from the skeletal remains. Shechera accepts the item, but is remiss to don it. She passes it to Meleren who looks it over before donning it.

Emmett's Hammer flies towards the creature, which swirls around it avoid the strike. The elemental then focuses it's rage on the next closest target, Tetchy!

Swirling around the creature slams into Tetchy, quite literally knocking the wind from him! Tetchy takes 3 points of damage. If my math and memory are correct, he is now at 6 of 15 hit points.

Initiative:
Air Elemental 1,
Kalista, Shechera, Kynn, Istralanix, Tetchy,
Air Elemental 2,
Emmett, Braugher, Meleren

GM Rolls:
Air Elemental Slam Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Air Elemental Slam Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Active Buffs:
False Life (1); Heroism (90 minutes); See Invisibility; Extended Mage Armor/Darkvision (18 hours)
Sage of Nethys 9 HP: 78/77 | AC 31* | T 27* | FF 23 | Fort +8 | Ref +13* | Will +14 | CMD 26* | Init. +6 | Perc. +15 | Acrobatics +10 | Prof.(Bodybuilding) +10 | Linguistics +8 | Stealth +12
Resources:
Stunning Fist: 3/3 | Spells-1st 4/8; 2nd 3/7; 3rd 3/6; 4th 1/4 | Infernal Healing: 50/50

Stabilization Check: 1d20 + 2 - 3 ⇒ (15) + 2 - 3 = 14

Sovereign Court

Male Half-Elf Sorcerer/2 |AC 11 T 11 FF 10 | HP 13 | F +1 R+3 w +4 | Init +5 | Perc +8 | SM +1 | Use MD +6

Seeing the Air Elemental dissipate, Kynn changes tactics.
He focuses for a moment, and a shimmer of energy envelopes him then disappears.
Emmett, keep the second one busy! he yells while sprinting into the room. He swings the long way around, and slides to to a stop behind Braugher, ending up on one knee, crouched down. Coming to a stop, he reaches into his pack and retrieves a potion bottle.

Casting Mage Armour on himself, readying a potion of Cure Moderate Wounds. If there is enough action left, I would give it to Braugher, though I don't think there is.


Male Human GM 3 (PFS# 8548)

Actually, you do not have enough action to get the potion out. The spell is your standard action, then your move action. Removing an item from a pack is a move action, administering a potion to an unconscious character is a full round action. If you want to skip the spell so you have the potion ready for next turn, that is fine by me.

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