[PFS] PbP Gameday 5 - GM Woran's 7-00 The Sky Key Solution (TIER 3-4) (Inactive)

Game Master Woran

Sky Key Solution Overseer thread
Overview map link
GAME MAP LINK

GM cheat sheet:

[dice=Initiative Ranalus]1d20 + 2[/dice]
[dice=Initiative Kaa]1d20 + 6[/dice]
[dice=Initiative Dax]1d20 + 2[/dice]
[dice=Initiative Henrikuaxian]1d20 + 6[/dice]
[dice=Initiative Aarion]1d20 + 5[/dice]


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Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

The hallway illusion fades out of existence, restoring the normal hallway. Henrik continues to concentrate on the second illusion, though, and moves the ghostly lizardman forward, as if to attack. He even makes the image perform a somewhat-clumsy attack, as if it had taken a swing at green trog and missed.

Sovereign Court

Thanks to the efforts of the Pathfinders, the Slave Pens are now claimed! Sources say that there's something weird going on in that temple! Hurry up and check it out Pathfinders!

The map has been updated.


Dead Suns:

Henrikuaxian: Keeping a steady focus, the illusion chases the trogs.

Dax: Dax uses the important pathfinder lesson: Focus fire.
ranged touch attack on blue: 1d20 + 5 + 1 + 1 + 1 ⇒ (12) + 5 + 1 + 1 + 1 = 20
damage: 2d6 + 5 ⇒ (2, 4) + 5 = 11

Troggies: Green appears to go a shade lighter gray from fright and swings at the illusion while screaming something in a pretty illegible dialect of draconic.
will save: 1d20 + 1 ⇒ (2) + 1 = 3

Red looks doubfull, but dashes forward, making a beeline for Kaa
attackroll: 1d20 + 6 ⇒ (11) + 6 = 17
But it has no chance with Kaa's new protection working.

Seeing red make it, blue dashes forward too, trying to get a hit on Kaa.
attackroll: 1d20 + 6 ⇒ (7) + 6 = 13
But it also misses.

Round 4

Henrikuaxian
Troglodytes blue 19 damage, red 5 damage
Ranalus
Kaa
Aarion
Dax

Bold may post an action.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Save for both stench auras?
Fort Save: 1d20 + 6 ⇒ (9) + 6 = 15
Fort Save: 1d20 + 6 ⇒ (11) + 6 = 17
Overcoming his revulsion, Ranalus approaches the troglodytes, dropping his bow, drawing his rapier, and attacking (the blue one).
Rapier: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
damage: 1d6 + 2 ⇒ (1) + 2 = 3

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Kaa slashes at red.

Power Attack, Bless: 1d20 + 7 ⇒ (12) + 7 = 19
1d8 + 10 ⇒ (7) + 10 = 17

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Aarion studies the troglodytes for a brief moment. After making note of the creatures movement, he draws back an arrow and fires into combat.

(Move action) Study target on blue, (Standard action) Fire an arrow at blue.

(Attack) MW Composite Longbow: 1d20 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10
(Damage) MW Composite Longbow: 1d8 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12


Dead Suns:

Henrik can post his action after Dax, as due to the illusion its currently important that we keep Herik's spot in the initiative order

The Exchange

TN Gnome Kineticist 9 (Water) | HP 83/102 (36 NL) | AC 23 T 14 FF 20 | CMB +5, CMD 18 | F: +14, R: +12, W: +7 | Init: +3 | Perc: +17, SM: +4 | Speed 20ft | Burn: 2/8 | Active conditions: Cold Snap (-45)

Dax figures that which is not broken does not require fixing, and fires another blast of chilling energy at the troglodyte with the blue markings.

Touch Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 2d6 + 5 ⇒ (1, 4) + 5 = 10


Dead Suns:

I am still at the con so no fancy post from me as i have little time and only my phone acailable

Ranalus: another miss.

Aarion: miss.

Dax: hit!

Kaa: hit!

Round 5
Henrikuaxian
Troglodytes blue 29 damage, red 22 damage
Ranalus
Kaa
Aarion
Dax

Henrik can post

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Henrik causes the image of the ghost lizardman to fade to transparency, appearing to turn down the hall towards the combat, before ceasing concentration and allowing the spell to lapse. He then moves forward about halfway down the hall.

Fort Save: 1d20 + 1 ⇒ (12) + 1 = 13

"Oh, that smell is foul!" he exclaims, feeling rather queasy at the awful stench. He then casts another spell, gesturing behind the trogs in the hall. A sound issues forth from the square directly behind blue, and it sounds like a lizardman, with rattling chains, making a battlecry directly behind the trogs.

(Casting threatening ghost sound, one square east of blue trog. Automatic DC16 will save for everyone who hears it. If they fail, they think that the ghostly lizardman is invisible in that square, and it will be treated as a threatening square for purposes of determining flanking.)


Dead Suns:

oh em gee, cons are killers

Henrikuaxian: the trog stench makes you want to throw up your breakfast

Troglodytes:

keeping the rolls tidy:

will save red: 1d20 + 1 ⇒ (9) + 1 = 10
will save blue: 1d20 + 1 ⇒ (11) + 1 = 12
will save green: 1d20 + 1 ⇒ (3) + 1 = 4

The trogglodytes look mightily concerned about the now "Invisible" ghost.
But what you cant see you cant attack.

attack red on Kaa: 1d20 + 6 ⇒ (12) + 6 = 18

attack blue on Ranalus: 1d20 + 6 ⇒ (17) + 6 = 23
spiked club: 1d6 + 3 ⇒ (3) + 3 = 6

attack green on Ranalus: 1d20 + 3 ⇒ (17) + 3 = 20

Round 6
Henrikuaxian
Troglodytes blue 29 damage, red 22 damage
Ranalus
Kaa
Aarion
Dax

Ranalus, Kaa, Aarion and Dax, can post.

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Continuing his ranged assault, Aarion once again draws back his mighty bow and fires at one of the foul smelling beasts in the mix.

(Standard action) Fire another shot at the blue troglodyte.

(Attack) MW Composite Longbow: 1d20 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10
(Damage) MW Composite Longbow: 1d8 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6

(This damn corridor is two crowded.)

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Kaa strikes at red again.

Power Attack, Bless: 1d20 + 7 ⇒ (10) + 7 = 17
1d8 + 10 ⇒ (2) + 10 = 12

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Kaa should be flanking with my illusion, giving him a +2 to hit for a total of 19 instead of 17. Dunno if it makes a difference or not.


Dead Suns:

Aarion: Luck with the bow still eludes Aarion.

Kaa: Kaa strikes the red troglodyte hard, and it crumbles before him.
Red is down

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus is hit by one troglodyte's club but dodges a javelin from the second. He stabs at the one (blue) that hit him.
Attack with Bless and Flanking: 1d20 + 6 + 1 + 2 ⇒ (9) + 6 + 1 + 2 = 18
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Sovereign Court

The Pathfinders have allied with a group of Azlanti Rebels! They're joining up with Pathfinders as they make their way into the Serpentfolk Temple!

Each table now counts as one subtier higher for the purpose of calculating what benefits they get from Aid Tokens. Subtier 10-11 tables increase the Aid Another bonus to +5, the Allied Offensive option deals 4d8 points of damage, and Burst of Healing heals 6d6 points of damage.

The Exchange

TN Gnome Kineticist 9 (Water) | HP 83/102 (36 NL) | AC 23 T 14 FF 20 | CMB +5, CMD 18 | F: +14, R: +12, W: +7 | Init: +3 | Perc: +17, SM: +4 | Speed 20ft | Burn: 2/8 | Active conditions: Cold Snap (-45)

"These simply choose to not die... we must make them reconsider." Dax grows a bit weary at the channeling of energy over all this time. There is a lot going on, and it's rather exhausting. Once more focusing the elemental energies of water and ice, the gnome blasts the blue troglodyte again, hoping it will drop the creature.

Touch Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 2d6 + 5 ⇒ (3, 5) + 5 = 13


Dead Suns:

Ranalus: just manages to slip past the blue troglodytes defenses. The stab wound proves too much, and it falls down on the floor.

Dax hurtles another blast of ice trough the room. Its too much for green, and it collapses on the table.

We are out of initiative.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus sheathes his rapier and retrieves his bow.
He uses a charge from his wand on himself (now has 23 charges left), with a whispered Darkness embrace.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
He smiles a bit at one of the gnomes. Shadowy portals and wrathful apparitions? You have style, Henrik.
Then he takes a look around the room (taking 10 for a 25).

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

With a grin that is part shy and part pride, Henrik replies "thanks! It seemed appropriate."

Henrik spends a moment reloading his wands into his wrist sheathes, then looks around the room as well.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

"Your magic was useful."


Dead Suns:

The small alcoves in the hallways hold human slaves. If you look inside, they shield their eyes from the light and shy away from the door.

The room itself holds two large barrels which hold food. Simple greens that dont need preparation.
Both tables have straps that can be used to tie someone down. The walls hold tools. Weather for torture of simple care is unclear. The tools are clean however.

The statues depict serpentfolk in threatening poses.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus searches the barrels, the statues, the tool racks, and the troglodyte corpses.
Perception Take 10: 10 + 15 = 25
To the slaves:
Can you understand me? Can you tell me about your captors? Have they a leader? He indicates the morningstars and javelins, Do you wish to take up arms against these monsters? Or can you make it home?
Sadly, he does not speak Azlanti. His overall tone is gentler than might be expected, as he has a great deal of sympathy for outcasts, exiles, and prisoners.

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Kaa will snack on some greens as Ranalus interrogates the slaves.


Dead Suns:

The room holds little of value. The trogs carry little gear. Some simple armor, javelins and a club

When opening a door, the slaves shy away from you. They are clearly frightened and dont seem to recognise what you are. They babble in what Henrikuaxian recognises as a thick accented version of Draconic.

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Kaa also understands the babbling. "They are not useful. Leave them be." He leaves the room to move on to the next one.


Dead Suns:

Down the hall, there are more slave pens.

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Aarion moves into the room and peers down the corridor.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

"I don't care if they are 'useful'. I wish to free them if they can escape safely. If they can tell us anything of use, so much the better. Is there anybody who understands them?"
Ranalus will cautiously look down the corridor.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

"I agree, we should help them. They are speaking a very heavily accented version of Draconic. I can try talking to them."

Henrik begins trying to talk to one of the slaves in Draconic.

In draconic: "It's ok, we are here to help. You can go free now. Can you tell us anything about the lizardfolk keeping you here? Where are you from? How long have you been here?"


Dead Suns:

You think you could get some usefull information out of them if you can calm them down. Speaking the language helps, but you think you need a little bit more.

Ranalus, while not speaking the language, has other strong points. These people dont look too well cared for. Perhaps giving some aid would help them see you more positive. You can make a heal check

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

With Guidance and Take 10:
Heal: 10 + 7 + 1 = 18
Anybody capable of Aiding?
His first instinct is that they are probably hungry, so giving them food from the barrels is a start.

The Exchange

TN Gnome Kineticist 9 (Water) | HP 83/102 (36 NL) | AC 23 T 14 FF 20 | CMB +5, CMD 18 | F: +14, R: +12, W: +7 | Init: +3 | Perc: +17, SM: +4 | Speed 20ft | Burn: 2/8 | Active conditions: Cold Snap (-45)

Dax tries to lend some aid to Ranalus's heal check, water being an element associated with healing. "I am not very practiced in mundane healing, only in my type, but I will lend what aid I may." A balancing must occur, healing to balance the lives taken.

Heal Assist: 1d20 + 5 ⇒ (12) + 5 = 17

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

Heal (Aid): 1d20 ⇒ 12

Aarion helps Ranalus tend to the sick and injured.

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Heal Assist: 1d20 ⇒ 12

Henrik, while not being terribly skilled at healing, still tries to help however possible. All the while, he continues to talk soothingly to the slaves, attempting to reassure them.

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Kaa will try to assist as well.

Heal Assist: 1d20 - 2 ⇒ (5) - 2 = 3


Dead Suns:

Kaa's presence scares the slaves, and he takes a step back to let the others do the work.

With gentle movements and tending, the group of slaves slowly calms down, and once their trust is won, they slowly begin answering questions. They dont all have answers, but together the group paints a disturbing picture:
A specialized caste of serpentfolk focus on training and breaking mammalian servants with the aid of their favored thralls: a client tribe of troglodytes know as the Aggrieved Fallows.
These troglodytes handle the disgusting work of cleaning, tending, and disciplining the other captives.
Much the of the work of breaking human wills is left to serpentfolk enchanters, who warp their charges’ minds for month using enchantments,
illusions, and venom, until their humans have no single reality to cling to save for what their reptilian masters dictate to be true.

Sadly, being out of your own time, there is not much more for you to do then give these beings temporal reprieve. But the knowledge you gathered here about the way the serpentfolk bend minds, might provide aid in the future, when pathfinders might need to be cured of mental afflictions.


Dead Suns:

mechanically, you can choose to stay in the slave pens and have another encounter here, or go up to the temple plaza

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

I am game with heading to the plaza.

The Exchange

TN Gnome Kineticist 9 (Water) | HP 83/102 (36 NL) | AC 23 T 14 FF 20 | CMB +5, CMD 18 | F: +14, R: +12, W: +7 | Init: +3 | Perc: +17, SM: +4 | Speed 20ft | Burn: 2/8 | Active conditions: Cold Snap (-45)

I'm good either way. The plaza does sound fun though.

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

To the plaza!

Sovereign Court

The Pathfinders have worked their way through the Temple Interior, and have discovered that the serpentfolk are performing some kind of ritual in a basement level called the Ophidian Rectory. Perhaps if you rush there you can learn all about the serpentfolk's ancient sacrificial techniques.

Oh, also potential save some people. That could be important too.

The Temple Interior is now claimed and the Ophidian Rectory is now discovered! Can we stop the ritual in time? The map is now updated with both the district unlock and the recent aid token transfers. Remember, you still count as one subtier higher for the purpose of your aid token benefits!

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

yeah, let's move along


Dead Suns:

Going upward, the corridors become more and more elaborately decorated and better maintained. At certain points you see signs that other pathfinders have passed. There are several ways up to the plaza, and you pick one at random.

Wide flagstones cover the plaza leading to a stepped pyramid. Larger-than-life statues of serpentfolk and snakes line the plaza, alongside pictograph-covered pillars and small cages filled with all manner of furry, chattering creatures.
Various libraries, restaurants, and warming parlors line the plaza, where merchants sold clothing, servants, and magic during daylight hours. With their sudden, clearly magical teleportation through time, however, most of the district’s serpentfolk civilians have taken refuge inside, and the Ydersian clergy activated the temple’s defenses.

Blinking against the suddenly harsh daylight, you dont notice the statues in the plaza animating untill they step of their pedestal.

init:

Initiative Guardians: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Ranalus: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative Kaa: 1d20 + 6 ⇒ (20) + 6 = 26
Initiative Dax: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative Henrikuaxian: 1d20 + 6 ⇒ (18) + 6 = 24
Initiative Aarion: 1d20 + 5 ⇒ (2) + 5 = 7

Round 1

Initiative

Kaa
Henrikuaxian
Ranalus
Dax
Aarion
Statues

Everyone can post.
Knowledge arcana to identify

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus will move away and cast Divine Favor.
Knowledge(arcana): 1d20 + 6 ⇒ (1) + 6 = 7


Dead Suns:

Ranalus has no idea other then that it is some kind of animated statue

Scarab Sages

Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11

Henrik will also move away while studying the creatures.

Know(arcana): 1d20 + 10 ⇒ (20) + 10 = 30

Henrik will call out to his friends the pertinent information he knows about them, as he ejects one of his wands (magic missile) and fires a bolt of magical energy at the closest statue (the one on the left on the map).

MM Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Male human (Varisian) Inquisitor (Sanctified Slayer) 3 /HP 21/21 /AC 22 /T 14 /FF 19 /F +4 /R +4 /W +5 /Init +5 /Perc +9 /CMB +5 /CMD 18 / (MW) Composite Longbow +6 (1d8+3/20 x3) / (MW) Cold-iron Scimitar +6 (1d6+3/18-20)

I won’t be able to access the map till tonight. If Aarion is threatened he will take a five foot adjustment before executing the following.

Knowledge (Arcana): 1d20 + 6 ⇒ (11) + 6 = 17

Quickly reacting to the unanticipated movement of the statues, Aarion observes the animations movement and then knocks one of his blunt tipped arrows and fires at the same target as Henrikuaxian.

(Move action) Study target on the same target as Henrikuaxian, (Standard action) Fire a shot at that target with a blunt arrow.

(Attack) MW Composite Longbow: 1d20 + 6 + 1 + 1 ⇒ (12) + 6 + 1 + 1 = 20 (Includes PBS, PS, and Study target)
(Damage) MW Composite Longbow: 1d20 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11


Dead Suns:

Oh yeah, forgot to give them colors!

knowledge arcana Henrik:

You identify these statues as Graven Guardians.
Graven guardians are human-sized constructs of clay, stone, wood, or similar materials, crafted and painted to resemble a deity or a deity's favored servants. When not in motion, a graven guardian appears identical to a temple or crypt's statue, but while active, graven guardians look extremely lifelike.

Graven guardians are inexorably tied to a specific deity's faith. While unintelligent and thus lacking any real personality, a graven guardian has the ability to recognize fellow worshipers or minions of its deity and does not treat them as enemies unless they first attack. This recognition does not extend so far as to allow these worshipers (or those cunningly disguised as worshipers) to give a graven guardian new orders. As with all constructs, a graven guardian follows only the orders of its creator.

They are constructs, and subject to the construct rules:
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.

Your illusions wont have a lot of effect.
Also, being an object, they have hardness, in this case DR5/Adamantine

Being tuned to an evil god (ydersius), it attacks will do Evil typed damage to good aligned creatures.

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