[PFS] Season 0 run, mixed with Dragon's Demand

Game Master Irish202


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Wis or int DC 15:
You know that the beast has tremorsense so it knows where you are but it still is blinded so faces concealment and thus might not attack at the moment. If you would threaten the eggs then that might change. Leaving now could be a good option.

Grand Lodge

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Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

I vote to run while the getting is good. I think between this beast and the death curse the elemental took for us that we are supposed to be in pretty bad shape for the next part. I'd rather save our resources.

The Exchange

Male Tengu Monk 9 [HP 57][AC 27, T 22, FF 22, CMD 35][Init +5][F+8/R+12/W+12][Perc +23][Ki 12/12]
Buffs:
Mage Armor (+4AC), Bastion Stance (+2AC), Indom Mountain (+4CMD)

From an OOC standpoint, the only question I would have is whether us departing amicably from our encounter with the creature would result in a negative effect on scenario rewards or not.

From Shiro's viewpoint, he is all about resolving conflicts peacefully and would be happy to exit stage left if that is an option. Unless there are shinies within visible sight; in which case he would take the shinies first, THEN depart forthwith.


So from a metagaming perspective I can tell you that not killing the beast is going to have negative effects on gold but not prestige. These season 1 scenarios are strange.

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

As stated above, Tereze is far more concerned about keeping people alive then the rewards, she is totally in favor of avoiding the fight.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

No problem with letting the creature living its best life under the ice.


You all hear the ominous sounds of drums and chanting start up. There, up on the fog-shrouded cliffs nearby, several taer are now watching you!

You decide to leave the creature alone as the taer on the cliffs continue the beating of their drums!

The drumming and chanting of the taers suddenly stops.

DC 15 Sense Motive or Knowledge (nature):

The remorhaz is a creature sacred to the taer, and viewed as a protector of its territory. By killing the remorhaz, you would defile their holy place! The cessation of the drums and chanting means that the taer will now descend upon you with unholy fury!

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Sense Motive: 1d20 + 10 ⇒ (8) + 10 = 18

The silence means the creatures are about to attack to protect the Site and the Fire Worm. We should have left already.


You Pathfinders race for the dog sleds.

On the cliffs, the drums start beating again, the tempo rising furiously, followed by an enraged chorus of violent, howling screams! Dozens of taers give chase but can't keep up, with only a last volley of hurl spears posing a risk to the fleeing adventurers.

The rain of sharpened stakes mostly stick into the cliff walls and fall in the snow, but none are wounded in the escape.


Because you left immediately, you don't have to fight wave after wave of taers. A good thing! The spears hurled at you as you leave are resolved almost like a hazard, with one attack roll against each PC.

GM Dice:

Attack vs Shiro: 1d20 + 5 ⇒ (12) + 5 = 17

Attack vs Tereze: 1d20 + 5 ⇒ (4) + 5 = 9

Attack vs Melisande: 1d20 + 5 ⇒ (12) + 5 = 17

Attack vs Dru: 1d20 + 5 ⇒ (16) + 5 = 21

Attack vs Spackle: 1d20 + 5 ⇒ (6) + 5 = 11


Your journey back down the mountain starts off well enough, as you make it through the Maw and the Eye of the Dragon without incident.

However, when you reach the Wings, the narrow pass between two hills, you realise that several rough-trimmed saplings have been partially buried in the snow--and they weren't there on the way up!

Avoiding the saplings won't be easy.


The three mushers need to make Handle Animal checks to do a Brake maneuver to slow down enough to avoid the obstacle.

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Handle Animal: 1d20 + 4 ⇒ (11) + 4 = 15

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Animal handle: 1d20 + 5 ⇒ (11) + 5 = 16

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

CHA: 1d20 + 6 ⇒ (17) + 6 = 23

The Exchange

Male Tengu Monk 9 [HP 57][AC 27, T 22, FF 22, CMD 35][Init +5][F+8/R+12/W+12][Perc +23][Ki 12/12]
Buffs:
Mage Armor (+4AC), Bastion Stance (+2AC), Indom Mountain (+4CMD)

Aid Another HA: 1d20 - 2 ⇒ (8) - 2 = 6


Only Spackle is able to make the sled stop in time!

Dru and Tereze are not able to control the sled and as it is out of control, they have to do something!

handle animal Tereze : 1d20 + 4 ⇒ (2) + 4 = 6

handle animal Dru: 1d20 + 5 ⇒ (1) + 5 = 6

Melisande and Shiro, who were with Tereze and Dru fall out of the sleds!

@Melisande, Shiro, Tereze and Dru - damage from the fall - can be prevented with Str DC 12 or Acrobatics DC 15 but otherwise also prone: 1d6 ⇒ 4

~

GM:
Perception

Perc(Spackle): 1d20 + 12 ⇒ (1) + 12 = 13
Perc(Melisande): 1d20 + 16 ⇒ (17) + 16 = 33 addl +3 vs traps
Perc(Tereze): 1d20 + 0 ⇒ (20) + 0 = 20
Perc (Shiro): 1d20 + 23 ⇒ (10) + 23 = 33
Perc (Dru): 1d20 + 10 ⇒ (2) + 10 = 12
Perc(Locke): 1d20 + 12 ⇒ (19) + 12 = 31

GM:
Initiative

Ini(Spackle): 1d20 + 7 ⇒ (17) + 7 = 24
Ini(Melisande): 1d20 + 13 ⇒ (13) + 13 = 26
Init(Tereze): 1d20 + 1 ⇒ (1) + 1 = 2]
Init(Shiro): 1d20 + 5 ⇒ (18) + 5 = 23
Init(Dru): 1d20 + 2 ⇒ (16) + 2 = 18
Init(Locke): 1d20 + 4 ⇒ (20) + 4 = 24

Init(Mushers): 1d20 + 1 ⇒ (1) + 1 = 2
Init(Others): 1d20 + 4 ⇒ (10) + 4 = 14

Init(Tereze): 1d20 + 1 ⇒ (1) + 1 = 2]
Init(Mushers): 1d20 + 1 ⇒ (10) + 1 = 11

Everyone, except of Dru and Spackle realize that you were set up!

As you enter the narrow passage, a chorus of howling dogs echoes from atop the surrounding hills. Suddenly, from out of the snow-covered brush shoot four teams of dogsleds. They barrel down the hills, heading straight in your direction but three of them are already breaking to stop where you are.

handle animal: 1d20 + 8 ⇒ (12) + 8 = 201d20 + 8 ⇒ (15) + 8 = 231d20 + 8 ⇒ (2) + 8 = 101d20 + 8 ⇒ (15) + 8 = 23

~

Surprise round - move or standard action

Melisande
Locke
Shiro

Other opponents
Musher opponents

Tereze

~

Round 1

Melisande
Locke
Shiro

Other opponents

Spackle
Dru

Musher opponents
Tereze

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

But.. but.. I rolled a 16! (Between Terenze and Spackle's posts! ^^)

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

I believe i was with Tereze on the sled.

When the sled seems to go out of control, Locke grabs Tereze by her arms, and flies up 5ft, to let the sled go underneath them, attempting to avoid the crash and fall.

Letting go of her afterwards.

Current time....

Flying active, Locke readies a payloaded arrow, ready to shoot at the first enemy musher to come close enough for a shot to hit.

Special charge arrow: 1d20 + 11 ⇒ (9) + 11 = 20 Dmg, fire payload: 1d8 + 1 + 4d6 + 5 ⇒ (5) + 1 + (5, 2, 1, 2) + 5 = 21

Add +1 to hit & damage if the shot is done within 30ft.

On a hit, the target is set on fire. DC 19 reflex vs 1/2 of 4d6 + 6 ⇒ (3, 2, 4, 4) + 6 = 19 splash damage.


@Dru: The Dc was 20 but you rolled 16 and the roll I made was the second roll i had to do that’s necessary to regain control and not crash. :-)
@Locke: I assumed you were with Spackle but you can be with Tereze which makes Shrio be with Spackle so no save necessary for Shiri.
@Locke: You can grab Tereze and fly off if you make a DC 15 reflex save I would say. But you need to decide to move down as your action in the surprise round to drop her on the ground safely or drop her as a free action but then Tereze falls 10 feet and has to make an acrobatics check to see if she’s standing or falls prone/takes Damage.


Works for me. :-)

Tereze is safely on the ground.

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Purely curiosity, but does the sled obstruct flying a mere 5ft upwards?
If it somehow does and i must go 10ft up, my wings give me a fly speed, allowing me a 5ft step flight.
Surprise round: 5ft down to drop Tereze, current planning as above?

Reflex to grab Tereze: 1d20 + 10 ⇒ (15) + 10 = 25

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Sorry, was a holiday weekend here and I've been nowhere near a computer for the last few days.

Melisande attempts and fails to brake to avoid the hazard!
HA(Cha): 1d20 + 2 ⇒ (15) + 2 = 17

Gather close to me and I can Haste us.

In the meanwhile, Melisande starts waving her hands and chanting. Begin casting Summon Monster II


Shiro is up.

The Exchange

Male Tengu Monk 9 [HP 57][AC 27, T 22, FF 22, CMD 35][Init +5][F+8/R+12/W+12][Perc +23][Ki 12/12]
Buffs:
Mage Armor (+4AC), Bastion Stance (+2AC), Indom Mountain (+4CMD)

Acrobatics: 1d20 + 15 ⇒ (14) + 15 = 29

May Shiro land on his feet? That would allow him to move action to interpose himself between the approaching dogsleds and Melisande.


Melisande is on her feet and starts to summon monster.

Will consume your standard action in the surprise round and your standard action in the first round.

Shiro lands on his feet and moves forward to be first to meet the Aspis enemies.

~

handle animal: 1d20 + 8 ⇒ (1) + 8 = 9

The musher that was not able to control his sled is still racing at high speed in your direction and is hit hard by the explosive arrow and is immediately dead!

The fighter on the sled jumps off next to Melisande and attacks with his shortsword but misses!!

acrobatics DC 15: 1d20 + 3 ⇒ (12) + 3 = 15
mwk shortword: 1d20 + 11 ⇒ (2) + 11 = 131d6 + 2 ⇒ (6) + 2 = 8

~

Three of the Aspis agents get off the sleds and move forward in your direction.

One just gets off and casts a spell on the flying Locke!

DC 17 Spellcraft:

Blindness spell is cast.

@Locke: Fort save please DC 16 or blinded.

Two of the agents that halted charge towards Shiro and attack where the agent with the shortsword can cut Shiro's arm!

mwk shortword, charge: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 281d6 + 2 ⇒ (5) + 2 = 7

+1 heavy pick: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 131d6 + 6 ⇒ (2) + 6 = 8

~

Surprise round - move or standard action

Tereze

~

Round 1

Melisande
Locke
Shiro, -7

Pink ranger
Purple ranger
Black
Yellow

Spackle
Dru

Blue, dead
Green
Red
Orange

Tereze

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

A small cut appears on Tereze’s arm as her life energy flows over to heal most of Shiro’s wound
Life link, heals Shiro 5 and Tereze takes 5 damage.

Seeing their mage being threatened, Tereze calls down a blessing to stop the assassin from disrupting her spell.
Cast Hold Person (Will 16) on purple Ranger.

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Spellcraft?: 1d20 + 14 ⇒ (1) + 14 = 15 No clue.

Fort: 1d20 + 7 ⇒ (8) + 7 = 15
GM reroll for that. 1d20 + 7 + 3 ⇒ (16) + 7 + 3 = 26

Only at the last moment, does Locke know she'd be in for something.
Her eyesight started to get woozy a moment, but by some chance of luck, she staved it off.

Determined, she flies up to a clearer view of the battlefield, little more towards the center.

30ft altitude.
She readies another payload arrow for the woman who was just casting a spell against her.

The next hostile action the woman takes, the arrow gets to fly.

Readied shot, PBS: 1d20 + 12 ⇒ (14) + 12 = 26Dmg, PBS, fire payload: 1d8 + 1 + 1 + 4d6 + 5 ⇒ (3) + 1 + 1 + (5, 2, 5, 5) + 5 = 27

The Exchange

Male Tengu Monk 9 [HP 57][AC 27, T 22, FF 22, CMD 35][Init +5][F+8/R+12/W+12][Perc +23][Ki 12/12]
Buffs:
Mage Armor (+4AC), Bastion Stance (+2AC), Indom Mountain (+4CMD)
GM Nowruz wrote:
Two of the agents that halted charge towards Shiro and attack where the agent with the shortsword can cut Shiro's arm!

Redirection Immediate Action Trip vs CMD: 1d20 + 14 + 4 + 1 + 2 ⇒ (5) + 14 + 4 + 1 + 2 = 26

Shiro will use his Redirection monk ability as an immediate action to trip the agent that makes the attempt to attack him. If 26 beats their CMD, they are knocked prone and need to make a DC 20 Reflex to avoid becoming sickened for 3 rounds. If tripped, their attack would be penalized enough to miss Shiro (AC would be 25 at that point).

Shiro shifts his feet slightly in his space, gaining more firm footing for his defense, then unleashes a flurry of maneuvers at the enemies adjacent to him.

Flurry of Blows Trip, Fighting Defensive vs. CMD: 1d20 + 19 - 4 ⇒ (6) + 19 - 4 = 21
Flurry of Blows Trip, Fighting Defensive vs. CMD: 1d20 + 19 - 4 ⇒ (1) + 19 - 4 = 16
Flurry of Blows Trip, Fighting Defensive vs. CMD: 1d20 + 14 - 4 ⇒ (11) + 14 - 4 = 21
Flurry of Blows Trip, Fighting Defensive vs. CMD: 1d20 + 14 - 4 ⇒ (2) + 14 - 4 = 12

Shiro enters Indomitable Mountain as a swift and Bastion at his turn's end. AC now would be 30 for this round.

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Melisande's spell completes and a Hyena appears next to her and immediately attacks the purple ranger while Melisande steps back.

bite: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 for 1d6 + 3 + 3 ⇒ (2) + 3 + 3 = 8

If that hits, will attempt to trip: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Melisande has Augment Summoning, which is where the extra +2 is coming from (+2 Str/Con).


Tereze casts a spell on the ranger near her and he freezes!

will save: 1d20 + 2 ⇒ (13) + 2 = 15

When the Aspis agent approached to attack Shiro, the monk was able to knock the agent's feet away so that his shortsword did not hit the monk!

Shiro then trips the other opponent as well!

@Shiro, the first regular trip in your round trips the green opponent as well so that they are both tripped. Do you use the other attacks to hit them normally? If yes then please roll damage.

Locke prevents being blinded and readies an arrow!

The hyena can rip into the ranger in front of him and draws blood because the ranger is paralyzed!

~

will save: 1d20 + 2 ⇒ (20) + 2 = 22

The ranger in purple can pull himself together and stops the hold effect.

~

The other ranger with Shiro tries to push him away with his feet but fails!

Bull rush: 1d20 + 11 ⇒ (11) + 11 = 22

The ranger stands up!

@Shiro: AoO for Shiro due to standing up vs. purple.

~

The caster sees that Locke is aiming at her and walks behind one of the towers. Here she sees Tereze and casts a spell on her!

@Tereze: DC 15 will save vs. hold person.

~

The last lady that had not acted yet moves forward and throws a net up towards Locke but the net goes into the wrong direction!

net : 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11

~

Round 1

Melisande
Locke
Shiro, -7

Pink ranger
Purple ranger, -8
Black
Yellow

Spackle
Dru

Blue, dead
Green, prone
Red
Orange

Tereze,

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Dru charges the foe locked in combat with ... well, Locke, and aims a good solid smack to her opponent's head

Charge, PA: 1d20 + 15 + 2 - 2 ⇒ (7) + 15 + 2 - 2 = 22
Dmg, PA: 1d8 + 7 + 4 ⇒ (8) + 7 + 4 = 19

Can't manage to move on map, sorry

You want to get my friends, you got to pass through me and Lucifer first, lass.

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

I've moved you Dru. :)

Dark Archive

1 person marked this as a favorite.
Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Will: 1d20 + 8 ⇒ (15) + 8 = 23

Tereze feels something try to freeze her and fights it off with ease.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

"Well, looks like we ain't outrunnin' this fight. May as well win it then."

Inspire Courage. +2 to all the things.

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

[B]"Well, looks like we ain't outrunnin' this fight. May as well win it then."[b]

Inspire Courage. +2 to all the things.


As spackle is before Dru in initiative I’ll apply inspire on Dru’s attack.

Spackle’s words give you strength!!

Dru is spot on and her Lucifer knocks into the woman with the net but she’s not out!!

~

One musher charges towards Dru and one towards Shiro but only Dru is hit in the hip by a pick!!

Heavy pick charge Dru : 1d20 + 2 + 9 ⇒ (14) + 2 + 9 = 251d6 + 4 ⇒ (1) + 4 = 5

Heavy pick charge Shiro: 1d20 + 2 + 9 ⇒ (7) + 2 + 9 = 181d6 + 4 ⇒ (3) + 4 = 7

The last one stands up and tries to hit Shiro but the monk is too nimble.

Heavy pick : 1d20 + 9 ⇒ (6) + 9 = 151d6 + 4 ⇒ (1) + 4 = 5

@Shiro: another AoO vs green if you have several per round.


Initiative

Tereze
Melisande
Locke
Shiro, -7


Pink ranger, -21
Purple ranger, -8
Black
Yellow

Spackle
Dru, -5

Blue, dead
Green
Red
Orange

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Locke flies around the tower, keeping an eye on the spellcaster and she flies directly above her, maintaining 30ft altitude. Again readying an action to shoot at her.

Readied shot: 1d20 + 12 ⇒ (16) + 12 = 28 Dmg, PBS, fire payload: 1d8 + 1 + 1 + 4d6 + 5 ⇒ (5) + 1 + 1 + (6, 3, 2, 5) + 5 = 28

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

The Pick 0wound on Drusilla heals immediately, as Tereze feels more of her life force flow across the link.
GM you missed life link last round. Shiro should be at-2 and Drusilla is fully healed again, with Tereze down to -10

Tereze sends a call across the planes looking for another allie.

Start casting Summon Monster IV

The Exchange

Male Tengu Monk 9 [HP 57][AC 27, T 22, FF 22, CMD 35][Init +5][F+8/R+12/W+12][Perc +23][Ki 12/12]
Buffs:
Mage Armor (+4AC), Bastion Stance (+2AC), Indom Mountain (+4CMD)
Tereze wrote:
GM you missed life link last round. Shiro should be at-2 and Drusilla is fully healed again, with Tereze down to -10

The strike on Shiro missed due to his Redirection, so Life Link shouldn't have triggered on him quite yet. :)

GM Nowruz wrote:
@Shiro, the first regular trip in your round trips the green opponent as well so that they are both tripped. Do you use the other attacks to hit them normally? If yes then please roll damage.

Shiro would not at that point quite yet. His first two rounds of combat have to be semi-peaceful due to his vows. He does not have any cheese to substitute AoO's with combat maneuvers, so he will allow the two prone next to him to stand up. The one that he used Redirection on needs a DC 20 Reflex to avoid being sickened for 3 rounds.

GM Nowruz wrote:
One musher charges towards Dru and one towards Shiro but only Dru is hit in the hip by a pick!!

He will however attempt his Redirection on the agent that charged up to him. If successful, the target will need a DC 20 Reflex to avoid being sickened for 3 rounds.

Immediate Action Redirection Defensive Trip: 1d20 + 19 - 4 + 2 + 2 ⇒ (3) + 19 - 4 + 2 + 2 = 22

Shiro's footing becomes more firm as he begins to rapidly weave through martial movements to continue to hinder the agents next to him! "There is no need for this conflict! Drop your weapons and leave on your sleds at once!" he squawks at the enemies before him.

Flurry of Blows Trip, Fighting Defensive vs. CMD: 1d20 + 19 - 4 + 2 ⇒ (3) + 19 - 4 + 2 = 20
Flurry of Blows Trip, Fighting Defensive vs. CMD: 1d20 + 19 - 4 + 2 ⇒ (17) + 19 - 4 + 2 = 34
Flurry of Blows Trip, Fighting Defensive vs. CMD: 1d20 + 14 - 4 + 2 ⇒ (4) + 14 - 4 + 2 = 16
Flurry of Blows Trip, Fighting Defensive vs. CMD: 1d20 + 14 - 4 + 2 ⇒ (6) + 14 - 4 + 2 = 18

Forgot to include Shiro's Flowing Dodge, which gives him a scaling AC bonus per adjacent enemy up to his WIS mod. His AC this round would be 33 now.

Dark Archive

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Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Here we go! With that, Melisande casts Haste targeting everyone except Tereze and Locke, who are both too far away.

The Hyena attacks purple again!

bite: 1d20 + 3 + 2 + 1 ⇒ (19) + 3 + 2 + 1 = 25 for 1d6 + 3 + 3 ⇒ (4) + 3 + 3 = 10

Assuming that hits, will attempt to trip: 1d20 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 9

bite haste attack vs prone?: 1d20 + 3 + 2 + 1 ⇒ (16) + 3 + 2 + 1 = 22 for 1d6 + 3 + 3 ⇒ (2) + 3 + 3 = 8


Sorry! Forgot to take out the damage from Shiro although I described that he was not hit. ;-)

Locke again readies a shot!

~

Shiro has a kind soul and does not strike although he would have the opportunity!

His strikes nonetheless can sicken and although the ranger can prevent that the other Aspis has blue face!

reflex x 2 : 1d20 + 8 ⇒ (11) + 8 = 191d20 + 8 ⇒ (13) + 8 = 21

And after a flurry of attacks all three Aspis agents around him are lying on their asses!

~

Dru's wounds transfer to Tereze who is now starting to cast a summoning spell!

~

Melisande speeds some of you up and her dog can really rend the ranger's flesh so severely that he drops down bleeding!

~

The caster (black) that Locke is targeting again moves to other side of the tower but has to move past Tereze!

@Tereza: AoO for you vs. black.

She targets Dru this time and casts Hold Person!

@Dru: Will save DC 15 or paralyzed. Read the spell to know when you can save again.

~

The rogue (yellow) 5 ft steps towards Shiro and tries stab him with her Rapier and is redirected although she almost cut Shiro!

Rapier, flank: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30

~

The last one with Dru (orange) tries to hack into her but slips!

Heavy pick : 1d20 + 9 ⇒ (1) + 9 = 101d6 + 4 ⇒ (2) + 4 = 6

~

Initiative

Tereze, -5, summoning
Melisande
Locke
Shiro

Pink ranger, disabled
Purple ranger, -8
Black
Yellow

Spackle
Dru

Blue, dead
Green, sickened 3 rounds
Red
Orange

Grand Lodge

Perform Rounds: 18/22 | GM Reroll: 1/1 Gnome Bard/7 | Fighter/1 AC 19 {T 13, FF 17} HP: 57/57 | Fort +8, Ref +11, Will +8;( +4) | Init +7; Darkvision 60'; Perception +12

The gnome takes a step back to survey the field. Ifin I can free up Dru, the faster she kin help the others! Buuuut, that caster there has gotta be the bigger threat! Spackle draws a trio of arrows and sends them one at a time at the Aspis jerk-faced wizard.

Bow vs BLACK (PBS): 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
Damage: 1d10 + 3 ⇒ (6) + 3 = 9

Bow vs BLACK (PBS) hasted: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22
Damage: 1d10 + 3 ⇒ (9) + 3 = 12

Bow vs BLACK (PBS) iterative: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Damage: 1d10 + 3 ⇒ (2) + 3 = 5

Lingering Performance, Round One of Two. One round remains.
+2 to all the combaty things!

Dark Archive

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Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Tereze punches the spellcaster as she moves past her with her spiked Gauntlet.
AoO: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Confirm Crit: 1d20 + 7 ⇒ (19) + 7 = 26
Crit Damage: 1d4 + 1 ⇒ (3) + 1 = 4


The woman is clearly surprised by the mighty smack with the gauntlet and even more so when two arrows pierce her chest and abdomen!!

Still standing, let’s see if Dru makes her save and can attack her.

Liberty's Edge

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Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Will save: 1d20 + 6 ⇒ (13) + 6 = 19

It's not the fist time that someone tries to paralyse Dru with a spell. Sometimes, it does work.

But not this time.

She grins, and winks at her opponent, before striking.

Can't stop, won't stop. Good bye and good riddance to bad luck.

Pa vs Orange, Haste, IC: 1d20 + 15 - 2 + 1 + 2 ⇒ (6) + 15 - 2 + 1 + 2 = 22
PA dmg, IC: 1d8 + 8 + 4 + 2 ⇒ (2) + 8 + 4 + 2 = 16

Pa vs Orange, Haste, IC: 1d20 + 15 - 2 + 1 + 2 ⇒ (19) + 15 - 2 + 1 + 2 = 35
PA dmg, IC: 1d8 + 8 + 4 + 2 ⇒ (4) + 8 + 4 + 2 = 18

Pa vs Orange, Haste, IC: 1d20 + 10 - 2 + 1 + 2 ⇒ (17) + 10 - 2 + 1 + 2 = 28
PA dmg, IC: 1d8 + 8 + 4 + 2 ⇒ (7) + 8 + 4 + 2 = 21


The series of strikes totally overwhelm the musher a d Dru can knock her opponent out!

~

The two mushers in red and green next to Shiro stand up and try to hit the agile Tengu but it is in vain.

@Shiro: AoO for standing up vs green and red.

Heavy pick : 1d20 + 9 ⇒ (19) + 9 = 281d20 + 9 ⇒ (3) + 9 = 12

~

Initiative

Tereze, -5, summoning
Melisande
Locke
Shiro

Pink ranger, disabled
Purple ranger, -8
Black, -30
Yellow

Spackle
Dru

Blue, dead
Green, sickened 2 rounds
Red
Orange, dead

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

"Enough running!", Locke calls out as she comes flying around the tower, aiming her bow at the caster as she lands sw of Tereze.

Arrow, PBS: 1d20 + 12 ⇒ (19) + 12 = 31Dmg, fire payload: 1d8 + 1 + 1 + 4d6 + 5 ⇒ (6) + 1 + 1 + (2, 5, 1, 5) + 5 = 26 and shoots.

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Tereze finishes summoning and a Hound arch appears behind Yellow. He attacks with his great sword immediately.
Greatsword + Augment Summoning + Flank - Power Attack: 1d20 + 9 + 2 + 2 - 2 ⇒ (8) + 9 + 2 + 2 - 2 = 19
Damage + AS + PA: 2d6 + 3 + 3 + 6 ⇒ (6, 4) + 3 + 3 + 6 = 22

Greatsword + AS + F - PA: 1d20 + 4 + 2 + 2 - 2 ⇒ (14) + 4 + 2 + 2 - 2 = 20
Damage + AS + PA: 2d6 + 3 + 3 + 6 ⇒ (4, 5) + 3 + 3 + 6 = 21

Bite + AS + F - PA: 1d20 + 3 + 2 + 2 - 2 ⇒ (19) + 3 + 2 + 2 - 2 = 24
Damage + AS + PA: 1d8 + 2 + 2 + 4 ⇒ (4) + 2 + 2 + 4 = 12

Then she looks over the battlefield and attempts to freeze another creature on Shiro.
Hold Person (Will 16) on Red


The arrow immediately kills the wounded caster!!

The hound archon also dispatches the rogue with two strikes and can even wound the musher next to her!

The Exchange

Male Tengu Monk 9 [HP 57][AC 27, T 22, FF 22, CMD 35][Init +5][F+8/R+12/W+12][Perc +23][Ki 12/12]
Buffs:
Mage Armor (+4AC), Bastion Stance (+2AC), Indom Mountain (+4CMD)
GM Nowruz wrote:
@Shiro: AoO for standing up vs green and red.

Shiro allows those prone to stand up next to him for the moment. He then shifts his weight slightly, takes a deep breath as he shifts the ki within him, and unleashes a flurry of non-lethal blows at the agents around him!

Flurry of Blows Rolling:

Flurry of Blows Non-Lethal UAS: 1d20 + 12 + 2 + 1 ⇒ (16) + 12 + 2 + 1 = 31
Non-Lethal Bludgeoning Damage: 1d10 + 7 + 2 + 1d6 ⇒ (5) + 7 + 2 + (1) = 15

Flurry of Blows Non-Lethal UAS: 1d20 + 12 + 2 + 1 ⇒ (8) + 12 + 2 + 1 = 23
Non-Lethal Bludgeoning Damage: 1d10 + 7 + 2 + 1d6 ⇒ (3) + 7 + 2 + (1) = 13

Flurry of Blows Non-Lethal UAS: 1d20 + 7 + 2 + 1 ⇒ (1) + 7 + 2 + 1 = 11
Non-Lethal Bludgeoning Damage: 1d10 + 7 + 2 + 1d6 ⇒ (2) + 7 + 2 + (1) = 12

Flurry of Blows Non-Lethal UAS: 1d20 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12
Non-Lethal Bludgeoning Damage: 1d10 + 7 + 2 + 1d6 ⇒ (5) + 7 + 2 + (4) = 18

Haste Flurry of Blows Non-Lethal UAS: 1d20 + 12 + 2 + 1 ⇒ (16) + 12 + 2 + 1 = 31
Non-Lethal Bludgeoning Damage: 1d10 + 7 + 2 + 1d6 ⇒ (1) + 7 + 2 + (5) = 15

Ki Extra Flurry of Blows Non-Lethal UAS: 1d20 + 12 + 2 + 1 ⇒ (15) + 12 + 2 + 1 = 30
Non-Lethal Bludgeoning Damage: 1d10 + 7 + 2 + 1d6 ⇒ (10) + 7 + 2 + (6) = 25

His order of operations for attacks will start on Purple until unconscious, then Red, then Green. Since no defensive this round, AC is 30.

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