PbP Game Day 2: PFS #5–06: You Have What You Hold (levels 3-7) (Inactive)

Game Master Uktar

This game is part of the Official Pathfinder Society PbP Game Day 2.

#5–06: You Have What You Hold
A Pathfinder Society Scenario designed for levels 3–7.

Go to Map Arena of Aroden


801 to 850 of 925 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

Indeed, the crowd roars at the spectacle of a Huge dinosaur chucking a ball of flame at the Slayers. First blood to the Pathfinder Paragons.
+1 performance point

The 3 gladiators let out snarls of Rage, then rush forward, chucking javelins as soon as they reach 40' of movement...one each at Cad, Hawk and Vermin.

javelin att Cad: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
javelin dam Cad: 1d6 + 5 ⇒ (4) + 5 = 9

javelin att Hawk: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
javelin dam Hawk: 1d6 + 5 ⇒ (2) + 5 = 7

javelin att Vermin: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
javelin dam Vermin: 1d6 + 5 ⇒ (5) + 5 = 10


Linarra's up,
then back to the top of the order:
18 Luca
12 Hawk
11 Cad
10 Natty
7 Hellkit & Brimstone
6 Vermin
4 Gladiators

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

Linarra glances suspiciously at the sandy arena floor all around her. Narrowing her eyes, she studies the gladiators approaching, and decides she wants this farce to end quickly.

Charge towards the nearest gladiator, and in case I -don't- fall into a pit, attack combining Power Attack and Combat Expertise to cancel the AC penalty from charging:

Attack roll: 1d20 + 13 + 1 + 2 + 2 - 2 ⇒ (14) + 13 + 1 + 2 + 2 - 2 = 30
Damage: 1d10 + 19 + 2 ⇒ (3) + 19 + 2 = 24

EDIT: added a red line to the map to show the charge I made.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

And for clarity, that is the one that Vermin attacked. Focusing fire makes good sense. :)

The javelin sticks and does not fall from Vermin. Resinous Skin, Just a hint to the enemy that something is different about the huge creature they face.

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

The thrown javelin just barely misses it's mark against enlarged Hawk who says a silent prayer of thanks to Sarenae for the extra protection of that came from the armor of the evil cleric.


Good news, Linarra found another quicksand trap. Bad news, DC 20 reflex save or fall in. If you do fall in, it's a DC 15 swim check as a move action to get to back out again (which would have to be next round). If you don't fall in, your charge action is halted where you pull up short and avoid falling in.

Hawk, I love it when a plan comes together...though Deremin is cursing at you from his prison cell.


FYI: pre-combat spell shuffle from discussion thread has been okayed. (Barkskin, Frostbite, etc)


And Vermin, when you moved up, you stepped onto part of a pit. But given your size, it's merely difficult terrain for you, since most of you is outside the pit. It'll be difficult terrain to step out of pit, but no other penalty.(if half of you hits a pit, we'll worry about reflex saves, but that seems unlikely, unless you start leaping around)

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Uktar wrote:
And Vermin, when you moved up, you stepped onto part of a pit. But given your size, it's merely difficult terrain for you, since most of you is outside the pit. It'll be difficult terrain to step out of pit, but no other penalty.(if half of you hits a pit, we'll worry about reflex saves, but that seems unlikely, unless you start leaping around)

I agree with that call. BUT Vermin has Feather Step on so he ignores difficult terrain. One problem with being so large is its easy to find the pits.

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

Reflex save: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19

EDIT: Ack, so close -.-

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Haste adds +1. But I bet that is the +1 I see.

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Heroism adds +2!

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Remind me who all has Heroism. I had forgotten about it.

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None
Luca Tsitranoc wrote:

While checking in Luca casts Heroism on Natty, Vermin, Cad, Hawk and Linarra (70 min duration, using 4 2nd level slots and 1 3rd level). He'll start combat with his scroll of confusion drawn.


Linarra totters on the edge of the quicksand but at the last second slams down the butt of her glaive right at the edge of the pit and regains her balance. The crowd let's out a disappointed "Awwww..."

Top of the order


Thanks for reminding me about the Feather Step, Vermin. Indeed, difficult terrain applies, but feather step mitigates. Hawk is in a similar situation, i.e. if he only steps in 5' of quicksand, difficult terrain. 10' will be reflex check.


and if pit's not big enough for whole body, just treat it as standing up from prone.

The Exchange

Male Human Bard 12

Haste: 6 rounds left
Lingering Performance round 1

Deciding that discretion is the better part of valor, Luca casts Vanish and walks past Linarra.

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

Indeed, I had included the haste bonus, but had overlooked heroism.

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Hawk moves up and will ready to cast a Command after Vermin gets into a better position.

Move action up, behind Linara
Ready Action - Cast Command after Vermin moves[/b]

AOO Roll if appropriate (Heroism + Haste + Inspire - PA): 1d20 + 5 + 2 + 2 + 1 - 1 ⇒ (14) + 5 + 2 + 2 + 1 - 1 = 23
Damage+PA+Inspire: 2d6 + 4 + 3 + 2 ⇒ (1, 6) + 4 + 3 + 2 = 16

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

Spurred on by the magical haste and the frustration of being hit by a javelin, Cad rushes across the sandy floor of the arena. Sliding to a stop adjacent to one the gladiators, he remains light on his feet, shield ready to deflect the coming assault, as he swings his sword with all his might.

Move action 40'. Line of movement to assist with adjudicating pit traps. Please delete it if ok, Uktar.
Longsword (Heroism + Haste + Inspire - PA - CE): 1d20 + 8 + 2 + 1 + 2 - 2 - 2 ⇒ (16) + 8 + 2 + 1 + 2 - 2 - 2 = 25
Damage (Inspire + PA): 1d8 + 3 + 2 + 4 ⇒ (3) + 3 + 2 + 4 = 12

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

Current AC=24 (Haste, Combat Expertise)

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty lets the excitement of the arena and the cheering crowds get to him. He comes from behind the pillar and seeing Ser Cadwgan attacking an enemy takes the opportunity to use his gymnastic ability to jump and twist in the air to bypass the man's attacks. On landing he takes a position to attack the man, using Ser Cad as foil for his swing of the mace and sap.

Active: Haste, Inspiration
Perception 1d20 + 16 ⇒ (3) + 16 = 19 to see hidden pit traps, etc.
Acrobatics 1d20 + 12 ⇒ (5) + 12 = 17
Attack 1: +1 light mace 1d20 + 6 + 1 + 2 + 2 ⇒ (16) + 6 + 1 + 2 + 2 = 27 haste, inspire, flank
Damage 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8 plus sneak 3d6 ⇒ (6, 3, 2) = 11 plus 3 bleed damage, Natty AC=21 after sneak attack
Attack 2: sap 1d20 + 5 + 1 + 2 + 2 ⇒ (2) + 5 + 1 + 2 + 2 = 12 haste, inspire, flank
Damage 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8 plus sneak 3d6 ⇒ (2, 4, 4) = 10 non-lethal damage


Cad lands a solid blow, concentrating fire on the wounded Gladiator. The crowd roars its approval.

Natty tries tumbling past the gladiators to move into flank position.
perception: 1d20 + 10 ⇒ (18) + 10 = 28
perception: 1d20 + 10 ⇒ (11) + 10 = 21
Unfortunately, his rogueish talents have failed him, as both gladiators spot him, and the gladiators use the opportunity to strike.

The damaged gladiator lashes out with his spiked shield, trying to Knockback Natty with a flourish.
Knockback Rage Power (bullrush): 1d20 + 11 ⇒ (11) + 11 = 22

He successfully knocks Natty 5' backward, interrupting his attempted tumble, and shoving him out of reach. Natty, you take 5 damage--which should be your first damage of combat (you have dam listed in your spoiler)

perform: 1d20 + 2 ⇒ (5) + 2 = 7

While the crowd appreciates the Combat Maneuver, they're less than impressed with his flair for the dramatic +1 crowd point for slayers, but no bonus

Unfortunately, you never got a chance to strike, Natty. That being said, as you gather yourself, you happen to notice part of another pit.


Helkit Silverbane raises her Great Axe and points at Natty, saying, "Flank him, Brimstone!"
Much to your disappointment, the thylacine uses a double move action to go around the pit and position himself on Natty's far side. In the meantime, Hellkit moves forward with alarming speed. Once she's in position, she performs a Dazzling Display.
No AoO past cover--though that also protects you from an AoO from Helkit at the moment, Natty.

Braggart's Dazzling Display: 1d20 + 13 ⇒ (5) + 13 = 18
All of you except for Vermin and Sparky (even though she can't see you, Luca, you can see her), your DC against this intimidate check =10+character level + Wis Mod (NOT WILL save bonus). If she beat that, you're demoralized, i.e. -2 on all att, weap dam, saves, skill & ability checks for 1 round

Vermin's up.

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Rectified HPs, forgot to update for the new day....

I kinda expected that sort of response with the rolls I got...biut finding the pit is kinda good! says a quiet prayer to Calistra...

Natty shakes his head trying to get the ringing from his ears as he recovers from the hefty blow. He gulps as he sees the pit close by, "Ohh..not looking good..." then seeing the big gladiator woman twirl her weapon in a threatening manner, he seems to lower his eyes and pray, "Calistra, if I fall, take revenge, cos I'm in deep now!"

Natty is demoralised.

Natty:

HPs 43


You actually spotted 2 pits: the big one, which you can pretty much tell the whole outline by the way Helkit and the thylacine moved around it, and a little 5' one. (Watchout Vermin, that one pit is actually big enough to be a nuisance to you...)

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Helkit and the thylacine have moved so Vermin is up?

Spells Active: 8 good berries, AntiToxin, Mage Armor, Resinous Skin, Heroism, and Feather Step on Vermin. Frostbite, Longstrider, and Barkskin on Vermin and Sparky, And Haste and Bard Song on all.

Vermin moves forward carefully (no charge) with an eye out for pits (not taking a standard to look though. I have forgotten if there is any chance to find a pit with a good perception but not actively looking? He is +16 Perception for traps).

He moves up even with the line of pits, expecting them to continue across the battlefield and will use some of his movement to try to test the ground before fully stepping onto it.
(movement shown is less than a standard move for the Hasted Vermin. He could pause there, and try sticking his foot into the next square or the like.) He then attacks the wounded gladiator.

Bite: 1d20 + 15 + 1 + 2 ⇒ (6) + 15 + 1 + 2 = 242d6 + 10 + 1d6 + 5 ⇒ (2, 3) + 10 + (3) + 5 = 23 And the enemy is fatigued, no save.

Sparky, with no one to guard, moves a standard move to stand beside Vermin and readies an attack if an enemy closes with him.

Combat Form:

Allosaurus, Raptor
Init +1; Senses low light vision; Perception +15, 17 on traps and secret doors (Bestial, Scavenger)
--------------------
Defense
--------------------
AC 18+2(Barkskin) +2 Mage Armor = 24, touch 12, flat-footed 23 (+0 armor,, +1 Dex, +6 natural, +1 Ring )
hp 45 (6d8+6)
Fort +7, Ref +3, Will +9; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 claws +15(1d8+8), +15 Bite (2d6+8/10-20X2 + grab), +10 Foreclaws (1d4+5)
Space 15, Reach 15
Pounce, Rake 2 Talons +15(1d8+8)
Druid (Saurian Shaman) Spells Prepared (CL 6):

--------------------
Statistics
--------------------
Str 26, Dex 12, Con 12, Int 10, Wis 14, Cha 7
Base Atk +4; CMB +16; CMD 30

NOTE: Dex Based Skills are -2 due to size penalty to dec.


Vermin is relieved to discover no row of pits before him, and then promptly chomps down on the hapless Gladiator, who is now severely wounded, and quite tired...but he's not quite dead.
Five more touches for Vermin.


The wounded gladiator takes a 5' step to his left, looking like he can barely stay on his feet. But he dramatically gathers himself, unleashing a flurry of attacks on Cad.
that's not a monk Flurry reference, just iterative and 2-weapon fighting with shield--no Double Slice b/c of dex loss...

trident att#1: 1d20 + 10 ⇒ (13) + 10 = 23
trident dam#1: 1d8 + 4 ⇒ (7) + 4 = 11

trident att#2: 1d20 + 5 ⇒ (5) + 5 = 10
trident dam#2: 1d8 + 4 ⇒ (4) + 4 = 8

Shield Bash: 1d20 + 9 ⇒ (14) + 9 = 23
Shield dam: 1d6 + 2 ⇒ (6) + 2 = 8

Combat Perform: 1d20 + 2 ⇒ (20) + 2 = 22

He stabs Cad once, then smacks him with his shield spikes, and the crowd roars.
+2 Combat points for Slayers


Will Save v Hawk's Command (sorry, I forgot the readied action): 1d20 + 5 ⇒ (10) + 5 = 15
Pretty sure that makes it (should be DC:14, unless I'm missing something.)

The middle gladiator gathers himself, casts his glance heavenward, mutters a brief prayer, and charges Vermin.

I'm going to roll the attack anyway, Vermin. Your AoO goes off first, so adjust accordingly (e.g. if he still reaches you but you hit him with frostbite, reduce the attack number and damage number by one, etc). Just be glad these fools are using tactics to engage as many of you as possible, rather than concentrating fire...

trident att: 1d20 + 15 ⇒ (17) + 15 = 32
trident dam: 1d8 + 5 ⇒ (8) + 5 = 13

Combat perform: 1d20 + 2 ⇒ (9) + 2 = 11
If he reaches Vermin, +1 combat point for the Slayers

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Can we, should we all be rolling Combat Perform when we attack? Also note that 8 points of damage is non-lethal. Vermin does not want to kill if he does not have to. Lastly here is the impact of being fatigued: can neither run nor charge and takes a –2 penalty to Strength and Dexterity. So that is likely -1 to AC, to hit, and to damage. I suspect you are already including that though.


"SILVERBANE!" Screams the final gladiator, as he charges Sparky.

again, making his attack, but Sparky's readied attack would strike first. We'll tweak if necessary.

trident att: 1d20 + 15 ⇒ (13) + 15 = 28
trident dam: 1d8 + 5 ⇒ (6) + 5 = 11

Combat perform: 1d20 + 2 ⇒ (11) + 2 = 13


Oops, Vermin did pass over a 5'x5' pit, but it's having no affect on him whatsoever (even as he's standing on it).


Yep, the wounded gladiator was debuffed in his attacks. The Perform is a Swift Action IF you manage to do one of these things:
Hit more than once per round +1 per additional hit
Deal the first damage of the encounter +1
Successfully perform a combat maneuver +1
Perform a charge action and hit the target +1

The only PC thus far to do any of this is you, Vermin (first blood), and I believe you can't hit a DC:19 perform check. Actually, I take that back. With Heroism, a Nat 20 will hit that for you, wouldn't it? So I'll allow you to make the check from First Blood. And if your AoO hits, you can make one this round--iirc, you didn't use a swift action in either of those rounds.

Also, as reminder, here's what loses Combat Points:
Use spell, ability, or item that heals –1 per target (max–3)
Roll a natural 1 on an attack or saving throw –1
Use withdraw & end the turn not adjacent to enemy –1
Fall into a shifting sands hazard –1
Attack a foe who has yielded –10


After Vermin and Sparky's attacks, Linarra's up.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin, commanding a 15' reach around him, snaps at the charging man, grabbling him and spoiling his charge.

1d20 + 15 + 1 + 2 ⇒ (13) + 15 + 1 + 2 = 312d6 + 10 + 1d6 + 5 ⇒ (6, 1) + 10 + (1) + 5 = 23 6 nonlethal and now the man is fatigued.

1d20 + 16 + 1 + 2 ⇒ (11) + 16 + 1 + 2 = 30

Perform Combat: 1d20 - 2 + 2 ⇒ (6) - 2 + 2 = 6

Sparky takes the hit and bites back.

1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 181d6 + 1 + 1d6 + 5 ⇒ (5) + 1 + (4) + 5 = 15 9 nonlethal i that hits. Note that the attacker just charged, lowering his AC. :)


Vermin has himself a new chew toy, who looks quite unhappy about it (though not all that surprised. Does that make him brave? Foolhardy? Stupid? You decide.)
The crowd let's out an appreciative "Ewww." And you hear a few isolated shouts of "Swallow him!"
I'm assuming you also have the grappled condition now, Vermin. Otherwise, -20 on CMB to maintain/make.

Unfortunately, the flailing gladiator in Vermin's mouth distracts Sparky from the task at hand.
Even with -2AC from charge, that's a miss.

Linarra, then top of the order in new round:
Luca
Hawk
Cad
Natty
Helkit
Vermin
Gladiators (or Sadiators?)

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

Linarra circles around the pit she almost fell in, and pushes towards their main adversary, swinging her glaive against her with a wink.

Activating Smite Chaos on Silverbane. Current AC 28, 29 against Silverbane if Smite is active.
Attack: 1d20 + 13 + 1 + 2 + 2 - 2 ⇒ (9) + 13 + 1 + 2 + 2 - 2 = 25 +2 if she's chaotic-aligned.
Damage: 1d10 + 19 + 2 ⇒ (1) + 19 + 2 = 22 +1 if she's chaotic-aligned.

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps
Uktar wrote:

The wounded gladiator takes a 5' step to his left, looking like he can barely stay on his feet. But he dramatically gathers himself, unleashing a flurry of attacks on Cad.

that's not a monk Flurry reference, just iterative and 2-weapon fighting with shield--no Double Slice b/c of dex loss...

[dice=trident att#1]1d20+10
[dice=trident dam#1]1d8+4

[dice=trident att#2]1d20+5
[dice=trident dam#2]1d8+4

[dice=Shield Bash]1d20+9
[dice=Shield dam]1d6+2

[dice=Combat Perform]1d20+2

He stabs Cad once, then smacks him with his shield spikes, and the crowd roars.
+2 Combat points for Slayers

I'm not sure if what Vermin was talking about is applying to this gladiator, but his attacks are still 1 short. Current AC is 24 (Haste, Combat Expertise)...a sharp inhale is heard from the crowd followed by a dissappointed sigh (like a missed putt at the US Open)


Hey Cad: That's fine. Sorry for the misunderstanding. Thought the AC 18(21) in your stat spoiler was showing the adjusted AC. And Vermin was referring to the fatigue from the Frostbite attack he had landed, which I had already accounted for, and was just enough to keep you safe (without it, it would've been two hits). Go Frostbite!

Linarra lands a hefty blow on Helkit Silverbane, and the crowd let's out a collective gasp. The first time this Bloodied has been bloodied in years...
Linarra, you're fairly certain the smite didn't work.

Luca
Hawk
Cad
Natty

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Hawk grumbles a little, and trembles from the display shown just moments before, and with no clear target presented to him Hawk will again try and control the fight before him, this time making a remark at Silverbane herself.

Another command - Will DC 14

Approach! hopefully into a sand trap

If this works there should be a bunch of AOOs that occur for everyone, and I believe shaken would have worn off when the AOO occurs, if not apply appropriate penalties.

Possible AOO: 1d20 + 5 + 2 + 2 + 1 - 1 ⇒ (13) + 5 + 2 + 2 + 1 - 1 = 22+2 if flanking would apply
Possible Damage: 2d6 + 4 + 3 ⇒ (6, 2) + 4 + 3 = 15

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

Btw, shouldn't Hawk's new initiative be after/during/Vermin now after the readied action?

I will declare now, since I need to go to bed and won't be back on until tomorrow after 6pm. I'm going to move 5' diagonally on my turn to set up the flank and hit attack the wounded gladiator. I move until after Luca's turn, so keep in mind my original position just in case it affects the area of effect for any spell he might cast.

Cad slides across the sand and squares off against the wounded gladiator. "Watch the bastards move...I think this bloodied b##$$ knows exaclty where the pits are!"

Looks like a flank with Linarra

Spoiler:
When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked.

Longsword1 (+Haste +Heroism +Flank -Demoralized -PA): 1d20 + 8 + 1 + 2 + 2 - 2 - 2 ⇒ (4) + 8 + 1 + 2 + 2 - 2 - 2 = 13
Damage 1 (Sneak, PA): 1d8 + 3 + 1d6 + 4 ⇒ (3) + 3 + (6) + 4 = 16

Longsword2 (+Haste +Heroism +Flank -Demoralized -PA): 1d20 + 8 + 1 + 2 + 2 - 2 - 2 ⇒ (18) + 8 + 1 + 2 + 2 - 2 - 2 = 27
Damage 2 (Sneak, PA): 1d8 + 3 + 1d6 + 4 ⇒ (2) + 3 + (6) + 4 = 15

The Exchange

Male Human Bard 12

Haste: 5 rounds left
Lingering Performance round 2

Luca 5-foot-steps and casts Blistering Invective hitting all the baddies.

Intimidate: 1d20 + 19 ⇒ (2) + 19 = 21
Fire Damage: 1d10 ⇒ 8
Reflex DC 18 or catch on fire

He then draws his wand of Magic Missile.


Cad's right, readied action means Hawk's just before Vermin now, which is after Helkit.

Luca steps forward and starts cursing and swearing in such a loud and nasty fashion that there's a huge collective gasp from the shocked crowd, followed by a brief, eerie moment of silence settling over the whole arena.
Gladiator reflex: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
Gladiator reflex: 1d20 + 5 - 3 ⇒ (9) + 5 - 3 = 11
Gladiator reflex: 1d20 + 5 ⇒ (14) + 5 = 19
Brimstone reflex: 1d20 + 9 ⇒ (20) + 9 = 29

But that silence is quickly shattered by an earth-rattling roar of approval as 2 of the gladiators burst into flame, while the other gladiator and the thylacine are also damaged.

Unfortunately, only Helkit's ears are burning; her bonus v intimidate is just enough to spare her damage.
+3 combat points for the Pathfinder Paragons!!! And Luca, you can make a swift action Perform to add another point if you'd like: Act, Dance or ...wait for it... Oratory. DC 19

Also, Vermin, you are chewing on a gladiator who's on fire. You either free action release him or maintain grapple and face fire damage: Half damage, i.e. 4, with a DC 18 reflex to make that only 2 damage (no danger of you lighting on fire, though he is on fire, and if you maintain grapple, same situation applies as long as he is on fire.)

The Exchange

Male Human Bard 12

Oratory it is then :D

Perform (Oratory): 1d20 + 16 ⇒ (12) + 16 = 28


Paragons are at +5 combat points. 2 more for bonus.

While the heavily wounded gladiator is hopping about, shrieking "I'm on fire. I'm on FIRE!" in his best Will Farrell impersonation, Cad steps grimly forward and attacks. His first slash misses, but he was merely taking the man's measure. In cool fashion, his second blow drops the man to the ground, where he continues to burn.

hmmm...: 1d20 + 1 - 12 ⇒ (14) + 1 - 12 = 3


Remaining order for the round:
Natty
Helkit & AC
Hawk (you can change action, of course)
Vermin & Sparky
SADiators
Linarra

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty, his arms tingling with adrenaline, whilst his brain seems to be heavily taken by fear from being flanked makes a quick but dangerous decision. He starts out, kicking up a cloud of dust behind him in a whirlwind of activity. He moves quickly in an arch, his weapons making a cross before him, to protect him from the impact as he attempts to push the creature behind him into the pit.

Moves back to Linarra, before returning to push Brimstone into the pit with a Bull Rush
Bull Rush 1d20 + 4 + 2 + 1 - 2 ⇒ (13) + 4 + 2 + 1 - 2 = 18 heroism,haste,demoralise

I do know that there will be AoOs....


You're in luck, just the one AoO: Helkit can't make one across partial cover of pillar, and Brimstone doesn't have combat reflexes.

The thylacine seizes the Opportunity afforded by Natty's reckless and bold maneuver to attack before he leaves the threatened square.

bite att: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
bite damage: 1d8 + 7 ⇒ (4) + 7 = 11

free trip attempt if melee attack succeeds: 1d20 + 11 ⇒ (13) + 11 = 24

Unfortunately, like many daring plans, Natty's idea doesn't survive contact with the enemy, as Brimstone chomps him in the leg, knocking him prone before he managed to leave the threatened square.

The crowd roars, sensing that one of the Paragons may soon join the downed Slayer.

+1 combat point for the Slayers

801 to 850 of 925 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / You Have What You Hold, PbP Game Day#2 (Uktar's Excellent Adventures) All Messageboards

Want to post a reply? Sign in.