[PbP VI PFS] GM Zoomba's 8-20 Torrent's Last Will (7-11) (Inactive)

Game Master Zoomba

Map/Handouts

AQUATIC RULES:

Breathing: YOu can hold your breath for a number of rounds equal to twice your Con (so if a CON of 13, could hold your breath for 26 rounds). However, this only applies is you take only free or move actions - any Standard or Full-round action reduces the time you can hold breath for a round. After the time is up, you need a DC 10 Fort save each round, with the DC rising by one every turn. Failure, and you begin to drown.

Movement: Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you
sink. The spell freedom of movement negates the penalty on melee attack rolls with bludgeoning and slashing weapons (see below) and allows creatures to move freely in all directions as if they had a swim speed equal to their base speed. Such creatures automatically succeed at all Swim checks

Attacks: Melee attacks with slashing or bludgeoning weapons take a -2 penalty on attack rolls and deal half damage. Bludgeoning weapon are fine, as are your normal weapon if you have freedom of movement in effect. Ranged attacks not only suffer those penalties, but also suffer an additional -2 on attack rolls for every 5 feet of water they travel through. The exception: Underwater crossbows, which work fine, albeit with a smaller range increment (20 feet).

Spells and Effects: Spellcasting underwater works fine if you can breath, and requires a Concentration check (15+spell level) if you can't . Magical fire spells also require a DC 20+spell level concentration check to work (as steam), and nonmagical fire is entirely ineffective. Invisibility is also not as effective: because you displace the water around you and leave an outline of the absence of water in your space, you only receive normal concealment (20%) rather than full.

Or, to read all of these in a better written way, check out HERE


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Grand Lodge

M PRIEST OF RAZMIR 10 HP: 83/83 AC: 15, Touch: 11, FF: 14 F:+10 R:+6 W:+8 Perception -1 Init:+5 Effects:(Mage Armor, False Life, Defending Bone, See Invisibility, Heroism)
Resources:
1st 7/8 2nd 4/8 3rd 0/8 4th 2/7 5th 4/4

Religion Take 10: 10 + 12 = 22

"We should repair the altar. Showing some respect might help us."

Silver Crusade

male Tiefling (Daemon Spawn)
Stats:
hp 29/75 AC 22|T 13 |FF 20, F +8|R +11 W +8, Init +2, Per +22+1d6 (+4Traps)
Investigator (Empyrist) 10

"Agreed. It is just proper!"
DiDe: 1d20 + 24 ⇒ (16) + 24 = 40
And with cracking his knuckles Tytus starts to work on them. Not without checking his six.Perc: 1d20 + 1d6 + 24 ⇒ (10) + (6) + 24 = 40


An Enkindled Carnival

Tytus steps up to the far altar. Clearing the heads off of it is a simple first step (and the small eels swim after them ans the drift to the floor. The marks and cuts to the altar is trickier, but the dwarf is skill with his tools. Using nearby coral as material, he manages to restore the altar over a minute to much of its former glory.

As Tytus steps back to examine his work, a feeling of peace washes over all six of you. The small eels stop their feasting and flee towards the shell entrance, while you sense a blessing emanating out from the altar.

Bless specifically - all of you are blessed for 1 hour.

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Same for the next door?

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

"Someone want to check the next door?"

Harsk eyes it quickly.

perception: 1d20 + 20 ⇒ (1) + 20 = 21

Grand Lodge

Servant 8 | HP 22/63 | AC 30 (24FF, 22T) | F +6, R +18, W +10 | Init +7 (Antitoxin, See Invis & Barkskin 249rds, Touch of Sea 29rds, Longarm & Shield40rds), Protection from Acid:120hp

Nodding towards Harsk. "I have had a look over of each of the doors, but an extra set of eyes doesn't hurt." Marlow says while positioning himself besides it to head in.


An Enkindled Carnival

After checking to see if the next chamber is trapped (the door doesn't appear to be) Harsk opens it's door easily as well. A layer of coral covers the walls of this room from floor to ceiling. Carved into the coral are twenty square niches filled with dead seaweed, each big enough to fit a sleeping human - or at least something human-shaped. Shards of refuse and shattered stone litter the floor.

DC 20 Perception or DC 15 Craft Alchemy:
The stone shards look like fragments of jugs, and based on their stains you suspect they once held special slaves and ointments for anointing the dead.

15 Know Religion:
From the niche shapes and positions, and the arrangement of the room, you suspect the chamber was once used for embalming the dead.

Grand Lodge

Servant 8 | HP 22/63 | AC 30 (24FF, 22T) | F +6, R +18, W +10 | Init +7 (Antitoxin, See Invis & Barkskin 249rds, Touch of Sea 29rds, Longarm & Shield40rds), Protection from Acid:120hp

Marlow swims in to have a look around and inspect the area for further clues.

Perception: 1d20 + 19 ⇒ (15) + 19 = 34

Know Religion: 1d20 + 1d6 + 9 ⇒ (15) + (6) + 9 = 30

"Looks like an embalming chamber. Of course it may be sacred rites or unholy."

Grand Lodge

M PRIEST OF RAZMIR 10 HP: 83/83 AC: 15, Touch: 11, FF: 14 F:+10 R:+6 W:+8 Perception -1 Init:+5 Effects:(Mage Armor, False Life, Defending Bone, See Invisibility, Heroism)
Resources:
1st 7/8 2nd 4/8 3rd 0/8 4th 2/7 5th 4/4

Alchemy: 1d20 + 12 ⇒ (1) + 12 = 13
Religion: 1d20 + 12 ⇒ (18) + 12 = 30

"Right you are."

Silver Crusade

male Tiefling (Daemon Spawn)
Stats:
hp 29/75 AC 22|T 13 |FF 20, F +8|R +11 W +8, Init +2, Per +22+1d6 (+4Traps)
Investigator (Empyrist) 10

Can´t fail those rolls.
Tytus chipes in."Well so far it seems to me that we are in a despoiled holy place. A place we are meant to cleanse. But you are correct Tobias!"

Grand Lodge

M PRIEST OF RAZMIR 10 HP: 83/83 AC: 15, Touch: 11, FF: 14 F:+10 R:+6 W:+8 Perception -1 Init:+5 Effects:(Mage Armor, False Life, Defending Bone, See Invisibility, Heroism)
Resources:
1st 7/8 2nd 4/8 3rd 0/8 4th 2/7 5th 4/4

"So we should start picking up then?"

Grand Lodge

Servant 8 | HP 22/63 | AC 30 (24FF, 22T) | F +6, R +18, W +10 | Init +7 (Antitoxin, See Invis & Barkskin 249rds, Touch of Sea 29rds, Longarm & Shield40rds), Protection from Acid:120hp

Nodding, Marlow heads in to continue the cleanup of the chambers.

Disable Device: 1d20 + 20 ⇒ (16) + 20 = 36

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

Harsk helps the others move the seaweed and debris.

a dwarfs labor is never done it seems. Torag bless this place

Liberty's Edge

Female;
skills:
Acro+15/Local+15/Religion, Planes, Arcana, Nature +13/Disable Device +21
Elf Fighter 8 [Lore Warden] Rogue 4 [Eldritch Scoundrel] [HP: 102/102][AC: 25 FF: 21 T: 17][Fort: +13, Ref: +13, Will: +7] [Initiative:+7][Perception;+14]

earlier
After the bettle concludes Alektara quickly downs one of the healing potions identified by Tytus. CMW: 2d8 + 5 ⇒ (5, 5) + 5 = 15

She then hands her heal-stick over so someone can bring her closer to full
CLW: 5d8 + 5 ⇒ (4, 6, 6, 7, 8) + 5 = 36
***********************************************************************

"Good eyes" she tells the others as the investigate the now discovered despoiled holy place. She moves around helping in any way she can... auto Aid Other in DD, Perception, Planes, Religion, Arcana as appropriate.


An Enkindled Carnival

Several of you spend some time collecting the shattered jars and pottery and propping it up as best you can. With little work, to room looks fairly clean, though fairly bare from lack of use.

Assuming your door order continues... Opening the third door reveals a sight that quickly makes you long for the relative emptiness of the embalming chamber. A glass sphere several feet wide is set into the peak of a large coral mound in this room. Inside the sphere, crimson blood roils and bubbles. Thousands of clear, trembling eggs are stuck to the coral surrounding the glass sphere. They throb as the blood-sphere churns. A single cap is set atop the glass, sealing in its contents.

DC 20 Know Arcana:
You've seen (or at least heard of) this type of device before. It is designed to be a renewing font of holy water, refilling every 24 hours. Clearly however, its magic has been corrupted by darker rituals. Spellcraft might be able to reverse the effect, or perhaps cleansing magic or Religious rituals.

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

"Anyone know what these glass things are? Beats me" Harsk rubs his beard.

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

knowledge arcana: 1d20 + 15 ⇒ (17) + 15 = 32

This is a corrupted font of Holy Water. I wonder if I can figure out how to fix it...

spellcraft: 1d20 + 15 ⇒ (16) + 15 = 31

Grand Lodge

Servant 8 | HP 22/63 | AC 30 (24FF, 22T) | F +6, R +18, W +10 | Init +7 (Antitoxin, See Invis & Barkskin 249rds, Touch of Sea 29rds, Longarm & Shield40rds), Protection from Acid:120hp

Marlow sighs and nods at Jorin's pronouncement before lending aid in attempting a restoration.

He will autopass any aid-another and give Jorin a +4

Liberty's Edge

Female;
skills:
Acro+15/Local+15/Religion, Planes, Arcana, Nature +13/Disable Device +21
Elf Fighter 8 [Lore Warden] Rogue 4 [Eldritch Scoundrel] [HP: 102/102][AC: 25 FF: 21 T: 17][Fort: +13, Ref: +13, Will: +7] [Initiative:+7][Perception;+14]

"I am skilled in some arcane knowledge but you impress me with your knowledge in this area Jorin. What do we do now?"


An Enkindled Carnival

The holy water fount is indeed corrupted, but the kensai steps forward to try and correct it. First clearing the coral surrounding the desecrated orb of any foul eggs. Tobias and Alektara assist with removing the last of the leeching sahaugin spawn while the half-orc concentrates on the orb itself.

Jorin thinks back to the lessons learned over his career. His time as a Pathfinder, especially his training with the Scarab Sages have taught him many valuable tools - not the least of which are rituals to respect death and cleanse defilement. Drawing on the Sages' teaching and perhaps a faith of yours: didn't see any holy symbols of the like in your sheet/profile the half-orc begins a ritual designed to restore the pas and purify the obscured. As he mutters ancient intonations and traces primal symbols on the orb, the liquid within begins to violently swirl and glow with a soft green light. Continuing the chant, the green glow strengthens as the blood's color begins to fade from crimson to pink to but a tinge of red.

After two minutes, Jorin stops and barks out a final series of invoking words, and in a flash, the orb's contents become clear once more.

Silver Crusade

male Tiefling (Daemon Spawn)
Stats:
hp 29/75 AC 22|T 13 |FF 20, F +8|R +11 W +8, Init +2, Per +22+1d6 (+4Traps)
Investigator (Empyrist) 10

Tytus nods to Jorin. "Excellent work, Jorin, excellent work!"
Holding his hands over the fountain, he adds a blessing of Torag for work well done.

Grand Lodge

M PRIEST OF RAZMIR 10 HP: 83/83 AC: 15, Touch: 11, FF: 14 F:+10 R:+6 W:+8 Perception -1 Init:+5 Effects:(Mage Armor, False Life, Defending Bone, See Invisibility, Heroism)
Resources:
1st 7/8 2nd 4/8 3rd 0/8 4th 2/7 5th 4/4

"Nice." Liam looks into the orb.

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

"Good job Jorin!" Harsk looks into the orb as well.

Liberty's Edge

Female;
skills:
Acro+15/Local+15/Religion, Planes, Arcana, Nature +13/Disable Device +21
Elf Fighter 8 [Lore Warden] Rogue 4 [Eldritch Scoundrel] [HP: 102/102][AC: 25 FF: 21 T: 17][Fort: +13, Ref: +13, Will: +7] [Initiative:+7][Perception;+14]

Alektara watches the magus work on the orb trying to follow his movements for her own personal edification. Once Jorin is done she asks "Is that it then? Are you finished?"


An Enkindled Carnival
Alektara wrote:
"Is that it then? Are you finished?

As seconds pass and no new surge erupts or monster jumps out, you suspect that the cleansing ritual has in fact completed. You leave the room a purer place, and turn your attention to the last set of large bronze double doors

Tobias having already given the pair a look and determined it safe, you push these doors open too. There is slight resistance at first, and you notice that there seems to be more coral growths caked onto this door. With a harder shove these too open to reveal a room filled with small coral reefs the form beautiful gardens. Blue gems are studded throughout the coral, twinkling like stars in a pink sky and adding to the effect.

Another door sits at the chamber's end.

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

Harsk looks around the coral for signs of trouble

perception: 1d20 + 20 ⇒ (15) + 20 = 35

hmmm..You'll never see this stuff in the wilds of Varisia..pretty

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Hmm... Wht do we have here?
perception: 1d20 + 14 ⇒ (18) + 14 = 32


An Enkindled Carnival

As Harsk and Jorin look inside the room, at first everything appears fine. But out the corner of each of their eyes, they see the top of first one, then another coral mounds begin to...move.

As they shout an alarm, two large forms unfurl and stand. The tall creatures appear to be made of wrinkled stone and coral, bits of plant life clinging to its creased body and clawlike hands. They turn towards your, and begin to walk.

GM stuff:
Liam: 1d20 + 5 ⇒ (9) + 5 = 14
Tobias: 1d20 + 7 ⇒ (1) + 7 = 8
Harsk : 1d20 + 5 ⇒ (16) + 5 = 21
Tytus: 1d20 + 2 ⇒ (13) + 2 = 15
Alektara: 1d20 + 5 ⇒ (14) + 5 = 19
Jorin: 1d20 + 10 ⇒ (16) + 10 = 26

Green: 1d20 + 4 ⇒ (15) + 4 = 19
Green: 1d20 + 4 ⇒ (17) + 4 = 21

Initiative

Jorin
Harsk
(Appropriately enough)
Coral thing
Alektara
Coral thing
Tytus
Liam
Tobias

Bold are up. A reminder, that walking through the water along the bottom of the shell is at half speed.

Know Arcana 19:
These things appear to be Coral Golems. They're constructs, and you can ask a question about what you can recall (or multiple if you are excessively knowledgeable)

Grand Lodge

Servant 8 | HP 22/63 | AC 30 (24FF, 22T) | F +6, R +18, W +10 | Init +7 (Antitoxin, See Invis & Barkskin 249rds, Touch of Sea 29rds, Longarm & Shield40rds), Protection from Acid:120hp

Nodding and seeing another door Marlow draws his wand. "While swimming isn't a bother, it is a true disadvantage against the natives." he opines.

UMD Wand of Touch of Sea: 1d20 + 11 ⇒ (20) + 11 = 31

Silver Crusade

male Tiefling (Daemon Spawn)
Stats:
hp 29/75 AC 22|T 13 |FF 20, F +8|R +11 W +8, Init +2, Per +22+1d6 (+4Traps)
Investigator (Empyrist) 10

KnowArc: 1d20 + 1d6 + 13 ⇒ (17) + (5) + 13 = 35

Grand Lodge

M PRIEST OF RAZMIR 10 HP: 83/83 AC: 15, Touch: 11, FF: 14 F:+10 R:+6 W:+8 Perception -1 Init:+5 Effects:(Mage Armor, False Life, Defending Bone, See Invisibility, Heroism)
Resources:
1st 7/8 2nd 4/8 3rd 0/8 4th 2/7 5th 4/4

Arcana: 1d20 + 12 ⇒ (2) + 12 = 14


An Enkindled Carnival

While Liam is a bit confused about the nature of these creations, Tytus recognzies them as Croal Golems. As the name implies, these constructs are golems made of coral, and like most golems are immune to virtual all magic at least that is affected by SR. Their dense construciton also makes their 'skin' thick, requiring adamantine-level blows to fully pierce it. These golems are particuarly suited for the water, and exposure to salt water can allow their coral bodies to rapidly be resotred from damage. Finally, the sharp edges of their claws can cause deep wounds that are difficult to close bleed damage

Initiative

Jorin
Harsk (Appropriately enough)

Coral thing
Alektara
Coral thing
Tytus
Liam
Tobias

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

Harsk grabs a adamantine bolt from his backpack and fires.

"Doesn't look natural to this dwarf"

attack: 1d20 + 16 ⇒ (12) + 16 = 28

damage: 1d10 + 3 ⇒ (2) + 3 = 5

cold: 1d6 ⇒ 3

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Back up! Fight one at a time through the door/hallway! He casts Mirror Image on himself while waiting for the others to back up.
images: 1d4 + 3 ⇒ (4) + 3 = 7

knowledge arcana: 1d20 + 15 ⇒ (11) + 15 = 26


An Enkindled Carnival

1d2 ⇒ 2

Harsk fires an arrow at the nearest golem, causing a bit of xoral to explode into a fine spray.

As Jorin listens to Tytus' description, the half-orc mostly agrees with his assessment. These two golems look somewhat stiffer than expected however. The one to the south moves towards the magus, but its limbs seem to creak as it breaks loose from the room's coral and by the time it reaches the Pathfinder it doesn't strike.

Initiative

Jorin
Harsk
Red Coral Golem

Alektara
Green Coral Golem -8hp
Tytus
Liam
Tobias

Liberty's Edge

Female;
skills:
Acro+15/Local+15/Religion, Planes, Arcana, Nature +13/Disable Device +21
Elf Fighter 8 [Lore Warden] Rogue 4 [Eldritch Scoundrel] [HP: 102/102][AC: 25 FF: 21 T: 17][Fort: +13, Ref: +13, Will: +7] [Initiative:+7][Perception;+14]

As a move action Alektara studies her target for any weakness...Know Arcana: 1d20 + 12 ⇒ (18) + 12 = 30 gaining a +2 to attack and damage

She then moves to a better position to attack...


An Enkindled Carnival

As Alektara steps forward and sizes up the cloest golem, it lumbers up and strikes out at 1d2 ⇒ 2 Jorin. As it moves, the water flowing around it seems to repair some of its damaged coral with supernatural speed

Attack: 1d20 + 20 - 1 ⇒ (13) + 20 - 1 = 32 for damage: 1d6 + 13 ⇒ (3) + 13 = 16
1 is you: 1d8 ⇒ 8
The claw slices through an image of the half orc!

Jorin
Harsk
Red Coral Golem
Alektara
Green Coral Golem -3hp

Tytus
Liam
Tobias

Grand Lodge

Servant 8 | HP 22/63 | AC 30 (24FF, 22T) | F +6, R +18, W +10 | Init +7 (Antitoxin, See Invis & Barkskin 249rds, Touch of Sea 29rds, Longarm & Shield40rds), Protection from Acid:120hp

Pondering the scene before him a moment Marlow nods to himself and pulls another extract. Letting his arms extend far beyond what a halfling should reach. He then swims up while drawing his main kukri stopping above Jorin he holds the silvery blade in a defensive posture to block any blows that go for his companions.

Using the 3rd dimension since you mentioned the 'ceiling' was 30' up prior. Marlow is adjacent to Jorin, Alektra and Harsk and able to bodyguard them for +4 AC up to 8 times in a round.

Silver Crusade

male Tiefling (Daemon Spawn)
Stats:
hp 29/75 AC 22|T 13 |FF 20, F +8|R +11 W +8, Init +2, Per +22+1d6 (+4Traps)
Investigator (Empyrist) 10

Tytus moves forward studying it for a momentthe green golem and stabs it.
AttackAdamantine: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 15 ⇒ (7) + 15 = 22

Grand Lodge

M PRIEST OF RAZMIR 10 HP: 83/83 AC: 15, Touch: 11, FF: 14 F:+10 R:+6 W:+8 Perception -1 Init:+5 Effects:(Mage Armor, False Life, Defending Bone, See Invisibility, Heroism)
Resources:
1st 7/8 2nd 4/8 3rd 0/8 4th 2/7 5th 4/4

Liam casts a spell giving the part blessing of fervor! Haste! +1 at/Ref/AC and an extra attack on a full attack.


An Enkindled Carnival

Tytus, the barrier just north of Alektara is a wall - hard shell barriers seperating each chamber. If you want to strike the golem(s), right now you'd need to move next to them.

Tobias swims upward to defedn Alektara and Jorin, while Liam's spell imbues each of you with frantic fervor.

Initiative

Jorin
Harsk

Red Coral Golem
Alektara
Green Coral Golem -3hp

Tytus (first round re-do)
Liam
Tobias

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

I guess we are not operating tactically today...
Using Blessing of Fervor for extra attack.

cast defensively: 1d20 + 14 ⇒ (10) + 14 = 24 Success! Heart of the Metal gives a weapon the nature of adamantine.

Hlava tohto oštepu je naozaj ťažká! Concentrate on the left one until it is destroyed!

1st spear att: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32, if hits, 1st spear dam: 1d6 + 7 ⇒ (2) + 7 = 9
2nd spear att: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30, if hits, 2nd spear dam: 1d6 + 7 ⇒ (1) + 7 = 8
3rd spear att: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10, if hits, 3rd spear dam: 1d6 + 7 ⇒ (5) + 7 = 12

crit confirm 1st spear att: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30, if hits, 1st spear dam: 1d6 + 7 ⇒ (1) + 7 = 8

Silver Crusade

Male dwarf Ranger 14 | HP 1118 | AC 30 (34 vs giants); Touch 18; FF 24 | F +12; R +16; W +11 | CMB+16; CMD 34| Speed 20 ft | Init +5 | Perc +24 | Stealth: +15 Ranger 14

Harsk unleashes a volley of adamantine at the golem.

w/ point blank

1st shot
attack: 1d20 + 15 ⇒ (20) + 15 = 35

damage: 1d10 + 3 ⇒ (9) + 3 = 12

cold: 1d6 ⇒ 1

crit confirmation

attack: 1d20 + 15 ⇒ (14) + 15 = 29

damage: 1d10 + 3 ⇒ (1) + 3 = 4

1d10 ⇒ 7

2nd shot
attack: 1d20 + 15 ⇒ (8) + 15 = 23

damage: 1d10 + 3 ⇒ (5) + 3 = 8

cold: 1d6 ⇒ 5

3rd shot
attack: 1d20 + 10 ⇒ (10) + 10 = 20

damage: 1d10 + 3 ⇒ (9) + 3 = 12

cold: 1d6 ⇒ 3

4th shot
attack: 1d20 + 5 ⇒ (3) + 5 = 8

damage: 1d10 + 3 ⇒ (10) + 3 = 13

cold: 1d6 ⇒ 6

extra attack with blessing

attack: 1d20 + 15 ⇒ (2) + 15 = 17

damage: 1d10 + 3 ⇒ (10) + 3 = 13

cold: 1d6 ⇒ 6

Silver Crusade

male Tiefling (Daemon Spawn)
Stats:
hp 29/75 AC 22|T 13 |FF 20, F +8|R +11 W +8, Init +2, Per +22+1d6 (+4Traps)
Investigator (Empyrist) 10

Ouch I understand. As I use a longspear, this won´t work.
He then grabs his elexier of longarm and gulps it down! "Does anyone else have an adamantine weapon?"


An Enkindled Carnival

As Tytus further lengthens his reach, Jorin's blade becomes harder as he strikes out at the closer golem. The water slows his approach and the golem destroys another false-Jorin, but the half-orc's spear deals a critical blow.
AoO: 1d20 + 20 - 1 ⇒ (17) + 20 - 1 = 36 for damage: 1d6 + 13 ⇒ (4) + 13 = 17 1 is you: 1d7 ⇒ 7
Remember: without a swim speed walking on the water along the 'ground' is half-speed, and without 5-foot steps.

Harsk meanwhile, fires a flurry of shots thanks to Liam's spell, but in his rapid attacks he sacrifices accuracy enough that only the first strikes - for another critical hit.

The other golem steps slowly closer and lashes out at the dwarf. Even with Tobias' aid, the claw slices into Harsk and forms a deep cut that starts to fill the water with blood.

Attack: 1d20 + 20 - 1 ⇒ (17) + 20 - 1 = 36 for damage: 1d6 + 13 ⇒ (2) + 13 = 15
Harsk is now bleeding, and will take 1d6 damage at the start of each of his turns.

Initiative
Blessing of Fervor is up

Jorin
Harsk -15hp, bleeding
Red Coral Golem

Alektara
Green Coral Golem -44hp
Tytus
Liam
Tobias

Liberty's Edge

Female;
skills:
Acro+15/Local+15/Religion, Planes, Arcana, Nature +13/Disable Device +21
Elf Fighter 8 [Lore Warden] Rogue 4 [Eldritch Scoundrel] [HP: 102/102][AC: 25 FF: 21 T: 17][Fort: +13, Ref: +13, Will: +7] [Initiative:+7][Perception;+14]

Alektara moves 5 ft closer and full attacks the green foe with her borrowed adamantine spear...

Spear1+PA: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14...DMG: 1d10 + 18 + 2 ⇒ (6) + 18 + 2 = 26
and the confines of the place made her miss her mark but she stabs again...
Spear2+PA: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26...DMG: 1d10 + 1 + 28 ⇒ (7) + 1 + 28 = 36


An Enkindled Carnival

Again: walking on the shell without swimming is half movement, and NO 5-foot step. Stepping up Alektara would only be able to attack once, and would provoke from red (and theoretically green, but it already AoOd.

If you would like to do something else or try to Acrobatics forward, let me know.

Liberty's Edge

Female;
skills:
Acro+15/Local+15/Religion, Planes, Arcana, Nature +13/Disable Device +21
Elf Fighter 8 [Lore Warden] Rogue 4 [Eldritch Scoundrel] [HP: 102/102][AC: 25 FF: 21 T: 17][Fort: +13, Ref: +13, Will: +7] [Initiative:+7][Perception;+14]

apologies- i forgot that

Alektara tries to dodge past the possible green attack using acrobatics...

Acrobatics: 1d20 + 14 ⇒ (16) + 14 = 30

and taking her first attack roll from above she misses once she gets into position.


An Enkindled Carnival

No problem. Underwater combat is both complicated and rare.

Alekatara tries to make her way carefully towards the golem before her, but exposes herself to a strike from the one below. Tobias tries to block the claw, but the power behind the blow pushes through to dig into the elf.

AoO: 1d20 + 20 - 1 ⇒ (18) + 20 - 1 = 37 for damage: 1d6 + 13 ⇒ (2) + 13 = 15

As Alektara's spear fails to pierce her target, that golem's damaged coral exterior continues to repair as it strikes out at the half-orc. The many Jorin's continue to protect him, but all of you notice the last of the lingering coral stuck in each golem's joints seems to be breaking off, and their movements are becoming more animated.

Attack: 1d20 + 20 - 1 ⇒ (7) + 20 - 1 = 26 for damage: 1d6 + 13 ⇒ (1) + 13 = 14
1 is you: 1d6 ⇒ 2

Initiative
Blessing of Fervor is up

Jorin, 4 images
Harsk -15hp, bleeding

Red Coral Golem
Alektara -15hp, bleeding
Green Coral Golem -39hp

Tytus
Liam
Tobias

Grand Lodge

Servant 8 | HP 22/63 | AC 30 (24FF, 22T) | F +6, R +18, W +10 | Init +7 (Antitoxin, See Invis & Barkskin 249rds, Touch of Sea 29rds, Longarm & Shield40rds), Protection from Acid:120hp

Seeing how easily the blows were piercing the defenses of his companions Marlow grimaces and keeps his location to try to defend while he lashes out with his blade hoping to make an opening.

Attack 1 on Green Coral Golem: 1d20 + 14 ⇒ (20) + 14 = 34
Attack 2 on Green Coral Golem: 1d20 + 9 ⇒ (9) + 9 = 18
Haste Attack on Green Coral Golem: 1d20 + 14 ⇒ (20) + 14 = 34

Attack 1 Confirm: 1d20 + 14 ⇒ (12) + 14 = 26
Haste Attack Confirm: 1d20 + 14 ⇒ (4) + 14 = 18

Each attack dealing 5 damage and assuming the first crits the next ally melee hit will automatically become a critical

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