Project: Golarion (Inactive)

Game Master ambnz

Trapped in a virtual fantasy world with a mad AI. What can go wrong?

Graveyard Map Link:- MAP


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Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

no. The archetype I have I can only take revelation of channel later. Yes. We can go to graveyard

-Posted with Wayfinder


Lev 3 UC Rogue | HP: 27/27 | AC: 15 / T: 13 / FF: 12 | Fort: +4, Ref: +7, Will: +3 | CMB: 2, CMD: 15 | Init: +9, Perception: +9

Graveyard seems fine.

We can always retreat if this new place proves too much for our current capabilities. I am given to understand that equipment matters much in this entertainment.


"If we're smart about it maybe. Don't we need like special weapons and stuff for undead? Holy Water, salt,...a cleric?"

Sounds good but I have no K:Religion so no idea what we need. I don't think anyone has a bludgeoning weapon.


Male Skinwalker (bloodmaked) Telekineticist 3 | Character sheet | HP: 32/32, Nonlethal: 6, Force Ward: 9/9 (2/min) | AC (human/bestial/bat): 14/15/18 (12/13/17 Tch, 12/12/13 Fl) | CMB: 4/5/5, CMD: 15/16/16 | F: +7, R: +7, W: +3 | Init: +2/+3/+5 | Perc: +9, SM: +1 | Speed 30ft (bat: 10ft, fly: 60ft) | Telekinetic Blast +6/7/11 2d6+8 30ft/120ft | Burn 4/6, Elemental Overflow: 1/1 | Obscuring mist 1/0

I guess we're assuming we've all met back up and are discussing this?

Are they undead like ghosts, or like zombies and skeletons? I'm no expert, (anyone have Kn: Religion?) but I don't think you need special weapons unless they're the ghost kind.

My blasts use "magical" energy, so they're probably at least partially effective against ghosts...

Dark Archive

Male CN Android Alchemist 3 | HP {20} 20/20 | AC: 14, Tch 14, Flt 10 | CMB +2, CMD 16 | F: +2, R: +8, W: +2 | Init: +4 | Perception +10 | Speed 30ft | Bombs {0} 7/day | Active conditions:

Yes, this is being discussed after I search for alchemical shops the Gm hasn't responded yet, so no evidence to show yet.
Knowledge (Religion) on ghosts: 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge (Religion) on Zombies: 1d20 + 5 ⇒ (1) + 5 = 6
Knowledge (Religion) on Skeletons: 1d20 + 5 ⇒ (19) + 5 = 24


Male Skinwalker (bloodmaked) Telekineticist 3 | Character sheet | HP: 32/32, Nonlethal: 6, Force Ward: 9/9 (2/min) | AC (human/bestial/bat): 14/15/18 (12/13/17 Tch, 12/12/13 Fl) | CMB: 4/5/5, CMD: 15/16/16 | F: +7, R: +7, W: +3 | Init: +2/+3/+5 | Perc: +9, SM: +1 | Speed 30ft (bat: 10ft, fly: 60ft) | Telekinetic Blast +6/7/11 2d6+8 30ft/120ft | Burn 4/6, Elemental Overflow: 1/1 | Obscuring mist 1/0

Someone trained in diplomacy might want to roll a gather information check to try to figure out what types of undead we can expect to run into as well.


Hacker, with that roll you were unable to find any apothecary or equivalent alchemicals seller after searching for several hours. Feel free to attempt to roll again, but it will be dark soon and most shops are closing. You can try again tomorrow as well, depending on when the group wishes to leave

With the Religion checks, you get 1 piece of useful information for ghosts, 0 for zombies, and 3 for skeletons. What would you like to know?

A gather info quest is perfectly fine for seeing if you can plot out what you're going to run into. It was an NPC quest, so it's possible an adventuring company in town has run it before and could offer advice.


Lev 3 UC Rogue | HP: 27/27 | AC: 15 / T: 13 / FF: 12 | Fort: +4, Ref: +7, Will: +3 | CMB: 2, CMD: 15 | Init: +9, Perception: +9

I believe the game expects us to rest or it will degrade our capabilities. Perhaps we should set out in the morning?


Male Skinwalker (bloodmaked) Telekineticist 3 | Character sheet | HP: 32/32, Nonlethal: 6, Force Ward: 9/9 (2/min) | AC (human/bestial/bat): 14/15/18 (12/13/17 Tch, 12/12/13 Fl) | CMB: 4/5/5, CMD: 15/16/16 | F: +7, R: +7, W: +3 | Init: +2/+3/+5 | Perc: +9, SM: +1 | Speed 30ft (bat: 10ft, fly: 60ft) | Telekinetic Blast +6/7/11 2d6+8 30ft/120ft | Burn 4/6, Elemental Overflow: 1/1 | Obscuring mist 1/0

Some of us actually need sleep, Darkdealer says, turning to the android with an exaggerated yawn. Without it, our abilities degrade all by themselves.


Lev 3 UC Rogue | HP: 27/27 | AC: 15 / T: 13 / FF: 12 | Fort: +4, Ref: +7, Will: +3 | CMB: 2, CMD: 15 | Init: +9, Perception: +9

This is a fair point. I will attempt to find out more about this graveyard before turning in for the night DarkDealer52

Diplomacy Gather info Graveyard: 1d20 + 4 ⇒ (14) + 4 = 18
Time taken: 1d4 ⇒ 3


There is a sizeable sleeping area at the Inn, complete with several rows of cots that are complimentary for bar patrons to sleep in. If you wish to spring for a private room its 16 gp for the night, and the one of the bartenders will give you a key to your room.

Rafe Darr: After some time talking around at the bar, you learn that the quest in question is procedural in nature. The fellow you finally talk to, an apparent juggling enthusiast with an eye-patch sipping several appletinis, informs you that the graveyard quest has a built in level adjustment for groups that accept it, so any undead you face will be somewhere close to your expected power levels.

Taking note of your equipment though, he tells you that he wouldn't expect there to be any incorporeal undead unless you were incredibly unlucky. His information comes with a warning however, he tells you that the terrain within the graveyard is difficult to maneuver in, and that the undead's AI uses this feature to great effect. Finally, he mentions that quests like this typically involve a boss of some sort with several minions (his party fought a vampire accompanied by several ghouls), so good tactics will be very useful. If you can swing it though, the payout tends to be pretty good in proportion to the questers level.


Male Skinwalker (bloodmaked) Telekineticist 3 | Character sheet | HP: 32/32, Nonlethal: 6, Force Ward: 9/9 (2/min) | AC (human/bestial/bat): 14/15/18 (12/13/17 Tch, 12/12/13 Fl) | CMB: 4/5/5, CMD: 15/16/16 | F: +7, R: +7, W: +3 | Init: +2/+3/+5 | Perc: +9, SM: +1 | Speed 30ft (bat: 10ft, fly: 60ft) | Telekinetic Blast +6/7/11 2d6+8 30ft/120ft | Burn 4/6, Elemental Overflow: 1/1 | Obscuring mist 1/0
GM Ambnz wrote:
If you wish to spring for a private room its 16 gp for the night,

I assume that's a suite that several of us could sleep in? Darkdealer could also just turn into a bat and find some eaves to hang from :P


Infirmation for skeletons:

DR
Special abilities
Special attacks

Infirmation for Ghosts:

Special abilities
Special attacks


You can order a suite with one or two beds for that price, comfortably fitting in a bedroll on the floor to fit three comfortably or squeeze in four, dependent on your sizes and personal space preferences. The place does upcharge a bit for the size of the room, mostly because it's such a popular adventuring town and they do offer an open sleep area.

Skeletons:
DR/5-Bludgeoning
Special Abilities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. Variant skeletons exist with a variety of special abilities, such as fast healing.
Special Attacks: A skeleton maintains the weapon proficiencies it had in life, and gains a claw attack for each of its "hands".

Ghost:
Special Abilities: Rejuvination- In most cases, it’s difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2-8 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace.


Lev 3 UC Rogue | HP: 27/27 | AC: 15 / T: 13 / FF: 12 | Fort: +4, Ref: +7, Will: +3 | CMB: 2, CMD: 15 | Init: +9, Perception: +9

I have blunt arrows as well as a sap so I feel that I am adequately prepared for this quest. I also am not concerned for personal comfort so the cheapest option for rest will be sufficient.

Rafe says to the rest.


Male Skinwalker (bloodmaked) Telekineticist 3 | Character sheet | HP: 32/32, Nonlethal: 6, Force Ward: 9/9 (2/min) | AC (human/bestial/bat): 14/15/18 (12/13/17 Tch, 12/12/13 Fl) | CMB: 4/5/5, CMD: 15/16/16 | F: +7, R: +7, W: +3 | Init: +2/+3/+5 | Perc: +9, SM: +1 | Speed 30ft (bat: 10ft, fly: 60ft) | Telekinetic Blast +6/7/11 2d6+8 30ft/120ft | Burn 4/6, Elemental Overflow: 1/1 | Obscuring mist 1/0

The two androids don't need sleep. We have three humans that do, and a skinwalker who can turn into a bat and sleep hanging from the rafters or a coat rack or something, so one suite should be enough for the group, if we decide we want one.


Down with sleep. Could I craft instead?


Not a problem, where are you planning to set up?


As close to the party as I can


"So just cast a lot of magic missile?" Logan asks as they go over undead. "Got it." He wasn't good with any weapon. He could thwack a skeleton with his staff but he wasn't sure it'd be all that effective. And though he had the money, Logan decides to hunker down on a cot in the main area. Safety in numbers and all that. Plus he liked people.


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

"Perhaps I should then instead of use my magic to heal I should damage the Undead? I have other magic that can only heal. So it is not like there will be no healing available"

-Posted with Wayfinder


If you wish to do so, I can speed things along and fast-forward you all to the graveyard entrance. Feel free to wrap up any descriptions of things and preparations you'd like to do or make. If there's no protest, I can try and have the first graveyard post up by the end of tomorrow, otherwise I can wait until next week.


Appearance Female Tien ranger (dandy) 5 | HP 54/54 | AC 19, Touch 12, FF 17 | Fort +7, Ref +7, Will +1 | Init +3 | Perc +8 | Speed 20 ft. | 1st: 3/3

I'm ready to jump to the graveyard.


Male Skinwalker (bloodmaked) Telekineticist 3 | Character sheet | HP: 32/32, Nonlethal: 6, Force Ward: 9/9 (2/min) | AC (human/bestial/bat): 14/15/18 (12/13/17 Tch, 12/12/13 Fl) | CMB: 4/5/5, CMD: 15/16/16 | F: +7, R: +7, W: +3 | Init: +2/+3/+5 | Perc: +9, SM: +1 | Speed 30ft (bat: 10ft, fly: 60ft) | Telekinetic Blast +6/7/11 2d6+8 30ft/120ft | Burn 4/6, Elemental Overflow: 1/1 | Obscuring mist 1/0

Once Hacker has done his crafting, I think we're ready.

Dark Archive

Male CN Android Alchemist 3 | HP {20} 20/20 | AC: 14, Tch 14, Flt 10 | CMB +2, CMD 16 | F: +2, R: +8, W: +2 | Init: +4 | Perception +10 | Speed 30ft | Bombs {0} 7/day | Active conditions:

1 potion for 2 hours. How many times can you cast, Erin?


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

cure Light wounds up to 6 times. 1d8+4. And healers way is LoH to heal only. 7 times. 2d6

-Posted with Wayfinder

Dark Archive

Male CN Android Alchemist 3 | HP {20} 20/20 | AC: 14, Tch 14, Flt 10 | CMB +2, CMD 16 | F: +2, R: +8, W: +2 | Init: +4 | Perception +10 | Speed 30ft | Bombs {0} 7/day | Active conditions:

8 hors rest/sleep correct?


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

That is what is needed to reset my spells and abilities. Yes

-Posted with Wayfinder


[ooc]Does spell casting count as rest?[/ppc]

Dark Archive

Male CN Android Alchemist 3 | HP {20} 20/20 | AC: 14, Tch 14, Flt 10 | CMB +2, CMD 16 | F: +2, R: +8, W: +2 | Init: +4 | Perception +10 | Speed 30ft | Bombs {0} 7/day | Active conditions:

Erin can cast the spell every 2 hours for 12 hours. I can make 4 potions. Cost: 100GP


Yeah, fast forward when he's done.

Dark Archive

Male CN Android Alchemist 3 | HP {20} 20/20 | AC: 14, Tch 14, Flt 10 | CMB +2, CMD 16 | F: +2, R: +8, W: +2 | Init: +4 | Perception +10 | Speed 30ft | Bombs {0} 7/day | Active conditions:

You need to fork out the money. I’m not making them for free.


Male Skinwalker (bloodmaked) Telekineticist 3 | Character sheet | HP: 32/32, Nonlethal: 6, Force Ward: 9/9 (2/min) | AC (human/bestial/bat): 14/15/18 (12/13/17 Tch, 12/12/13 Fl) | CMB: 4/5/5, CMD: 15/16/16 | F: +7, R: +7, W: +3 | Init: +2/+3/+5 | Perc: +9, SM: +1 | Speed 30ft (bat: 10ft, fly: 60ft) | Telekinetic Blast +6/7/11 2d6+8 30ft/120ft | Burn 4/6, Elemental Overflow: 1/1 | Obscuring mist 1/0

Darkdealer will pay for one of them.


The two androids stay awake while the rest of the party hunkers down in a cot for the night.

Hacker, ever the pragmatist, uses the extra time to craft some healing potions with the intent to sell them back to his own party members.

After some restful sleep and good company of other adventurers, you awake ready to head to your destination after finishing any final travel preparations.

The weather as you head out is quite pleasant, with the sun shining brightly but not too harshly and several wispy clouds populating the procedurally generated sky.

As you near the graveyard, the atmosphere becomes noticeably darker. What felt like spring moments ago turns to autumn, as trees begin to be noticeably more bare as you get closer and closer. The map dynamics of this place can certainly be dramatic, but they also tend to be thematically appropriate. It gets colder until you can see your breath, until finally you see the gates of the graveyard before you, with one of the rusted iron doors collapsed off it's hinges and the other barely hanging on. Suddenly the noises of the birds and bugs in the surrounding woods cease altogether and it becomes eerily quiet.

The quiet stops when several arms burst forth from the ground, and several bleached skeletons crawl to the surface with a horribly creaking.

A booming voice from the air suddenly rings out:

"ADVENTURERS!!!!!
ROOOOOOOOLLLLL!!!!!!!
FOOOOORRR!!!!!
INITIATIVE!!!!!!!!!

Well, that's new.

Link to map map

Feel free to place your tokens anywhere in the starting area that you'd like.

Additional notes: Cemetery walls are around 10 feet high. Terrain inside the cemetery is considered difficult terrain. You can ignore the headstones on the map, for tactical purposes, but the tree and two buildings are big enough to provide cover and block line of sight to the other side. Feel free to ask for additional descriptors for anything I missed.

Roll for initiative and good luck!


Male Skinwalker (bloodmaked) Telekineticist 3 | Character sheet | HP: 32/32, Nonlethal: 6, Force Ward: 9/9 (2/min) | AC (human/bestial/bat): 14/15/18 (12/13/17 Tch, 12/12/13 Fl) | CMB: 4/5/5, CMD: 15/16/16 | F: +7, R: +7, W: +3 | Init: +2/+3/+5 | Perc: +9, SM: +1 | Speed 30ft (bat: 10ft, fly: 60ft) | Telekinetic Blast +6/7/11 2d6+8 30ft/120ft | Burn 4/6, Elemental Overflow: 1/1 | Obscuring mist 1/0

We're rolling now? No opportunity for stealthy scouting?

Perception: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 2 ⇒ (6) + 2 = 8
Perception: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 2 ⇒ (2) + 2 = 4


Male Skinwalker (bloodmaked) Telekineticist 3 | Character sheet | HP: 32/32, Nonlethal: 6, Force Ward: 9/9 (2/min) | AC (human/bestial/bat): 14/15/18 (12/13/17 Tch, 12/12/13 Fl) | CMB: 4/5/5, CMD: 15/16/16 | F: +7, R: +7, W: +3 | Init: +2/+3/+5 | Perc: +9, SM: +1 | Speed 30ft (bat: 10ft, fly: 60ft) | Telekinetic Blast +6/7/11 2d6+8 30ft/120ft | Burn 4/6, Elemental Overflow: 1/1 | Obscuring mist 1/0

Well, for whatever approach Darkdealer makes, even if it has to be during initiative...

Init: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Stealth: 1d20 + 9 + 10 ⇒ (18) + 9 + 10 = 37
Perception: 1d20 + 9 + 4 ⇒ (4) + 9 + 4 = 17


Stealth is possible still. Early scouting would have revealed an empty graveyard, but the moment three of you stood within 15 feet of the gate the skeletons animated and the prompt "activated"


Male Skinwalker (bloodmaked) Telekineticist 3 | Character sheet | HP: 32/32, Nonlethal: 6, Force Ward: 9/9 (2/min) | AC (human/bestial/bat): 14/15/18 (12/13/17 Tch, 12/12/13 Fl) | CMB: 4/5/5, CMD: 15/16/16 | F: +7, R: +7, W: +3 | Init: +2/+3/+5 | Perc: +9, SM: +1 | Speed 30ft (bat: 10ft, fly: 60ft) | Telekinetic Blast +6/7/11 2d6+8 30ft/120ft | Burn 4/6, Elemental Overflow: 1/1 | Obscuring mist 1/0

I assume there's a significant amount of small rocks and debris lying around, suitable to use for telekinetic blasts? If not, darkdealer would take advantage of the empty graveyard while scouting to spread some cards around.


Male Skinwalker (bloodmaked) Telekineticist 3 | Character sheet | HP: 32/32, Nonlethal: 6, Force Ward: 9/9 (2/min) | AC (human/bestial/bat): 14/15/18 (12/13/17 Tch, 12/12/13 Fl) | CMB: 4/5/5, CMD: 15/16/16 | F: +7, R: +7, W: +3 | Init: +2/+3/+5 | Perc: +9, SM: +1 | Speed 30ft (bat: 10ft, fly: 60ft) | Telekinetic Blast +6/7/11 2d6+8 30ft/120ft | Burn 4/6, Elemental Overflow: 1/1 | Obscuring mist 1/0

Also, since Darkdealer was flying around scouting in bat form, I think it makes the most sense for him to be in one of the trees hanging over the wall on the far side of the cemetery, rather than in the "starting area", if that's alright.


Male Skinwalker (bloodmaked) Telekineticist 3 | Character sheet | HP: 32/32, Nonlethal: 6, Force Ward: 9/9 (2/min) | AC (human/bestial/bat): 14/15/18 (12/13/17 Tch, 12/12/13 Fl) | CMB: 4/5/5, CMD: 15/16/16 | F: +7, R: +7, W: +3 | Init: +2/+3/+5 | Perc: +9, SM: +1 | Speed 30ft (bat: 10ft, fly: 60ft) | Telekinetic Blast +6/7/11 2d6+8 30ft/120ft | Burn 4/6, Elemental Overflow: 1/1 | Obscuring mist 1/0

Also, it looks like what we are facing is skellies armed with longbows, nocked, drawn, and ready to fire when their turn in initiative comes up. Is this accurate? Or do we get a round before they can pull themselves out of the ground, stand up, draw weapons, etc. (meaning that a character who moved into their midst before their turn would get an AoO, or potentially more than one with combat reflexes, before they have a chance to attack)? Not that my character would do that, but others might. If, however, they are ready to fire arrows in round 1 with party members unprepared, I might consider flying in and using my Obscuring Mist SLA to hinder their targeting. Anyone have tactics in mind that would be helped/hindered by this approach?


Initiative: 1d20 + 1 ⇒ (4) + 1 = 5

"Alright! Let's bust some skulls!"


Lev 3 UC Rogue | HP: 27/27 | AC: 15 / T: 13 / FF: 12 | Fort: +4, Ref: +7, Will: +3 | CMB: 2, CMD: 15 | Init: +9, Perception: +9

I don't see my token on there. Am I missing something?


DarkDealer52 wrote:
Also, it looks like what we are facing is skellies armed with longbows, nocked, drawn, and ready to fire when their turn in initiative comes up. Is this accurate? Or do we get a round before they can pull themselves out of the ground, stand up, draw weapons, etc. (meaning that a character who moved into their midst before their turn would get an AoO, or potentially more than one with combat reflexes, before they have a chance to attack)? Not that my character would do that, but others might. If, however, they are ready to fire arrows in round 1 with party members unprepared, I might consider flying in and using my Obscuring Mist SLA to hinder their targeting. Anyone have tactics in mind that would be helped/hindered by this approach?

They do indeed look ready to fire an arrow off each when it comes to their turn (though they won't have an opportunity to move, having "stood up from 'prone'").


Skeleton Archer Initiative: 1d20 + 6 ⇒ (9) + 6 = 15


Lev 3 UC Rogue | HP: 27/27 | AC: 15 / T: 13 / FF: 12 | Fort: +4, Ref: +7, Will: +3 | CMB: 2, CMD: 15 | Init: +9, Perception: +9

Init: 1d20 + 9 ⇒ (4) + 9 = 13


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

Initiative: 1d20 + 1 ⇒ (18) + 1 = 19

-Posted with Wayfinder


Lev 3 UC Rogue | HP: 27/27 | AC: 15 / T: 13 / FF: 12 | Fort: +4, Ref: +7, Will: +3 | CMB: 2, CMD: 15 | Init: +9, Perception: +9

OK, I see my token. Fine with starting position.


I grabbed everyone a token to use, feel free to swap it out or to move around in the starting area before you start your first turn. DarkDealer, obviously since you scouted ahead as a bat starting on the north side of the graveyard where you're at is fine.

Initiative order =>
DarkDealer52-25
Erin the Cursed- 19
Skeleton Archers-15
Rafe Darr- 13
BigHatLogan- 9
Toyama-5

DarkDealer52- You're up!

EDIT: Quick reminder, but inside the graveyard is difficult terrain.


I have subtracted 50gp for two potions Hacker.

Init: 1d20 ⇒ 9

I am after the skeley's. I would suggest rolling init for us in the future for expediency. Sorry for the delay though, been busy at work recently.


Male Skinwalker (bloodmaked) Telekineticist 3 | Character sheet | HP: 32/32, Nonlethal: 6, Force Ward: 9/9 (2/min) | AC (human/bestial/bat): 14/15/18 (12/13/17 Tch, 12/12/13 Fl) | CMB: 4/5/5, CMD: 15/16/16 | F: +7, R: +7, W: +3 | Init: +2/+3/+5 | Perc: +9, SM: +1 | Speed 30ft (bat: 10ft, fly: 60ft) | Telekinetic Blast +6/7/11 2d6+8 30ft/120ft | Burn 4/6, Elemental Overflow: 1/1 | Obscuring mist 1/0

Seeing the vulnerability of his allies, Darkdealer flies to the center of the cemetery, staying out of reach above the skeletons, and releases his obscuring mist to prevent the skeletons from targeting their arrows.

hoping to force them to walk to the edge where PCs will have an easier time attacking them, as well as making sure they can't attack while PCs are flat-footed. Mist will last 3 minutes, but I can dismiss it earlier than that. If you were planning to do a ranged attack in round 1, you might want to make it a readied action for any skellies walking out of the mist...

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