| GM Pablo |
Anaba you are +16 and 1d8+15 damage with the mace, bless and haste - I'll adjust ...fortunately the flank allows you to hit with a 24!
Skull Ripper AOO Anaba Sting + Poison Fort DC 17; frequency 1/round for
6 rounds; effect 1 d4 Dex; cure 2 consecutive saves. : 1d20 + 20 ⇒ (6) + 20 = 261d10 + 6 ⇒ (6) + 6 = 12 Hits
Cela & Fahari are up!!
Sekkimm
Shalelu
Rolande -43 make a second DC 17 Fort save (if you failed the first next save is DC 19)
Buchart DC 18 Will save vs fear - now at +1 from bless!
Skull Ripper -22
Anaba -12 make a DC 17 Fortitude Save
Fernleaf
| GM Pablo |
Cela drops greater flaming sphere for cure critical casts it then holds it as she moves in to heal Rolande.
Will vs fear (+1): 1d20 + 14 ⇒ (8) + 14 = 22 saves
Skull Ripper AOO on Cela Sting + Poison Fort DC 17; frequency 1/round for
6 rounds; effect 1 d4 Dex; cure 2 consecutive saves. : 1d20 + 20 ⇒ (19) + 20 = 391d10 + 6 ⇒ (5) + 6 = 11 hits
Fort Save vs poison: 1d20 + 9 ⇒ (15) + 9 = 24 saves
Cure Critical: 3d8 + 7 ⇒ (6, 1, 8) + 7 = 22
Sekkimm is up!!
Shalelu
Rolande -19 -5 Dex damage
Buchart fear running 1 round
Skull Ripper -22
Anaba -12 make a DC 17 Fortitude Save
Fernleaf
Cela -11
Fahari
| GM Pablo |
To break out is 1d20 + cmb(11) +10 (grease) vs the cmd of the creature
or
escape artist +1 after dex damage (best to use +11 CMB - Combat Maneuver Bonus)
To Break the Grapple: Make a CMB (grapple) check, DC = Primary Grappler’s CMD. If you succeed, the grapple is ended and both you and the Primary Grappler lose the grappled condition.
To Escape the Grapple: Make an Escape Artist check, DC = Primary Grappler’s CMD. If you succeed, the grapple is ended and both you and the Primary Grappler lose the grappled condition.
Or take all your shots - but you will get crushed by the claw automatically next round and the creature may try to pin you ...which could lead really bad decapitation type stuff...and looking at this thing it is exactly what it has in mind.
KN Arcana checks to get more info on this critter
| GM Pablo |
You know it is a construct
Skull Ripper: This chittering, scorpion-shaped monstrosity appears to be made of a hideous mix of chitinous limbs and human skulls. A skull ripper is made from the carcasses of dead vermin and skulls
Skull rippers were once guardians of the dead, the grim custodians of the great ossuaries of Thassilon. Although most skull rippers are discovered in ancient tombs and sepulchers , occasionally a geological upheaval or massive flood destroys a given catacomb or leaves a skull ripper stranded. In these cases, the construct emerges and ventures forth into the world above, harvesting skulls and causing widespread panic as it searches for a new tomb to guard.
Special Defenses: DR 5/adamantine; Immune construct traits; Resist cold 10 ; SR 20
Special Attacks behead, constrict 2d6+9
Behead (Ex) A skull ripper is an expert at collecting its favorite
trophies-skulls. Once it has pinned a foe, it can attempt to
behead the victim with a single gut-wrenching rip of its claws.
This attempt is made as part of the grapple check to maintain an
existing pin, and if successful, deals 4d6+18 points of damage to
the victim. If this damage is enough to bring the target below 0
hit points, the victim must succeed at a DC 23 Fortitude save to
resist having its head torn from its body, which results in instant
death for most creatures. The save DC is Strength-based.
| GM Pablo |
Rolande works his way out of the grasp of the Skull Ripper and drops to the ground.
Buchart runs in fear up the stairs screaming like a little school girl.
The Skull Ripper attacks defending the model of the dam!
1 = Anaba 2 = Rolande
Skull Ripper Claw #1: 1d2 ⇒ 21d20 + 20 ⇒ (18) + 20 = 382d6 + 6 ⇒ (4, 2) + 6 = 12 hits
Skull Ripper Claw #2: 1d20 + 20 ⇒ (15) + 20 = 352d6 + 6 ⇒ (2, 1) + 6 = 9 hits
Skull Ripper Sting + Poison Fort DC 17; frequency 1/round for
6 rounds; effect 1 d4 Dex; cure 2 consecutive saves. : 1d20 + 20 ⇒ (3) + 20 = 231d10 + 6 ⇒ (2) + 6 = 8 miss
Skull Ripper continues to go after Rolande!
Skull Ripper Claw #1 Grab CMD 26 + 10= 36: 1d20 + 26 ⇒ (6) + 26 = 32 fails
Skull Ripper Claw #2 Grab CMD 26 + 10= 36: 1d20 + 26 ⇒ (9) + 26 = 35 fails
but it is unable to grab the greased gunslinger!
Anaba -12 make a DC 17 Fortitude Save and attack!
Fernleaf
Cela -11
Fahari
Sekkimm
Shalelu
Rolande -40 -5 Dex damage
Buchart
Skull Ripper -43
| Anaba |
Attack: 1d20 + 18 ⇒ (18) + 18 = 361d10 + 23 + 1d6 ⇒ (4) + 23 + (2) = 29
Attack: 1d20 + 18 ⇒ (13) + 18 = 311d10 + 23 + 1d6 ⇒ (3) + 23 + (3) = 29
Attack: 1d20 + 13 ⇒ (5) + 13 = 181d10 + 23 + 1d6 ⇒ (1) + 23 + (6) = 30
Unsheathing my adamantine sword I attack the wretched beast.
| GM Pablo |
Anaba loses some dexterity (damage)
Dex Damage: 1d4 ⇒ 1
Two hits for 58-10 = 48
Fernleaf moves near Sekkimm
Cela tries to cast defensively to heal Rolande (Cast defensively, 15 + double spell level)
DC21: 1d20 + 15 ⇒ (9) + 15 = 24 OK
CSW: 3d8 + 7 ⇒ (2, 7, 5) + 7 = 21
Sekkimm is back up!
Shalelu
Rolande -19 -5 Dex damage
Buchart
Skull Ripper -91
Anaba -12 -1 Dex damage
Fernleaf
Cela -11
Fahari
| GM Pablo |
20 = Pass
17 = fail Dex Damage: 1d4 ⇒ 2
17 = fail Dex Damage: 1d4 ⇒ 4
21= pass
28 = pass
Cela channel heals twice using her remaining
Channel Heal: 2d6 ⇒ (4, 5) = 9
CLW Rolande: 2d6 ⇒ (3, 2) = 5
CLW Rolande: 2d6 ⇒ (4, 2) = 6
CLW Anaba: 2d6 ⇒ (2, 1) = 3
Cela users her vest of surgury to heal rolandes dex damage
Once per day, the wearer can make a DC 20 Heal check as if attempting to treat deadly wounds. If the check is successful, it cures 1d4 points of ability damage
Heal Check: 1d20 + 13 ⇒ (10) + 13 = 231d4 ⇒ 2
Rolande dex damage = -9
Anaba dex damage -1
Anaba Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Buchart Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Cela Perception: 1d20 + 14 ⇒ (3) + 14 = 17
Fernleaf Perception: 1d20 + 12 ⇒ (18) + 12 = 30
Rolande Perception: 1d20 + 14 ⇒ (13) + 14 = 27
Sekkimm Perception: 1d20 + 0 ⇒ (1) + 0 = 1
A pool of water sits against the wall to the west of this chamber, with a set of steps leading down into it along the pool's east side. Opposite the steps is an alcove in which rises a fantastically detailed scale model of Skull's Crossing. The five skulls along its face seem to be actual human skulls, the bone polished to a gleaming sheen.
Fernleaf and Rolande spot a pale lavender gem wedged in a crack in the model of Skull's Crossing
Actions?
| GM Pablo |
Cela says" After I rest and get a few lessor restoration spells and reuse the vest of surgery tomorrow he should be OK. Now suck it up and lets fix this dam before we all die if it cracks apart. And Buchart clean your armor - you smell!".
Honestly I thought I was going to pop Rolande's head off too! Sometimes delaying and having a prepared action to wait and see if anything tries to come out is much better than entering a room. - The Pathfinder Chronicles 4079 AR.
Buchart
|
No problem!
At which point Buchart takes out his wand of Prestidigitation and cleans up his pooshart! Though it was always customary to have to doodoo that after a failed Fartitude check! Now it's for failed Will saves, too! Turd golems, wiz elementals and sewer sharks...OH MY!!!
| GM Pablo |
There is a gem if you want to start there. It radiates magic.
In the scale model of Skull's Crossing an examination of the skulls reveals that the jaws of each can be pulled down like levers to reveal tubes leading into the wall. The scale model itself radiates strong
transmutation magic.
Spell craft checks for each please.
| GM Pablo |
That first roll is good enough to recognize the gem is a pale lavender ellipsoid ioun stone (capable of absorbing up to six more spell levels)
This stone absorbs spells of 4th level or lower. After absorbing 20 spell levels, the stone burns out and turns to dull gray, forever useless. This stone works like a rod of absorption, but absorbing a spell requires a readied action, and cannot be used to empower spells.
Now roll again to figure out skull mechanism.