M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Calm...breath in, breath out...
Taking full round attack action so can use rapid shot
Doc grimaces as he sees most of the other sailors fall under the spears of the Adaro. He couldn't help them until the current threat was dealt with. He only hoped none would bleed out in the meantime.
"Watch the spears!" he calls out to the others, recalling what he'd read about the creatures in an ecology book. "They've got poison laced on them!"
He steps into the guard of the Adaro in front of him and unloads a slug into it from point blank range.
Misc. Action: 5 ft. Step
Standard Action: Attack Adaro 1; Point-Blank Shot (PBS)(+1 atk, +1 dmg), Flash and Shock (F&S)(-1 Grit)(+4 AC vs. target) Attack Roll:1d20 + 9 ⇒ (8) + 9 = 17 Damage Roll:1d6 + 4 ⇒ (2) + 4 = 6
F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0
Lua climbs topside to the sounds of combat. She whisper's a little prayer to The Dawnflower and then bursts into action. She see's Doc, on the port side,within range of Thomas and the fallen sailor. She decides to assist Billy with the starboard foe.
Human Fighter (Weapon Master) 4, Monk (Master of Many Styles) 1, AC 22, HP-39, F +7 R +8 W +6, Initiative +5, Perception +8, CMD- varies a lot
Fort save1d20 + 6 ⇒ (13) + 6 = 19
Is that all you got?" Here, let me show you how its done!"
Damn! That's what I get for going into battle without armor
actions:
Swift- use Omen (1/day) to demoralize Adaro 1, Standard- attack Adaro 1 w/PA & FD fighting 2-handed
Demoralize attempt (DC= 10+hit dice+WIS mod)1d20 + 10 ⇒ (4) + 10 = 14 If succesful, target is shaken for 1 round +1 additional round for every 5 I beat DC
F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0
Lua gives a quick assessment the sailor lain low...
Heal:1d20 + 6 ⇒ (8) + 6 = 14
and then begins the ritual of 'Becoming the White'
Lua uses one of her Lay On Hands abilities to create a White Nimbus
+1 Morale Bonus to Hit, Damage, AC, and Saving VS fear for all party members within 30'. 30' of light centered on Lua.
M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Lua wrote:
Lua gives a quick assessment the sailor lain low...
[Dice=Heal]1d20+6
and then begins the ritual of 'Becoming the White'
Lua uses one of her Lay On Hands abilities to create a White Nimbus
+1 Morale Bonus to Hit, Damage, AC, and Saving VS fear. 30' of light centered on Lua.
OK, I'll use Shendrik's attack from last round since he hasn't posted.
Tomas again swipes at the sharkman dealing another solid blow. It appears to be well blooded.
Dukkan manages to plant a bullet on the sharkman as well, but it struggles on.
Shenderik finishes moving up to the commanding position on the quarterdeck and sends a shot down at Sharkman3, but misses.
Billy takes a volley of shots at the critter facing off with Lua and lands one.
Lua activates a glowing nimbus of power which enlivens her allies.
Urga lays into his sharkman dealing a very telling blow, sending a spray of blood across the deck.
The two farther sharkmen move up to get into combat. It is clear they are not primarily creatures of the land since they rather seem to waddle across the deck with limited mobility.
Tomas' opponent once again strikes at him
to hit spear:1d20 + 8 ⇒ (5) + 8 = 13 to hit bite:1d20 + 3 ⇒ (6) + 3 = 9
missing with both attacks.
to hit spear:1d20 + 8 ⇒ (14) + 8 = 22damage:1d8 + 4 ⇒ (6) + 4 = 10 to hit bite:1d20 + 3 ⇒ (9) + 3 = 12
The sharkman facing off against Lua and Urga strikes back sending his spear into Urga's side dealing a solid blow. His attempt to bit is deflected by Urga's armor.
M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Billy feels filled with light standing so close to the Holy Paladin. Make the shots, make the shots...
M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
drbuzzard wrote:
So you know, you are shooting past cover (Urga), so that's another -4 on top of the shooting into melee
Sorry, did not know that (first time playing a shooter)
Yeah, it's a nasty bit of the ranged attack rules. Actually it even applies to reach weapons. At least on ranged attacks you can get improved precise shot which fixes it. Reach weapons are always hosed if there's someone between you and the target.
HP: 23/29, Grit: 2/2
- +1 Grit point due to triggering AoO.
- White Nimbus Buff: +1 atk, +1 dmg, +1 AC, +1 save vs fear
- +2 Poison Resistance Fort Save:1d20 + 7 ⇒ (9) + 7 = 16
Thank you, Alchemist class...
Doc grunts as the spear digs into a chink in his armor. Nevertheless he tries to push on, ejecting the spent round with a pump of the shotgun's slide and unloads another slug into the creature.
Standard Action: Attack Arado 1; PBS(+1 atk, +1 dmg), F&S(-1 Grit)(+4 AC vs. target), White Nimbus Buff (+1 atk, +1 dmg) Attack Roll:1d20 + 9 ⇒ (19) + 9 = 28Darn, would have sweet justice... Damage Roll:1d6 + 5 ⇒ (4) + 5 = 9
F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0
Lua sees the leering shark faced monstrosity sink his spear into Urga’s side.
“Urga!” Lua shouts.
Lua turns back to the monster, focusing her wrath. She calls upon the Bright Lady to guide her blade as she strikes.
Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds
Round 3
The sight of his own blood sends Urga into a frenzy. With a scream he raises his great sword above his head and brings it down in a mighty cleave upon the creature.
Tomas drops the sharkman he had engaged before turning to the new threat. sorry got things out of init order above, Tomas was before Dukkan
Dukkan puts a bullet center mass on the new arrival, who sprays blood from the impact.
Shederik manages to plug the sharkman fighting Urga and Lua (though it does not confirm due to cover -without precise shot and shooting past allies, you are at a total of -8, if the critter where large I would give it a pass since you are above the fray, but they are medium) and drops it (it was low enough to not need a crit)
Lua steps up and invokes her holy power at smite the newcomer, ripping a huge gash in its torso, only to be followed up by a mighty swing by Urga which finishes it off.
There is one sharkman remaining, and he decides that this boat is not easy pickings. He does a full withdrawal back into the drink to escape.
Combat over. There are several sailors sprawled out on the deck.
M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
The fight over, Billy takes a moment to reload his rifle taking bullets from his bandolier that he wears across his shoulder. Looking around and not seeing anything he can do to help the healers he decides to inspect the creatures that attacked the ship.
He calls out to one of the sailors "What are these things?"
He is still alive, with beating heart, breathing and all, he just can't move.
One of the sailors resting on the deck responds to Billy "Those were Adaro. You don't see a lot of them, but the are mean critters. Likely they would have grabbed all the crew on deck and ate us right up. Thank the gods you folks were able to bail us out. "
Around now a bunch of other sailors led by the captain, all armored and armed show up on deck. They seem relieved that you've already dealt with the situation. "Oh, I see there's no problem anymore. I guess we were too slow getting ready. Someone go get the priest so he can check on everyone. "
Human Fighter (Weapon Master) 4, Monk (Master of Many Styles) 1, AC 22, HP-39, F +7 R +8 W +6, Initiative +5, Perception +8, CMD- varies a lot
"I believe their spears were poisoned, I felt a strange burning sensation and slight numbness from the first hit."
Thomas casually flicks the blood from his sword as he sheathes it. Still flushed from combat, he looks around expectantly.
"That's all?" He says somewhat dejectedly,"I was just getting warmed up."
Since we have been training for a while together, you know it is his inability to pass up a fight and his over indulgence in such that got him kicked out of the monastery. He has more than made up for it by fully embracing the rakish lifestyle he now leads.
"I'm sure Mr. Surovati speaks only for himself," Doc says with a wry smile as he hands Thomas a healing extract. "Here, hold your nose and drink this. It will help your body heal." He himself takes a draught from his healing stock. He then heads over to Lua to check on the still immobile sailor.
"I'm here, Miss Lua. Let's see what the problem is."
I give Thomas a Cure Light Wounds infusion. He can roll for healing on his turn (1d8+3).
M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Billy takes a position in one of the Crow's nests to keep watch during his shift.
Doc agrees to taking the night shift alongside Urga and Shenderik. He spends the rest of his time making rounds around the ship, helping the ship's priest check up on the injured sailors as well as Urga. He considers themselves lucky, really: only 6 casualties -himself included- and no fatalities amongst them. Hopefully, they would not be caught unawares again like that for the rest of the trip.
M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
drbuzzard wrote:
** spoiler omitted **
You are all enjoying a clear day at sea. By now you all have your sea legs, and everything is a pretty pleasant cruise.
Place yourselves on the map again (if you're part of the watch).
Sorry, still can't move Billy on the map but looks like he's positioned at the stern mast as he should be (Billy's guard position is the stern crow's nest).
M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Since you won't be getting back to Magnimar till the module is over most likely, how about you folks give me a wish list of toys you might want, and I'll try to have them among the treasure. Of course firearms cannot be included in that (this location is 10k years old. Also things which are greatly specialized for classes and whatnot are unlikely. However stat items and other misc stuff is possible (as is armor).
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3
I was likely just going to buff my current items with wbl tbh. He was gonna buff armor, shield, ring of prot, amulet of na, cloak, gun all to +5 and then get belt to +6, headband to +4..
There aren't any specialty items I was looking for with him.
Yap is pretty much the same. I suppose another cool staff would be ok for him. He rarely has anything to do in combat.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
The adamantine +5 bayonet would be great although I suppose I could improvise something from a dagger with Craft (firearms) that would work as well if you OK'd it.
Viorian Dekanti CR 18
XP 153,600
Female human fighter 18
NE Medium humanoid (human)
Init +7; Senses Perception +7
--------------------
Defense
--------------------
AC 49, touch 16, flat-footed 46 (+19 armor, +3 deflection, +3 Dex, +5 natural, +9 shield)
hp 283 (18d10+180)
Fort +24, Ref +20, Will +25 (+5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
DR 3/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee sword of greed chellan +35/+30/+25/+20 (3d6+34/15-20)
Ranged +1 composite longbow +25/+20/+15/+10 (1d8+15/×3)
Special Attacks weapon trainings (fighter's reflexes, heavy blades +6, armed bravery, bows +5)
--------------------
Statistics
--------------------
Str 29, Dex 17, Con 26, Int 10, Wis 24, Cha 8
Base Atk +18; CMB +22; CMD 43 (47 vs. disarm, 47 vs. sunder)
Feats Advanced Armor Training, Advanced Armor Training, Advanced Weapon Training, Armor Focus, Cornugon Smash, Critical Focus, Greater Shield Focus, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Hurtful, Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Shield Focus, Staggering Critical, Toughness, Two-weapon Fighting, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Acrobatics +19, Intimidate +29, Ride +22
Languages Common
SQ armor training 4
Combat Gear potion of cure serious wounds (5), potion of haste; Other Gear +5 full plate, +5 heavy steel shield, +1 composite longbow (+10 Str) with 20 arrows, sword of greed chellan, amulet of natural armor +5, belt of physical might +6 (Str, Con), cloak of resistance +5, gloves of dueling[APG], headband of inspired wisdom +6, sihedron ring, vibrant purple prism ioun stone, 37,000 gp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery (+5/+10) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Specialization +4 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Armored Juggernaut 3 (Ex) Gain DR based on armor worn, stacks with adamantine armor.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Critical Focus +4 to confirm critical hits.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Fighter's Reflexes (Weapon Training [Blades, Heavy] +6) (Ex) While not denied Dex bonus to AC, add training bonus to Reflex saves.
Focused Weapon (Weapon Training [Blades, Heavy] +6, Scimitar) (Ex) Can deal damage as per Sacred Weapon class feature with chosen weapon.
Hurtful Make melee attack against creature you have just demoralized as free action.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Staggering Critical (DC 28) Critical hit staggers target
Weapon Training (Blades, Heavy) +6 (Ex) +6 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +5 (Ex) +5 Attack, Damage, CMB, CMD with Bows
I'm on a ski trip this week. I assume the place I'm staying has internet though this is not something I know for certain. Given the nature of the trip (lots of skiing) my posting may be a bit slower than normal. Just a fair warning. I'll be there late this afternoon and know about the internet situation then.
Yes, resuming today. Sorry about the no show, but the wifi there was awful and I forgot my Hero Lab laptop, so it would have been a major PITA to run games.
Great ski area and nice town (Wolf Creek and Pagosa Springs). Got a new time share there and it was my first stay. Town has lots of good eateries. The ski area has the most snow in the state, but was pretty busy due to lots of people on Spring Break. A fun trip though.
I'd like a consensus. I adapt to what you do to try to make it other than the walkover it would be as written. I can run it as written and save myself quite a bit of work.
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3
Just like 3.5, pathfinder long ago reached a point where "as written" scenerio's are a steam roll with any sort of optimized build. It's not the GM's fault for wanting to modify and make it tougher, just the same as it's not the players fault for getting access to powerful builds in any class. Most of these modules were written for 4 player groups, not 5, with core rules. I don't think getting mad at each other solves anything and I frankly would like to finish a campaign I've played since May of 2014..
Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste
the campaign as designed was destined for this.
yes, 4 ranged martial characters at 17th level can generate 400-600 points of damage.
But any magical challenge they confront will turn off the party.
One well designed character has the best dpr and controls 90% of the games spellcasting.
Everyone else wants to feel relevant, so the rogue and melee fighter traded in their characters for ranged dpr characters because there weren't any challenges that matched up with their characters strengths.
My cavalier has no way to keep up with the fighter and paladin/inquisitor ranged dpr when he runs out of challenges so I shifted to provide a fairly minor AC buff to have some reason to keep playing.
We proved in one combat that glorious challenge / chain challenge doesn't actually work for a cavalier at because enemies won't stand next to each other and if they do, another party member will kill-steal a challenge target and end the chain.
Ok folks. I'm on vacation till next Sunday (22nd) so the game is on vacation. You can finish any actions you might have this round, but I won't update anything until the 22nd or 23rd.
Ah, thought you were still 16. Wait a bit then. You're supposed to be 18 for the final fight. You have a couple fights before that, and you'll level after those.
WotR is a tricky one to run since once you hit the second book and everyone is mythic, things quickly go off the rails, and the GM has to remake every encounter as the ones provided are jokes.
I mean a well optimized PF party already blows through APs, but you add in mythic and everything goes utterly haywire.
My home party is particularly hard to run for with 7 players, and a crazy optimized bard buffing the hell out of the already ridiculous builds.
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3
Just a heads up, been super busy today and I have to drive 3 hours after I get off today. Tm is testing all day then drive 3 hours back so it is quite possible I will be unable to post again till wends.
175/175 | AC 42 | T 28 | FF 27 | CMD 37 | Fort +19 | Ref +30 | Will +23 | Init +12 | Perc +23
Active Spells:
While Bo does his stuff Yap buffs as well. In order of casting.
He uses the Scroll of Foresight he has. Then casts Trueseeing of Bo and Jan. Communal Air Walk of the group, Freedom of Move on Bo and Jan, Communal Pro Lightning on the group, Communal Resist Fire and Cold on the group, Communal Pro Evil on the group. Shield on himself. Finally as they are about to enter Repulsion set to 30' and Blessing of Fervor.
He establishes Life Links with Jan, Bo, and Boom as well.