Sassarra |
[ooc]Sorry, busy weekend for me.[ooc]
Sassarra has been busy negotiating the sale of the booty.
diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28
And when that is done a little bit of fun would be good.
Grauchi |
Sorry for the absense busy with finishing a project of an ex-collegue. Sorry for being away the weekend as well. My wife surprised me with a weekend abroad, she saw me almost as little as you guys the past month. I'll read up and post in the morning.
Hokina |
When you arive at the boathouse can see a group setting up the game. While a 2nd group looks to be trying to pull in the beer keg.
After a mighty pull the rope looks to pull back to the sea. One man falls in while a 2nd screams with bloody hands from the rope.
The man in the water thrashes and screams about something having his lag just before being pulled under.
Skrelznit Stinklaw |
Skrelznit begins summoning a dolphin.
Sassarra |
The dolphin summoning reminded me of an interesting idea.
Why do we have so many stories about dolphins helping people back to shore?
Hokina |
1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 4 ⇒ (18) + 4 = 22
1d20 + 8 ⇒ (11) + 8 = 19
Grauchi (22.05)
Sassarra (22.04)
Monster (19.08)
Pew - Pew (19.06)
Skrelznit Stinklaw (17.04)
----
1st round:
Grauchi and Sassara goes
Monster goes.
New round: Party, then monster
Sassarra jumps in and sees some type of sea monster pulling the man down. While Skrelznit starts calling forth a dolphin.
Round 1:
Grauchi and Sassarra are up.
On Battle map.
Sassarra |
She glares down and targets the beast with lightning.
touch attack: 1d20 + 9 ⇒ (17) + 9 = 26
electric damage: 2d6 + 3 ⇒ (2, 5) + 3 = 10
Hokina |
Has been 48 hours so botting Grauchi.
Round 1:
Sassarra shocks the beast. While up above Grauchi gives one of the others Touch of the Sea.
1st person who wants it gets it.
30 ft swim speed.
+8 bonus on Swim checks.
Does NOT give ability to breathe water.
THe beast shakes off the shock and lets the man go. It shifts back and cast a spell.
protection from energy (Electric)
Round 1 End:
The beast was hurt by Sassarra's electric attack.
Round 2:
Whole party is up.
Sassarra |
I don't have spellcraft. Oh well, this is the issue with Kineticists before 7th level (or 8th in my case).
She blasts at the creature again.
touch attack: 1d20 + 9 ⇒ (2) + 9 = 11
damage: 2d6 + 3 ⇒ (3, 5) + 3 = 11
Seeing that this isn't effective, she swims to help the dockworker.
Skrelznit Stinklaw |
A dolphin appears and attacks the beast.
Slam: 1d20 + 3 ⇒ (15) + 3 = 18 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Spellcraft DC18: 1d20 + 5 ⇒ (16) + 5 = 21
So you're protected from electric-k-k-k? How do youse feel about stabsies?
Skrelznit accepts the Touch of the Sea and dives in to assist.
Short Sword, Flanking: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18 Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Grauchi |
Love the dolphin. My friday posts got eaten in this and my other campaigns, sorry.
Grauchi's starts summoning an water elemental, which he can now talk to. Dropping the unprepared lvl2 spell.
Hokina |
Round 2:
Sassarra sends down a bolt but it misses the beast. Sassarra goes down and helps the man swim up.
Skrelznit's dolphin appears but fails to hit the beast. Skrelnit also swings his sword wide.
Grauchi starts casting.
Pew Pew points his Pistol and fires. But the water deflects the round.
attack: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
The beast Bites Sassarra, and swings its tail at Skrelznit. Vut fails to slap Skrelznit with its tail.
bite attack on Sassarra: 1d20 + 9 ⇒ (19) + 9 = 28
bite damage: 1d10 ⇒ 7
Poison deals 1d2 ⇒ 2 CON damage,
1/round for 6 rds, cure 2 consecutive saves.
Tail attack on Skrelznit: 1d20 + 4 ⇒ (3) + 4 = 7
Round 2 End:
Sassarra takes 7 damage.
Round 3 start:
Party is up.
Skrelznit Stinklaw |
18 didn't hit? Youch. Can Skrelznit identify the beast?
Knowledge Nature: 1d20 + 5 ⇒ (2) + 5 = 7 Apparently not.
Skrelznit yaps in frustration and tries again with his dolphin friend.
Stay stills, you-k-k-k! How you gonna experience the joy of stabsies when you'se flailing around so much-k-k-k?
Dolphin Slam, Flanking: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Short Sword, Flanking: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Looseal appears overhead with a choice rock, which she drops on the sea monster's head.
Bombard: 1d20 + 7 ⇒ (11) + 7 = 18 Damage: 1d4 ⇒ 3
Dolphin stays two more rounds. I'm off to order flowers for dice-bot to apologize for whatever I did to make it angry.
Grauchi |
Active Conditions:
Daylight: Grauchi is unable to see well because of overstimulation of the eyes. –1 penalty on attack rolls and sight-based Perception checks.
SNA II: 3/4 rounds remaining
Summoned Small Water Elemental | HP: 17/17 | AC: 17 (11 Tch, 17 FF) | CMD: 15 | F: +6, R: +3, W: +0 | Init: +0 | Perc: +5
Totemic Transformation: Natural Weapons 40/40 rounds remaining
bite [1d4], 2 claws [1d2], rake, +2 CMB to grapple
Grauchi grows claws and his teeth sharpen. Looking more ferocious then usual, Grauchi jumps into the water.
Swim: 1d20 + 5 ⇒ (1) + 5 = 6
And sinks as a stone.
The water elemental summoned by Grauchi immediatly attacks.
Slam: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Slam Crit?: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Damage Crit?: 1d6 + 7 ⇒ (3) + 7 = 10
Sassarra |
Fort save: 1d20 + 5 ⇒ (17) + 5 = 22
Poison does not faze Sassarra, but with it's protections, she's better off helping others. She withdraws to help Grauchi get back into the fight.
Pew - Pew |
Sorry for being afk - holiday and then super busy at work. But I am here.
Pew-Pew moves to get cover behind the rock outcropping. "Grr...come out of water nasty. Little lightning no like water."
Note to self, I need to get some dryshot for underwater combat.
Pew-Pew reloads and takes another shot at the beast.
Ranged touch w/ pistol: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10
Hokina |
Round 3:
The beast is underwater as combat started with it pulling the one man down under.
Even with a swim check or a swim speed, Slashing or Bludgeoning attacks still take -2 and half damage. Piercing act normal with swim or swim speed.
The swim is DC 10 so Sassarra and Skrelznit auto pass.
http://www.d20pfsrd.com/gamemastering/environment/wilderness/terrain/aquati c-terrain
Skrelznit, the Dolphin, and Looseal's attacks fail to land.
Grauchi sinks down, but the water elemental slams into the beast hard.
Sassarra moves to help Grauchi, while Pew Pew fires another round wide into the water.
The Beast bite and tail slaps at Skrelznit.
Bite attack: 1d20 + 9 ⇒ (6) + 9 = 15
Tail attack: 1d20 + 2 ⇒ (20) + 2 = 22
Tail crit check: 1d20 + 2 ⇒ (4) + 2 = 6
Half of: Tail Damage: 1d6 + 1 ⇒ (2) + 1 = 3
End of round 3:
The monster takes damage from the water elementals slam.
Skrelznit takes 1 damage from the monsters tail slap.
The check to ID is Dungeoneering DC 16
Round 4:
Party is up.
Skrelznit Stinklaw |
Knowledge Dungeoneering DC16: 1d20 + 5 ⇒ (9) + 5 = 14
@GM, can you put that in a spoiler next time? Didn't make it this time, but it can make a big difference in tactics if I succeeded, and we're now three rounds in before I can attempt it.
Skrelznit and his dolphin friend continue the attack, both making excited chittering noises underwater.
Dolphin Slam, Flanking: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Short Sword, Flanking: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22 Damage: 1d4 + 4 ⇒ (1) + 4 = 5 Hey, the flowers worked.
Looseal, frustrated by her missed rock and now missing target, perches in a nearby tree and watches.
Dolphin stays one more round.
Grauchi |
Active Conditions:
Daylight: Grauchi is unable to see well because of overstimulation of the eyes. –1 penalty on attack rolls and sight-based Perception checks.
SNA II: 2/4 rounds remaining
Summoned Small Water Elemental | HP: 17/17 | AC: 17 (11 Tch, 17 FF) | CMD: 15 | F: +6, R: +3, W: +0 | Init: +0 | Perc: +5
Totemic Transformation: Natural Weapons 39/40 rounds remaining
bite [1d4], 2 claws [1d2], rake, +2 CMB to grapple
Grauchi's water elemental continues its assault on the creature. Now with correct mods for underwater combat.
Slam: 1d20 + 8 + 2 - 2 ⇒ (19) + 8 + 2 - 2 = 27
Damage: 1d6 + 7 ⇒ (1) + 7 = 8 Half damage only = 4
Grauchi thanks Sassara for the help and gets closer to the creature
Swim: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Bite: 1d20 + 5 - 2 - 1 ⇒ (9) + 5 - 2 - 1 = 11
Pew - Pew |
I am not having much luck hitting it...I am going to hold my action to attack if it comes out of the water or surfaces, which it probably won't. I did not do a good job of building a character that functions underwater.
Try to bring nasty up on land! Little lightning kill it then.
Skrelznit Stinklaw |
Skrelznit thanks his dolphin before allowing it to return from whence it came, then helps drag the man to the relative safety of the beach.
You'se okay-k-k-k?
Grauchi |
As Grauchi gets on the shore, he then orders his water elemental the most important task of all, help Sassarra get that beer out of the water.
"Erm, do we needs to call you captains, Sassarra?" There's a little doubt in Grauchi's voice, the rest of it is banter.
Sassarra |
She thinks about it. "It's probably best while in port. That way people know who to deal with." she adds in a quieter tone, "And I'll be the target of any killers, allowing the rest of you to spring into action."
Hokina |
The dock workers are overjoy at Sassarra saving the beer.
When ready to move on:
The next day, a hour before sun rise, the dockmen are hard at work. A strang buzzing sound starts to pick up.
If asleep: DC 20 Perception to wake up (The DC is including the plenty for being asleep).
DC 15 nature to ID sound.
Skrelznit Stinklaw |
Perception: 1d20 + 13 ⇒ (5) + 13 = 18
Skrelznit is still a little drunk from last night's bender and snores loudly through the commotion.
I'll be away Thursday evening through Monday evening California time. Please bot me as needed.
Pew - Pew |
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
"Wassat? Strange buzz, not Skrel." Pew-Pew awkwardly rolls out of his bunk onto the wooden deck just as he sees Sassarra heading out of the cabin. He stumbles sleepily over to Skrelznit and shakes him awake.
"Skrelz, wake up. Loud noise. Captain Sass go see. We go too?"
Skrelznit Stinklaw |
Skrelznit bats sleepily at the amorphous red blob (dragon? demon? fetching kobold lass?) before rubbing his head and stumbling out of bed.
Wha....? G'way. No gold for you, all mine. Well, hey there, cutie, I think we should...
Interestingly, Skrelznit does not stutter in his sleep. Today I Learned.
Oh, it's you, Pew-Pew-k-k-k. (Sigh). Yeah, we goes too-k-k-k. Gimme a minute-k-k-k.
Shambling out of bed with eyes as red as Pew-Pew's scales, he drags himself over to Grauchi's bunk.
Grauchi, wake up-k-k-k. Something's happening and Captain Sassarra needs our help-k-k-k.
Sassarra |
Now that we've got somebody who actually knows Nature awake, did you want to make the check. Assuming that you're done flirting with Pew-Pew, that is.
Sassarra |
Sasarra will blast it with lightning. Then she gets down, using the water as cover.
touch attack: 1d20 + 9 ⇒ (7) + 9 = 16
damage: 2d6 + 3 ⇒ (1, 6) + 3 = 10
Pew - Pew |
They taking tall oneses! We should stops them!
Pew Pew will line up a shot and open fire on one of the stinging birds.
Ranged attack, Touch if w/i 30': 1d20 + 10 ⇒ (20) + 10 = 30 +1 if w/i 30'
Crit Confirm!: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d6 ⇒ 5+1 if w/i 30' (x4 if Confirmed Crit)
Grauchi |
"We should run! We can't find them like this. Who has the alchemists fire?!?"
Grauchi looks around, noting if any of the tall-fellas react to his mention of the alchemists fire and will then attempt to either follow them or get to either Captain Sassarra or Skrelznit, whichever is closest.
Skrelznit Stinklaw |
Well done, Hokina. It's like I wasn't even gone. :-)
Give me a minute-k-k-k.
Skrelznit begins casting a spell.
Hokina |
About a few moments pass, a few of the man who ran inside come out with bottles, chairs, and blades; throwing them at the 'birds'. Skrelznit's spell goes off allowing him to start burning them alive.
Soon the 'birds' start thinning out and fleeing.
A few dock workers still lay on the ground, but others are helping them up and checking them over.
Grauchi |
Grauchi checks if he can help with the injured, but quickly figures out he need more study in human anatomy.
Heal: 1d20 + 3 ⇒ (4) + 3 = 7
He then checks if there is anything noticeable about who the "bluebirds" attacked, a pattern of sorts.
Perception: 1d20 + 11 ⇒ (18) + 11 = 29