The Confirmation PFS (Inactive)

Game Master Oykiv

[dice=Saans]1d20 + 4[/dice]
[dice=Hanzo]1d20+2[/dice]
[dice=Lars]1d20+2[/dice]win ties against Hanzo
[dice=Rolo]1d20+4[/dice]
[dice=Winella]1d20+4[/dice]
[dice=Emmet]1d20+6[/dice]
[dice=Janira]1d20+6[/dice]


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Fate: 1d6 ⇒ 2 map changed

When you go deeper into the cave chamber you find four undead festing on a body. As they note your presence they turn to you

Init:

Saans: 1d20 + 4 ⇒ (7) + 4 = 11
Hanzo: 1d20 + 2 ⇒ (3) + 2 = 5
Lars: 1d20 + 2 ⇒ (10) + 2 = 12
Rolo: 1d20 + 4 ⇒ (7) + 4 = 11
Winella: 1d20 + 4 ⇒ (5) + 4 = 9
Emmet: 1d20 + 6 ⇒ (15) + 6 = 21
Skellies: 1d20 + 0 ⇒ (8) + 0 = 8

Combat round 1
Bold can act

Emmet
Lars
Saans
Rolo
Winella

Skellies
Hanzo

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Eww! That's disgusting!"

Emmett, just realizing that he forgot to reload his blunderbuss, moves forward while drawing his rapier and a small hammer. As he approaches the (green) creature, he pokes it with his sword.

Attack: 1d20 + 2 ⇒ (1) + 2 = 3

"Well, that wasn't too effective, was it?"

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

These things don't look too friendly. Maybe I should help keep our diplomacy in check!

Saans takes a few steps forward, twists, and attempts a roundhouse kick!

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d6 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Male Gnome Bard (Prankster) 2, AC 16, HP 11 [11], Fort +3, Ref +4, Will +0, Init +4, Perception +4

Rolo moves up drawing his axe, clenching it in both hands he swings at an undead.

Attack: 1d20 + 5 ⇒ (12) + 5 = 17

Damage: 1d8 + 6 ⇒ (2) + 6 = 8

Also what do these look like? Are they fleshy or boney?

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

Winella scowls at one of the undead,

*misfortune d/c 15 Will* followed by a *Cackle* if it succeeds.


Rolo, they look boney. Also, if anyone want to identify them, it´s a DC 5 K. religion check.

rolls:
Rolo and Winella : 2d2 ⇒ (2, 2) = 4
Will save: 1d20 + 2 ⇒ (10) + 2 = 12

Combat round 1
Bold can act

Emmet pokes the air with his rapier
Lars
Saans kiks his opponent in the head, crushing it´s skull and making the undead collapse to the ground
Rolo Swing his axe against his opponent ribs, broken most of them with a blow which should have killed a man, but the attack is not as effective as usually and the undead remains fighting.
Winella scowls to an undead and laughts at him, causing it to become less efective
Skellies
Hanzo


Boting Lars. As he´s unable to reach any undead so he double moves

attacks:
misfortuned skellie: 2d20 + 2 ⇒ (5, 2) + 2 = 91d4 + 2 ⇒ (2) + 2 = 4
misfortuned skellie: 2d20 + 2 ⇒ (16, 10) + 2 = 281d4 + 2 ⇒ (2) + 2 = 4
aainst Rolo: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 2 ⇒ (1) + 2 = 3
aainst Rolo: 1d20 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (4) + 2 = 6
aainst Rolo: 1d20 + 2 ⇒ (19) + 2 = 211d4 + 2 ⇒ (2) + 2 = 4
aainst Rolo: 1d20 + 2 ⇒ (5) + 2 = 71d4 + 2 ⇒ (2) + 2 = 4

The skeletons strike back at Rolo, both of them tearing his flesh with bone fingers -7HP. Winella´s hex affect the green skeleton just as it´s going to hurt Emmet, making him fail.

Combat round 2
All can act Hanzo will act in round 1 and all the others in round 2

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo darts in, attempting to perform a sliding kick on the skeleton that Rolo attacked.
Swift Action-Snake Style, Move Action- Move to skeleton, flanking if possible, Standard Action-Unarmed Strike (Bludgeoning Damage).

Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

Saans takes a step, and attempts to kick the other skeleton with an overhead boot strike into the green skeleton while being ready to take on an attack!

5' step, fighting defensively so +2 AC and -4 attack roll.

attack: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17 damage: 1d6 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett tries a different tact - and swings his hammer with the intent to break bones.

Attack: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Wow - two nat 1s in a row!

Grand Lodge

Male Gnome Bard (Prankster) 2, AC 16, HP 11 [11], Fort +3, Ref +4, Will +0, Init +4, Perception +4

Rolo swings at the skeleton again. "I need healing, please" he says.

Attack: 1d20 + 5 ⇒ (12) + 5 = 17

Damage: 1d8 + 6 ⇒ (4) + 6 = 10


Emmet continues attacking the air, instead of the undead. To his relief, Saans had decided to continue kicking and destroying this creatures.
In the other side of the room, Rolo continues slashing the skeleton, finally destroying it

Combat round 2
Bold can act

Emmet smash the air with his hammer Next time, let´s shot the air with the blunderbuss ;D
Lars
Saans continues kicking
Rolo destroys his skeleton and asks for healing
Winella
Skelly
Hanzo

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

Moving into the room, scowling at another skeleton,

*Misfortune d/c 15*


crunch:

Will save: 1d20 + 2 ⇒ (4) + 2 = 6
smash: 1d20 + 5 ⇒ (7) + 5 = 121d8 + 4 ⇒ (6) + 4 = 10
random, 1 Lars, 2, Rolo, 3 Hanzo: 1d3 ⇒ 1
misfortuned claw: 2d20 + 2 ⇒ (13, 20) + 2 = 351d4 + 2 ⇒ (3) + 2 = 5
misfortuned claw: 2d20 + 2 ⇒ (16, 16) + 2 = 341d4 + 2 ⇒ (4) + 2 = 6

Boting Lars, who moves trying to flank and smash the skeleton with his warhammer. But the warhammer bounces of the skeleton´s chainmail.

Winella Scowls at the last skeleton and the bad luck conjured over him make an even worse warrior so it fails to tear Lars flesh with its claws.

More combat
Everybody can act before the skeleton

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

Saans runs through the cave, to get into a flanking position! Quickly turning, the man swings an arm at the creature, attempting to perform a roundhouse backhand! Provoking AoO

attack: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25damage: 1d6 + 3 ⇒ (2) + 3 = 5

Not even a challenge! Swift destruction is all you deserve!


crunch:
AoO: 2d20 + 2 ⇒ (16, 16) + 2 = 341d4 + 2 ⇒ (3) + 2 = 5

As Saans runs by its side, the skeleton catches him with a claw, tearing his flesh -5HP. But that is not enough to stop the brawler, who in turn brake the skeleton neck with his roundhouse backhand!

Combat is over

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

(Untrained)Knowledge Religion: 1d20 ⇒ 13
Breathing heavily, and placing a hand over the wounds on his sides Saans looks at the strange looking man who seemed to be doing nothing during the fight, "So, what brings someone like you to a dark place like this, and why were these, undead things, not attacking you? Before you answer, remember what you saw here, and choose your words wisely."


eh, the man you´re talking to, is the body the undead were festing on. So he can´t answer, at least not without a spell to talk with dead people ;D

Maybe you want to change your roleplay

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Well, that was a mess."

Emmett loads his blunderbuss with a bullet, so it is ready for the next time. Then he starts to examine the carnage.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20


Checking the body, Emmet find a note that details plans to start an army of undead made from the “fish people” who have been frequenting this cave. Also he finds he´s wearing a well crafted silver amulet, and a pair of decorated braces.

fate: 2d4 ⇒ (1, 2) = 3

Also, as he´s searching the body, Emmet notices a light breeze coming from the northern wall. Which turns to be a hidden passage.

So, to the hidden passage or back to the cave with the altar? Unless anyone has another idea

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett will remove the amulet and braces. These may be handy! He also shows the others the plans.

"I am all one for trying the hidden passage, but first I want to go let out gillman friend know about these plans."

With that, he heads back to the altar cave.

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

Yeah, let's just nix that talking to dead guy then, haha. Was pretty tired, and I am currently up just to grab a glass of water.

I agree. Maybe he can help Rolo and I with these wounds as well.

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Indeed, his people are in danger. He needs to be warned.

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

"It seems we are all in agreement with what needs to be done then, let us head back."


The groups go to the altar chamber, to talk again with the gillman.
When you inform him what was happening here, he looks a little less indiferent about you, a thanks your actions.

If you want him to cure you, ask for it and make a diplomacy check

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

Saans walks up to the Gillman after reporting the events of the undead creatures and speaks, "I apologize for the inconvenience, but while making sure that the area didn't have undead about, my friend here and I had become injured. Could you help us with some sort of healing?"

Diplomacy: 1d20 - 1 ⇒ (4) - 1 = 3

Well shucks, I think I offended the deaf lad....

Grand Lodge

Male Gnome Bard (Prankster) 2, AC 16, HP 11 [11], Fort +3, Ref +4, Will +0, Init +4, Perception +4

Does anyone have a wand of cure light? If so Winella should be able to use it.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"What Saans means to say is, we are grateful for our friendship, and while we do not mind taking care of these horrible beasts to help defend your people, it is unfortunate that we sustained injuries in the process."

Diplomacy Aid: 1d20 ⇒ 5

There, that should do it!

---

"Before we go exploring deeper, does anyone think it odd that we found some altered descriptions that seem to pertain to Absalom, and there is a model of it here as well?"

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

"Emmett darling I believe I said that hours ago... You are a cute one though!


With Saans being rude in his demmands of healing and Emmett making it worse, the happiness in the face of the gillman fades.

I´ll thank you for making this place safest, but I not asked to go deeper in the caves, why should I be responsible from your wounds

Failing so much in diplomacy had contrarrested the good impresion you gave him for helping with the undead. You can try to improve again his mood, but remember it can also go worse with that kind of rolls. What will you da, talk, go back to he hidden passage, or to the other branch.

Saans, you are carrying Janira´s backpack, does anyone remember what was inside?

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

Player knowledge, yes I do remember, as for character knowledge, he's forgotten about the second backpack's contents.

A look of revelation comes over the long haired Varisian's face. Fumbling about, Saans pulls off the extra backpack.

I forgot I had this on me! Maybe it has something of use inside. Besides I don't believe our halfling friend would mind us using it.

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo keeps watch over the group as they go through the pack.
I believe we should explore this place deeper. Perhaps that man wasn't alone.

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

Nodding in agreement with the monk,

"Yes we should delve deeper into this place to find its secrets."

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

Riffling through the extra backpack, Saans finally finds the wand he was looking for.

"Winella, could you use this on Rolo and I, as we seem to be in need of it. I can't use it personally, but whatever. Hopefully you can."

He hands Janira's want of Cure Light Wounds to Winella with hopes that she can use it.

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

"Why yes Saans I can use that on those that are injured."

Feel free to roll your own healing

Grand Lodge

Male Gnome Bard (Prankster) 2, AC 16, HP 11 [11], Fort +3, Ref +4, Will +0, Init +4, Perception +4

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

After the two have healed up, Hanzo begins to head back toward the secret passage.

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

After being healed up, Saans readjusts the backpacks that he is carrying, and follows Hanzo.

Thank you for the healing Winella.

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

As the party is healing, Emmett reviews the notes he has been taking.

The Craftsman is depicted creating shoes, pots, jewelry, and other moveable goods, referencing Aroden’s delight at seeing his people express their ingenuity in creating new products from raw materials. The Fisherman is depicted hauling in an enormous catch of small fish to take back to Absalom, illustrating Aroden’s declaration that a great host of creatures could accomplish a great task, whether that be taming the wilds or feeding a nation. The Hunter is depicted slaying a giant serpentine creature and then parading a trophy through the city streets—a sign to all humanity that the wilds are safe to inhabit once the monsters are slain. The Tailor is depicted sewing together a long cloth of featuring many patterns that wraps around a city like a moat, referencing Aroden’s proclamation that when the fate of all peoples is woven together, it shall be humanity’s greatest strength.

"There has got to be more to this."


Janira´s wand of CLW is caster level 3. It not affects now, but you should remember it, that means 2 HP more if the roll is low.

Map changed

The route to the surface leads through a maze of tight passages that include steep ascents and short climbs. A you travel you can hear the sounds of a distant battle echoing through the caves, intermixed with inspirational tales of famous Pathfinders and the heroic deeds.

You are near enought to hear how Janira is fighting the minotaur. Is up to you to reach her at time to help her

Fate: 1d6 ⇒ 6

As you rush foward to help your fellow pathfinder, you find your way closed by what seems a seemed to be a carpet of fungi and mushrooms.

Initatives:

Saans: 1d20 + 4 ⇒ (11) + 4 = 15
Hanzo: 1d20 + 2 ⇒ (9) + 2 = 11
Lars: 1d20 + 2 ⇒ (11) + 2 = 13win ties against Hanzo
Rolo: 1d20 + 4 ⇒ (2) + 4 = 6
Winella: 1d20 + 4 ⇒ (15) + 4 = 19
Emmet: 1d20 + 6 ⇒ (5) + 6 = 11
Carpet: 1d20 - 1 ⇒ (12) - 1 = 11

Combat round 1
Bold can act You are inspired by Janira´s words, +1 to hit and weapon damage

Winella
Saans
Lars
Emmet
Hanzo

Carpet
Rolo

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

"Well, let's not just run through this, as it could be deadly. Anything in Janira's pack there to help?"


potion of barkskin, potions of cure light wounds (2), potion of feather step, potion of vanish, wand of burning hands (CL 3rd, 4 charges), wand of cure light wounds (CL 3rd, 8 charges), acid, alchemist’s fire (2), holy water, smokestick, tanglefoot bags (2), thunderstone.

Can anyone use the wand of burning hands? That seems like a fine choice. Otherwise, we can try the alchemist fire and/or acid.

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

I would use the Alchemist's Fire myself, to see if that may do anything against the this mold.

Saans will take out an Alchemist's fire and walk towards the mold.

Feel free to pick something out of the bag!

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

Giving a dirty look to the carpet,

*Misfortune D/C 15*

if successful Cackle, if not intelligently put myself behind a more stout fighter.

I don't see an updated map

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo takes an alchemist's fire, and then tosses it at the carpet.
Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 6


The map is under my name, but is also here; link

Winella moves until a spot were he can use his magical cackle into the creature, but it seems ineffectively, confirming his expectations that fungi and mushrooms are not intelligent.

Hanzo throws a fire from far away, the vial don´t impact directly in the creature, but at least the explosion make some damage.

The creature moves toward Hanzo, squeezing to pass through the tunnel.

Combat round 1-2
All can act before the carpet, Rolo in turn 1, then the rest of you You are inspired by Janira´s words, +1 to hit and weapon damage

Emmet, not sure what you had done besides talking. I don´t mind if you make 2 combat turns, I´ll resolve the first as the carpet was in his original position

Grand Lodge

Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Thanks, GM. Sometimes Emmett talks so much he forgets to act.
Emmett will pull out the alchemist's fire and the vial of acid, and hope that these do the trick.

Ranged Touch Attack with acid: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 ⇒ 6

"If you understand common, back off! We don't want to destroy you!"

Intimidate: 1d20 + 0 ⇒ (8) + 0 = 8
Well, I didn't think that was going to work, but even worse when my voice squeaks as I say it!

-----

Round 2:
"Look, Saans - it is reacting to your fire! Let me try one."
Ranged Touch Attack with Alchemist's Fire: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 ⇒ 4

Dark Archive

Male Ifrit Unchained Monk 1/Unchained Rogue 3 Bluff Pool: 4 | HP: 34 | AC: 17 T: 17 FF: 13 Init: +8 | Fort: +6 Ref: +10 Will: +3 | Stun. Fist: 1/day, +8 1d6+8 20x2 DC: 13 Un. Strike +8, 1d6+8, 20x2
Skills:
Acro: 11 Bluff: 7 Diplo: 7 Dis Dev: 11 Know Dungeon: 6 Perc: 8 Sense Mot.: 16 Stlth: 11

Hanzo rushes forward and assaults the creature.
Temple Sword: 1d20 + 4 ⇒ (3) + 4 = 7
Attack: 1d8 + 4 ⇒ (1) + 4 = 5

Swift Action to enter Snake Style, move to get to creature, standard to attack

Grand Lodge

Male Gnome Bard (Prankster) 2, AC 16, HP 11 [11], Fort +3, Ref +4, Will +0, Init +4, Perception +4

Hanzps first attack with alchemist fire would be vs touch AC.

Rd 1

Rolo moves up and attacks with a dagger.

Attack: 1d20 + 5 ⇒ (11) + 5 = 16

Damage: 1d4 + 5 ⇒ (3) + 5 = 8

Rd 2

Attack: 1d20 + 5 ⇒ (8) + 5 = 13

Damage: 1d4 + 5 ⇒ (4) + 5 = 9


I Know Rolo, but Alchemist´s fire has a range increment of 10, so he faced a distance penalty of -8.

Also, Emmet picks a vial in round 1 and throw it, you can´t pick two because it will be two move actions. With a 18 you score a hit, but you can´t move. Also, you can´t pick an alchemist´s fire in the second turn because Hanzo and Lars picked the only two.

Rolo can move to the spot I putted him squeezing and score a hit with his first attack. The second attack must wait to the next round because Rolo acts after the mushrom carpet. But this means Hanzo has no place to move and attack the creature. (I think is the best course of actions even if makes you vulnerable in following turns because you know it´s a hit, but you can go back and do another thing.

Then, we have some hits in turn 1, and we´re now in turn 2;

Combat round 2
Bold can act You are inspired by Janira´s words, +1 to hit and weapon damage

Winella
Saans, who has an alchemist fire in his hand
Emmet no alchemists fire left, so different action
Hanzo There´s no place in front of the carpet to move and attack it, so different action
Carpet
Rolo

Grand Lodge

Male Human Brawler 1 HP 11/11 | AC 17 T 15 FF 12 | Fort +2 Ref +6 Will +0 | Init +4 | Per +4 |
Martial Flexibility:
4/4

Saans takes a step back and throws the alchemist fire!

attack: 1d20 + 4 + 1 - 2 ⇒ (12) + 4 + 1 - 2 = 15
damage: 1d6 ⇒ 4

If the alchemist's fire hits, remember that the creature is also on fire and takes an additional 1d6 the next time it's the creature's turn, unless the creature attempts to put out the flames

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