GM Pablo |
Sekkim waits for things to clear ou on the spiral stairs.
Janks steps back and shoots Rolande - having a debt to settle with him.
Heavy Crossbow: 1d20 + 12 ⇒ (13) + 12 = 251d10 + 1 ⇒ (3) + 1 = 4 hits!
The guards team up on Anaba
Merc #1 Longsword: 1d20 + 9 ⇒ (11) + 9 = 201d8 + 5 ⇒ (4) + 5 = 9 hits!
Merc #2 Longsword: 1d20 + 9 ⇒ (20) + 9 = 291d8 + 5 ⇒ (3) + 5 = 8 hits!
Merc #2 Longsword confirm crit: 1d20 + 9 ⇒ (15) + 9 = 241d8 + 5 ⇒ (4) + 5 = 9 confirms!
The feelings of anger, spilled blood and the sounds of combat have attracted some unwanted attention. Four nasty skeletons rise up from their open tombs. They double move toward you and Janks.
Large Spider -5/16 (+2 to hit/1d6 damage + poison)
Anaba -43
Fahari
Rolande -4
Cela
Fernleaf
Buchart
Sekkimm
Mercenary #1 -28
Mercenary #2 -27
Janx -35
Sekkim |
Shot on the Run (Combat) You can move, fire a ranged weapon, and move again before your foes can react.
a cheaper alternative is to get a quickrunner's shirt, which can only be used once a day but has some advantages over SotR.
-Posted with Wayfinder
Buchart |
GM Pablo wrote:Shot on the Run (Combat) You can move, fire a ranged weapon, and move again before your foes can react.a cheaper alternative is to get a quickrunner's shirt, which can only be used once a day but has some advantages over SotR.
-Posted with Wayfinder
We don't make enough gold for me to continue buying, but feats are free!
Cela |
Heal on Anaba
CMW: 2d8 + 3 ⇒ (4, 2) + 3 = 9
Fahari attack on skelly
Claw 1: 1d20 + 4 ⇒ (18) + 4 = 22 Claw1 Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Claw 2: 1d20 + 4 ⇒ (16) + 4 = 20 Claw 2 Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Bite: 1d20 + 4 ⇒ (5) + 4 = 9 Bite Damage: 1d6 + 4 ⇒ (5) + 4 = 9
acid maw: 1d4 + 4 ⇒ (2) + 4 = 6
spider attack
spider attack: 1d20 + 2 ⇒ (11) + 2 = 13
spidey damage: 1d6 + 0 ⇒ (6) + 0 = 6
GM Pablo |
Fahari crunches a skeleton down, but the spider misses.
Cela heals Anaba with her wand for 9
Rolande's first shot drops Janx (1 grit back) Where do you want the second shot to go?
Anaba -34
Fernleaf
Buchart
Sekkimm
Mercenary #1 -28
Mercenary #2 -27
Skeletal Champion #1
Skeletal Champion #2
Skeletal Champion #3
Large Spider -5/16 (+2 to hit/1d6 damage + poison)
Fahari
Cela
Rolande -4
Buchart |
Since it doesn't look like I'm getting down those stairs any time soon, I'll use my move action to get a bottle of brandy out of my bag and a standard action to drink a swig.
And I should go ahead and start cleaning things up with my Prestidigitation wand!
GM Pablo |
Fernleaf drops the bomb
Buchart moves off the stairs and hits for 14, but the skeleton has DR5 vs slashing weapons and only takes 9
Skeletal Champion #1: 1d20 + 6 ⇒ (10) + 6 = 161d8 + 5 ⇒ (2) + 5 = 7 miss Buchart
Skeletal Champion #2: 1d20 + 6 ⇒ (6) + 6 = 121d8 + 5 ⇒ (3) + 5 = 8 miss Buchart
Skeletal Champion #3: 1d20 + 6 ⇒ (18) + 6 = 241d8 + 5 ⇒ (5) + 5 = 10 hits Fahari
The Spider moves and attacks
Spider: 1d20 + 2 ⇒ (10) + 2 = 121d6 ⇒ 1 miss
Fahari attacks
Fahari Bite: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 4 ⇒ (2) + 4 = 6 miss
Fahari Claw #1: 1d20 + 4 ⇒ (20) + 4 = 241d4 + 4 ⇒ (1) + 4 = 5 hits crit?
FConfirm crit: 1d20 + 4 ⇒ (11) + 4 = 151d4 + 4 ⇒ (1) + 4 = 5 does not confirm
Fahari Claw #2: 1d20 + 4 ⇒ (6) + 4 = 101d4 + 4 ⇒ (4) + 4 = 8 miss
Anaba -34
Rolande -4
Fernleaf
Buchart
Sekkimm
Skeletal Champion #1 -10
Skeletal Champion #2 -16
Skeletal Champion #3 -5
Large Spider -5/16 (+2 to hit/1d6 damage + poison)
Fahari
Cela
GM Pablo |
Anaba and Rolande finish off the skellies! Out of Combat
+1 breastplate, +1 heavy crossbow with 20 bolts, masterwork short sword, belt of incredible Dexterity +2, Janks is wearing a backpack, it contains 12,000 gp worth of promissory notes
On the mercenaries: masterwork chainmail (3), heavy steel shield (3), masterwork longsword (3), and 212 gp worth of funerary treasures - it looks like they looted the dead.
The fog in here is not natural - someone will need to perform the necessary consecration rights to keep the dead from rising again.
There is only a locked door - exiting. Fernleaf finds no traps.
CMW: 2d8 + 3 ⇒ (4, 2) + 3 = 9
CMW: 2d8 + 3 ⇒ (6, 7) + 3 = 16
CMW: 2d8 + 3 ⇒ (2, 3) + 3 = 8 Anaba at full hitpoints
CMW: 1d8 + 1 ⇒ (6) + 1 = 7 Rolande at full hitpoints
Actions?
GM Pablo |
Fernleaf finds the door locked, but no traps. He peers into the lit room..
Great, upright stones dominate this room, evenly spaced out to allow for easy passage between them. The stones have been perfectly carved to form bookshelves, each with six different shelves containing various books, notes, maps, and other crammed-in documents. A perpetual thick gray fog covers the floor of this room to a height of six inches, and most of the documents on the lowest shelves of the bookcases appear to have rotted away because of condensation from this fog, giving the room a pungent, musty aroma.
You peer through the door and find a creature that resembles a thin, lanky wolf with reddish-brown fur, white claws, and burning, fiery red eyes barring entry. You saw something similar in the Razmiri Temple. KN Planes to get more info. You briefly see some movement further back in the room someone, probably a woman, is hiding behind a bookcase. You only see her for a second.
Buchart |
We will need to discuss the dex belt, as I am sure there are a few of us that dex is needed for their class.
Someone get rid of this mist! Please come out lady and identify yourself. You won't be harmed if you follow our command.
Only if we are also discussing the +2 Mithral Chain! Which leads back to the way we divvy anyway. Besides, Dex is important to AC, ranged attacks and ranged touch attacks.
GM Pablo |
Posting for Cela:
Cela will prepare the following Buffs before the door is unlocked and opened.
on Fahari: Acid Maw, barkskin, magic fang and Fury drops
Bless on everyone (+1 to hit and +1 vs fear)
Finally just after the door is unlocked and before it is opened cast aqueous orb when the door is opened she will roll it over the hellhound.
I guess it is more like batman's belt. Probably not the best name. I thought it was chest as well.
Bandolier, Beneficial
Aura moderate transmutation; CL 9th
Slot belt; Price 1,000 gp; Weight 2 lbs.
DESCRIPTION
This bandolier is made of finely tanned leather. It has slots for up to 200 rounds of ammunition. Pellets and black powder are kept in tiny individual pouches, and bullets in small loops. The bandolier alters itself as needed to accommodate both.
There are also places on the beneficial bandolier for a gunsmith’s kit and a powder horn. Regardless of what quantities of these items are placed within the beneficial bandolier, its weight does not change.
As a swift action, the wearer can command a single round of ammunition from the beneficial bandolier to teleport into a firearm of the appropriate type that he is wielding.
GM Pablo |
If anyone else wants to roll initiative Ok by me (other wise I will) - I always consider your ioun stones are up and active in your stats.
This will be an open door and roll since both sides will have prepared actions - it is just initiative - no surprise round.
Let me know any other spells cast and who is opening the door? - That will be their move action and the start of initiative/combat.
Buchart |
Sekkim wrote:your bandolier is a belt, so you can't wear both.That's absurd! A bandolier goes around your chest, a belt goes around your waist. So is anyone going to fill the party in on the Hellhound?
Allow me to second Rolande's oocomment! I will set my bandolier down next to the door and cast Shield. And then cast Bull's Strength from my wand!
Unfortunately the meat puppet is out! Let's do this!
GM Pablo |
Anaba Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Buchart Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Cela Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Fernleaf Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Sekkim Initiative: 1d20 + 8 ⇒ (9) + 8 = 17
Celeena Deckland & Hellhound Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Fernleaf pulls open the door -
Cela sends in The orb followed by Fahari. She starts casting Summon Nature's ally
hellhound reflex save: 1d20 + 5 ⇒ (5) + 5 = 102d6 ⇒ (5, 2) = 7 fails!
hellhound reflex save: 1d20 + 5 ⇒ (7) + 5 = 12 fails!
The Hellhound is caught up in the orb and pushed back into the room!
Fahari moves next to Celeena - with the haste she is able to attack!
Fahari Bite with Bless, Magic Fang, Fury Drops and Acid Maw and haste: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 101d6 + 6 + 1d4 ⇒ (5) + 6 + (1) = 12 miss
Celena Deckland mooves away from Fahari (5' step) out from behind the stone bookcase and is casting a spell. She does not looked pleased to see you.
”More Pathfinders?! You will pay for invading my family home. Die!”
Black Tentacles fill the room!
The tentacles attempt to grapple anyone in the area of effect
They attack CMD Attack: 1d20 + 14 ⇒ (5) + 14 = 19 vs your CMD - If that beats your CMD, you are grappled and take Tentacles: 1d6 + 4 ⇒ (3) + 4 = 7
School conjuration (creation); Level bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, witch 4; Bloodline aberrant 4
CASTING
Casting Time 1 standard action
Components V, S, M (octopus or squid tentacle)
EFFECT
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
By the way...
This spell can be cast on the surface of the water or on a ship's deck. The tentacles do not attack ships.
Source Skull & Shackles Player's Guide
DESCRIPTION
Art used by permission of Dan Scott.
This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.
Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.
If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.
The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.
The Hellhound tries to break free
hellhound reflex save: 1d20 + 5 ⇒ (7) + 5 = 12 fails! and remains stuck in the orb.
Anaba (CMD 23) OK
Sekkimm (CMD 16) -9
Fernleaf (CMD 17) OK
Rolande (CMD -22) OK
Buchart (CMD 22 with dex belt) OK
Cela (CMD 15) -9 Grappled
Celeena Deckland
Hellhound -7
Anyone in the Black tentacles are next round is subject to another attack!
Sekkim |
FYI with bless, Protection from evil and haste (I think they all stack) everyone has +2 to hit +3 to saves +4 t reflex saves +3 AC 1 extra attack - only if you do not move more than 5'
Haste is dodge, pfe is deflect, and i bet bless is morale. So i also think they stack.
-Posted with Wayfinder