The Path's We Choose (Inactive)

Game Master Matthais777

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The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

Brady steps up to the edge of the ship, and looks down at Guaril in the water. He retrieves a length of rope from his bag. Holding one end, he drops the rest of the rope into the water, hoping one of his companions can use it to help get Gauril out of the water.

Actions:

5' step
Move: retrieve rope
Standard: drop end of rope into water


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Li Shou shoots a blazing volley of arrows after the devilfish... but in his haste, he forgot a very important rule. Things underwater are impossible to hit with arrows. The arrows streak into the water, but bob to the surface after bouncing off the tentacled monster, robbed of their momentum.

Guaril bubbles in the sweet embrace of oncoming darkness underwater.

The doomseer cackles.

I did it! I did it! I killed the bastard! Victory is mine!

With that, she begins to float up, clearly intent on flying away, assured of her victory. Moves straight up 120 feet.

PATHFINDERS FIGHT! THE BOLD MAY ACT!
Natulcien
Li Shou
-----------------
Guaril Blind -26
Doomseer -4
-----------------
Etienne
Magus

-----------------
Devilfish A
-------------------------
Grynt
---------------------
Devilfish B
-------------------
Brady

Grand Lodge

F Halfling Hunter 4 | HP 29/29 | AC 19 Tch 14 FF 16 | Ft +6 Rf +8 Wi +4; +2 vs. fear | Init +5 | Perc +11 | Animal Focus 4/4 | Spells 4/4 2/2

If I recall correctly, unconscious creatures underwater have like 1 round before they suffocate and die, right?


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

He pulls out a bow, knocks it and fires an arrow at the lady
1d20 + 6 ⇒ (1) + 6 = 7


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Yuuuup. Can't hold their breath... apparently they get a con check though... a really bad one.

Guril con check: 1d20 + 1 ⇒ (14) + 1 = 15
Lucky, that's 1 round passed, but each round he's in the water it'll get harder...

Grand Lodge

Male Human (Tian-Shu) Monk 4 (Zen Archer/ Qinggong Monk)/Inquisitor 3 (Sacred Huntsmaster) - HP 55/55 - AC 19 /T: 19/FF: 17 - Perception +15 - F: +9*/ R: +8/ W: +13 - CMB: +8 - CMD: 29, Speed: 40, Init. +6

No part of the devilfish that had just reached up on deck was still above the waves?


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

This does not look good

Grand Lodge

F Halfling Hunter 4 | HP 29/29 | AC 19 Tch 14 FF 16 | Ft +6 Rf +8 Wi +4; +2 vs. fear | Init +5 | Perc +11 | Animal Focus 4/4 | Spells 4/4 2/2

"I may be able to make him conscious but someone will need to hold him out of the water. Grynt, can you get ready to try that?"

Grand Lodge

Male CG Human (Varisian) Witch (Cartomancer) 3 | HP 20/20 | AC 13 [17 w/ mage armor] T 13 FF 11 [15] | CMD 12 | F: +3, R: +4, W: +6 | Init: +2 | Perc: +9, SM: +2 | Speed 30ft | Special Stuff: ? | Spells: 1st 3/3; 2nd: 2/2 | Active conditions: Mage Armor.

Lacking any other great options, Etienne will move to side of boat and send a Fortune hex Guaril's way in hopes it helps him stay alive a bit longer.

Grand Lodge

Male CG Human (Varisian) Witch (Cartomancer) 3 | HP 20/20 | AC 13 [17 w/ mage armor] T 13 FF 11 [15] | CMD 12 | F: +3, R: +4, W: +6 | Init: +2 | Perc: +9, SM: +2 | Speed 30ft | Special Stuff: ? | Spells: 1st 3/3; 2nd: 2/2 | Active conditions: Mage Armor.

from prd: "Attacks with other ranged weapons [e.g. not thrown] take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range." Didn't know how literal you were being, but they don't miss automatically. He can't yet be too far down since the devilfish had to move and then grab him, right?


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Yeah, if Li was also underwater, but specifically because Li is standing on the boot shooting in falls under "Attacks from land" section, which says. "A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects." The devilfish grabbed, then moved him underwater. In interest of not screwing you guys completely over, I only had him drag him under the water a few feet and not use his full move action.

Grand Lodge

Male CG Human (Varisian) Witch (Cartomancer) 3 | HP 20/20 | AC 13 [17 w/ mage armor] T 13 FF 11 [15] | CMD 12 | F: +3, R: +4, W: +6 | Init: +2 | Perc: +9, SM: +2 | Speed 30ft | Special Stuff: ? | Spells: 1st 3/3; 2nd: 2/2 | Active conditions: Mage Armor.

Ah, right. Just looking for a way to salvage the situation, not trying to rules-lawyer you to death.


Plunder and Peril Ship 1 Plunder and Peril Ship 2
Etienne Elodien wrote:
Ah, right. Just looking for a way to salvage the situation, not trying to rules-lawyer you to death.

No worries. Just be glad I'm not a real jerk and didn't have the Devilfish just kill him right off with the free bite attack when they grab something. This is far more dramatic and interesting. ;)


Plunder and Peril Ship 1 Plunder and Peril Ship 2

As Grynt splashes down into the water, he startles the great tentacled beast holding Guaril, who releases him and turns to assault the surprise intruder! Suddenly, the water fills with... BLOOD! A thick, ink like blood that is foul to the smell, and blocks all sight! Fort save for all in the water! DC 15 or be nauseated for sick: 1d4 ⇒ 3rounds! Also, the Devilfish gets total concealment!

tentacle vs flatfoot: 1d20 + 7 ⇒ (20) + 7 = 27
tentacle vs flatfoot Crit?: 1d20 + 7 ⇒ (2) + 7 = 9
Well, at least that didn't confirm...
damage: 3d6 + 4 ⇒ (2, 2, 2) + 4 = 10
Grab: 1d20 + 13 ⇒ (20) + 13 = 33
Bite: 1d20 + 7 ⇒ (6) + 7 = 13

A tentacle whips out of the inky black darkness, catching Grynt and dragging him down... he can feel a sharp beak biting down on his armor, and it's all he can do to stay above water!

Don't forget your swim penalties for your armor on your turn...

PATHFINDERS FIGHT! THE BOLD MAY ACT!
Natulcien
Li Shou
-----------------
Guaril Blind -26
Doomseer -4
-----------------
Etienne
Magus
-----------------
Devilfish A
-------------------------
Grynt -10
---------------------
Devilfish B
-------------------
Brady


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

Mean fish thing, lol.

Perhaps we can done on calamari he yells.

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

I have a +1 Mithral shirt with no check penalties so I don't think I have a swim penalty...

Grynt wonders what he's gotten himself into...well at least the beast let go of Guaril...

Fortitude: 1d20 + 5 ⇒ (15) + 5 = 20

He's able to withstand the bloody ink, even as it mixes with his own, and he tries to break free of the beast...

Combat Maneuver: 1d20 + 5 ⇒ (19) + 5 = 24

Swim: 1d20 + 7 ⇒ (11) + 7 = 18

With his head above water, he yells at the others, "Grab Guaril!"

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

"I'm ready; use the rope!" Brady calls, wiggling the rope for emphasis.

Grand Lodge

F Halfling Hunter 4 | HP 29/29 | AC 19 Tch 14 FF 16 | Ft +6 Rf +8 Wi +4; +2 vs. fear | Init +5 | Perc +11 | Animal Focus 4/4 | Spells 4/4 2/2

Does the blood affect apply if you're treading water? It wouldn't be getting into Nat's eyes, mouth, nose, etc.

Rules discussion:
The ability in question says, "Anyone who enters a cloud of the blood in the water or who is within the area of a burst of blood on land" -- maybe this is nitpicking but it doesn't sound like someone who is already in the area when the burst happens in water has to make a save. If you think this is too fine of a distinction I'll drop the quibble.


Plunder and Peril Ship 1 Plunder and Peril Ship 2
Nátulcien Ar Feiniel wrote:

Does the blood affect apply if you're treading water? It wouldn't be getting into Nat's eyes, mouth, nose, etc.

** spoiler omitted **

Sorry, I'm gonna call that a quibble. Your in the area already, and it makes no sense for it to not effect you when it overcomes you since it radiates out from the devilfish.

While the others are trying to kill the devilfish accosting them, tentcles once again reach up towards the magus...

tentacle: 1d20 + 7 ⇒ (8) + 7 = 15

but the flailing tentacles just manage to miss! Way to close!

PATHFINDERS FIGHT! THE BOLD MAY ACT!
Natulcien
Li Shou

-----------------
Guaril Blind -26
Doomseer -4
-----------------
Etienne
Magus
-----------------
Devilfish A
-------------------------
Grynt -10
---------------------
Devilfish B
-------------------
Brady

Grand Lodge

F Halfling Hunter 4 | HP 29/29 | AC 19 Tch 14 FF 16 | Ft +6 Rf +8 Wi +4; +2 vs. fear | Init +5 | Perc +11 | Animal Focus 4/4 | Spells 4/4 2/2

Fortitude: 1d20 + 6 ⇒ (16) + 6 = 22

swim: 1d20 + 6 ⇒ (6) + 6 = 12

Disgusted but not nauseated by the Devilfish's blood in the water, Nat swims closer to Guaril, hoping the creature won't grab her, and pokes him with the wand as soon as she can find him.

CMW: 2d8 + 3 ⇒ (5, 5) + 3 = 13 Not a bad roll! Hoping that will revive him enough to be conscious, and he can get his own head above water.

Squealy tries again to stand up.

acrobatics: 1d20 + 4 ⇒ (4) + 4 = 8
reflex: 1d20 + 4 ⇒ (16) + 4 = 20

I think that lets him stand up but not move, since he failed the acrobatics check but not the reflex save.

Grand Lodge

Male Human (Tian-Shu) Monk 4 (Zen Archer/ Qinggong Monk)/Inquisitor 3 (Sacred Huntsmaster) - HP 55/55 - AC 19 /T: 19/FF: 17 - Perception +15 - F: +9*/ R: +8/ W: +13 - CMB: +8 - CMD: 29, Speed: 40, Init. +6

Li Shuo drinks his potion of fly, then lifts into the air, above the reach of the devilfish.


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

This thing is getting too close for comfort, lol


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Nat swims over to where she saw Guaril go under and stabs at him with her wand. After swishing her wand for a few moments, she bumps his body and sees the glow of magic at work... hopefully it's enough! A head pops up out the water, coughing and sputtering out blood.

fort: 1d20 + 5 ⇒ (6) + 5 = 11
length: 1d4 ⇒ 2

And then begins vomiting. This is not a happy place to wake up.

Doomseer perception: 1d20 ⇒ 1

Thankfully, covered in red, it's impossible to see him, and the fleeing woman never looks back.

PATHFINDERS FIGHT! THE BOLD MAY ACT!
Natulcien
Li Shou
-----------------
Guaril Nauseated -13
-----------------
Etienne
Magus

-----------------
Devilfish A
-------------------------
Grynt -10
---------------------
Devilfish B
-------------------
Brady

Grand Lodge

Male CG Human (Varisian) Witch (Cartomancer) 3 | HP 20/20 | AC 13 [17 w/ mage armor] T 13 FF 11 [15] | CMD 12 | F: +3, R: +4, W: +6 | Init: +2 | Perc: +9, SM: +2 | Speed 30ft | Special Stuff: ? | Spells: 1st 3/3; 2nd: 2/2 | Active conditions: Mage Armor.

Guaril had Fortune from me last round so should get a 2nd Fort save. I assume the devilfish on northside is submerged and hence I can't attack it.

Seeing that the situation may be improving some, but still concerned with so many people in the water, Etienne will send Fortune Natulcien's way. Then he'll grab the rope, hoping to help Brady pull folks into the boat.

Fortune hex:
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made.

standard action=fortune hex; move action to grab rope?


Plunder and Peril Ship 1 Plunder and Peril Ship 2

fort: 1d20 + 5 ⇒ (4) + 5 = 9

Life just sucks for Guaril apparently. :( Actions are fine.


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

Ok going to try my spell combat ability :)


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

Oops cant do that yet
he drops his bow and reaches for his scimitar as he slashes at the creature
1d20 + 7 ⇒ (18) + 7 = 25
1d20 + 7 ⇒ (2) + 7 = 9 confirm I dont think that does it.

1d6 + 4 ⇒ (5) + 4 = 9

Grand Lodge

F Halfling Hunter 4 | HP 29/29 | AC 19 Tch 14 FF 16 | Ft +6 Rf +8 Wi +4; +2 vs. fear | Init +5 | Perc +11 | Animal Focus 4/4 | Spells 4/4 2/2

Level 4 magus can certainly do spell combat.

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

Brady was bold last round, but got skipped.

Seeing Gauril surface above the water, Brady guides the rope and calls out "Grab the rope! It's in front of you. Quickly; we'll pull you out!"

If it looks like the nausea is preventing Gauril from getting to the rope and grabbing hold, Brady will tie it off to the gunwale so that he can dive in and get the man.

Actions:

If Gauril grabs the rope, Brady's full-round action is to start pulling him out.

If Gauril looks like he can't grab the rope, Brady's standard action is to tie the rope off and his move action is to dive into the water.
Fortitude DC 15: 1d20 + 6 ⇒ (18) + 6 = 24

If Brady needs to delay until Gauril's next action to figure this out, he'll do so.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

I'll say Guaril uses his move action to grab the rope, but can't do anything else. Brady can pull him up out of the water, though he's dangling at the moment.

The devilfish burbles in strange speech beneath the bloody waves and slaps it's tentacles at Grynt again.

Tentacle: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 3d6 + 4 ⇒ (1, 2, 3) + 4 = 10
grapple: 1d20 + 13 ⇒ (1) + 13 = 14

and slap him good it does, but it doesn't manage to wrap around him in the slick bloody water.

PATHFINDERS FIGHT! THE BOLD MAY ACT!
Natulcien
Li Shou
-----------------
Guaril Nauseated -13
-----------------
Etienne
Magus
-----------------
Devilfish A
-------------------------
Grynt -20
---------------------
Devilfish B -9
-------------------
Brady

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

Tired of being the devilfish's plaything, Grynt will go total defense and then attempt to climb back in the ship, using the rope if possible, the side of the ship if not...

Climb: 1d20 + 7 ⇒ (15) + 7 = 22


Plunder and Peril Ship 1 Plunder and Peril Ship 2

As Grynt climbs up the boat past Guaril, the devilfish behind him decides to object to his food running away.

Tentacle: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 3d6 + 3 ⇒ (3, 6, 1) + 3 = 13
grapple: 1d20 + 13 ⇒ (12) + 13 = 25
Bite: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10

Apparently, very firmly, and Grynt feels himself yanked into the water again, and feels his consciousness fade as he hits the water... without being able to defend himself, he can't prevent the vicious feeding bite from the creature, who injects him full of venom!

Fort: 1d20 + 5 ⇒ (16) + 5 = 21

Though even unconscious, his body fights it off!

Oh no! Grynt is at -13, which means he only has 1 left before he dies!

The Tentacled foe that the Magus is facing swipes at him as well...

Tentacle: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 3d6 + 3 ⇒ (1, 1, 3) + 3 = 8
grapple: 1d20 + 13 ⇒ (8) + 13 = 21
Bite: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9

and does sink his teeth into him unfortunately, and he can feel poison flood his veins...

fort: 1d20 + 6 ⇒ (9) + 6 = 15

and he just barely manages to fend it off, his body fighting against the rush of venom.

PATHFINDERS FIGHT! THE BOLD MAY ACT!
Natulcien
Li Shou

-----------------
Guaril Nauseated -13
-----------------
Etienne
Magus -17
-----------------
Devilfish A
-------------------------
Grynt -43
---------------------
Devilfish B -9
-------------------
Brady

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

I should be at -43, GM...think I may be toast... thought going total defense would gimme a chance but you got some hot dice...

Grand Lodge

F Halfling Hunter 4 | HP 29/29 | AC 19 Tch 14 FF 16 | Ft +6 Rf +8 Wi +4; +2 vs. fear | Init +5 | Perc +11 | Animal Focus 4/4 | Spells 4/4 2/2

Nat will heal Grynt as well, and grabs onto the rope. She sees he isn't waking up and calls out, "Grynt's in trouble! Anyone able to help?"

CMW: 2d8 + 3 ⇒ (2, 6) + 3 = 11

Not enough to get him conscious unfortunately.

Do I need to make a swim check this round?

if so: 1d20 + 6 ⇒ (4) + 6 = 10

That was lousy. Using the fortune Etienne gave me:

1d20 + 6 ⇒ (15) + 6 = 21

Squealy Nord moves cautiously through the grease, approaching the devilfish, and attempts to stab it with his tusks.

acrobatics: 1d20 + 4 ⇒ (14) + 4 = 18

gore w/power attack: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25
damage: 1d8 + 7 + 3 ⇒ (7) + 7 + 3 = 17

If the devilfish attacks Magus again while Squealy is adjacent to the devilfish, Squealy will use an immediate action to perform Vengeance Strike, which he can do up to 3 times per day. Vengeance Strike (Ex): The Ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally. (wherein Squealy is considered the Ranger for this ability)

vengeance strike OR AOO if appropriate: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10

Not that it will do much good.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

A bit of a shot of healing keeps Grynt from expiring on the spot, though he's still in the grips of the tentacle thing beneath the waves.

Squealy does his fine work, attempting to gore the devilfish and despite the struggle of hitting the thing in the water, managing to score a hit!

PATHFINDERS FIGHT! THE BOLD MAY ACT!
Natulcien
Li Shou
-----------------
Guaril Nauseated -13
-----------------
Etienne
Magus -17
-----------------
Devilfish A
-------------------------
Grynt -32
---------------------
Devilfish B -26
-------------------
Brady


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

No, he has 4 mirror images


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Mirror image? 1=Magus: 1d5 ⇒ 1
Um... well, I guess he is. Apparently, my dice HATE you guys. Did you all do something to offend RNJesus or something?!


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

LOL

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

Brady uses all of his strength to pull Gauril out of the water. It didn't help that the man couldn't really help himself... though, after what he'd been through, who could blame him?

Up to a full round action to pull Gauril onto the boat. If that's not enough, let me know how many rounds it will take, please.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Brady hauls up Guaril, and the man pulls himself up, vomiting out blood and seawater. It has not been a good day for the man.

PATHFINDERS FIGHT! THE BOLD MAY ACT!
Natulcien
Li Shou
-----------------
Guaril Nauseated -13
-----------------
Etienne
Magus -17

-----------------
Devilfish A
-------------------------
Grynt -32
---------------------
Devilfish B -26
-------------------
Brady

Grand Lodge

Male CG Human (Varisian) Witch (Cartomancer) 3 | HP 20/20 | AC 13 [17 w/ mage armor] T 13 FF 11 [15] | CMD 12 | F: +3, R: +4, W: +6 | Init: +2 | Perc: +9, SM: +2 | Speed 30ft | Special Stuff: ? | Spells: 1st 3/3; 2nd: 2/2 | Active conditions: Mage Armor.

question in anticipation of my turn: is any part of the devilfish that attacked Grynt visible above the water? Just wondering if I can target him or not.


Plunder and Peril Ship 1 Plunder and Peril Ship 2
Etienne Elodien wrote:
question in anticipation of my turn: is any part of the devilfish that attacked Grynt visible above the water? Just wondering if I can target him or not.

The one that attacked Grynt is explicitly not visible and is hiding in it's ink. The other one is visible as it's currently making efforts to drag the magus down into the water and do the same thing.

Grand Lodge

F Halfling Hunter 4 | HP 29/29 | AC 19 Tch 14 FF 16 | Ft +6 Rf +8 Wi +4; +2 vs. fear | Init +5 | Perc +11 | Animal Focus 4/4 | Spells 4/4 2/2

If you have any way to heal Grynt he could become conscious and try to get out of the water.

Grand Lodge

Male Human (Tian-Shu) Monk 4 (Zen Archer/ Qinggong Monk)/Inquisitor 3 (Sacred Huntsmaster) - HP 55/55 - AC 19 /T: 19/FF: 17 - Perception +15 - F: +9*/ R: +8/ W: +13 - CMB: +8 - CMD: 29, Speed: 40, Init. +6

GM, okay if I poll the team?

So, Li Shuo is a master marksman in a fight where marksmanship is useless. About all I've got is the fact he can fly. I can dive down and try to grab Grynt, but my odds of success are low. But that's all I can come up with. Any suggestions?

Grand Lodge

F Halfling Hunter 4 | HP 29/29 | AC 19 Tch 14 FF 16 | Ft +6 Rf +8 Wi +4; +2 vs. fear | Init +5 | Perc +11 | Animal Focus 4/4 | Spells 4/4 2/2

Heal Grynt and grab me, maybe?

Grand Lodge

Male Human (Tian-Shu) Monk 4 (Zen Archer/ Qinggong Monk)/Inquisitor 3 (Sacred Huntsmaster) - HP 55/55 - AC 19 /T: 19/FF: 17 - Perception +15 - F: +9*/ R: +8/ W: +13 - CMB: +8 - CMD: 29, Speed: 40, Init. +6

The only healing I have is a wand of cure light wounds.

Grand Lodge

F Halfling Hunter 4 | HP 29/29 | AC 19 Tch 14 FF 16 | Ft +6 Rf +8 Wi +4; +2 vs. fear | Init +5 | Perc +11 | Animal Focus 4/4 | Spells 4/4 2/2

That would get him conscious at least.

Grand Lodge

Male CG Human (Varisian) Witch (Cartomancer) 3 | HP 20/20 | AC 13 [17 w/ mage armor] T 13 FF 11 [15] | CMD 12 | F: +3, R: +4, W: +6 | Init: +2 | Perc: +9, SM: +2 | Speed 30ft | Special Stuff: ? | Spells: 1st 3/3; 2nd: 2/2 | Active conditions: Mage Armor.

I too have a wand; If Li Shuo can drag him over into the boat, I can add some healing. I don't have a way to heal him at range. Li Shuo, you could delay and I could give you Fortune to try and make it easier. I guess it depends on what kind of roll is required to get Grynt.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

At the moment, Grynt is underwater and grappled and suffers from total concealment. Which means that touching him with the wand has a 50% mischance, assuming you touch the right square (I'm not that much of a jerk though, so I'll say he's still in the square he was in when he went under)... which I just realized means Nat would have had to make the total concealment check to touch him with her wand.

Be nice to the players dice...: 1d100 ⇒ 28

.... Crap. Charge is not expended, but Grynt doesn't get the healing then. :(

Grand Lodge

Male Human (Tian-Shu) Monk 4 (Zen Archer/ Qinggong Monk)/Inquisitor 3 (Sacred Huntsmaster) - HP 55/55 - AC 19 /T: 19/FF: 17 - Perception +15 - F: +9*/ R: +8/ W: +13 - CMB: +8 - CMD: 29, Speed: 40, Init. +6

Delay until after Etienne.

From his height above, Li signals Etienne that he is about to dive into the water.

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