The Quest for Perfection Trilogy [PFS Regular] [Tier 4-5] (Inactive)

Game Master Amsheagar

Init:
[dice=Jones]1d20+4[/dice]
[dice=Duskin]1d20+3[/dice]
[dice=Gudrun]1d20+3[/dice]
[dice=Kuwabara]1d20+6[/dice]
[dice=Guang]1d20+2[/dice]
[dice=Zelanda]1d20+1[/dice]
[dice=GM's Pet]1d20+3[/dice]

Perception:

[dice=Jones]1d20+1[/dice]
[dice=Duskin]1d20+5[/dice]
[dice=Gudrun]1d20+10[/dice]
[dice=Kuwabara]1d20+6[/dice]
[dice=Guang]1d20+12[/dice]
[dice=Zelanda]1d20+1[/dice]

>>>MAP<<<


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Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

After helping with the Harvesting on Days 1 and 2, Jones will help with the Archery for Days 3, 4, and 5 .

Day 3:Craft Archery: 1d20 ⇒ 3
Day 4:Craft Archery: 1d20 ⇒ 17
Day 5:Craft Archery: 1d20 ⇒ 16

Dark Archive

Male Wayang Bard (Shadow Puppeteer) 2 | AC 21 T 14 FF 18 | HP 17/17 | F +2 R +7 W +3 (+2 vs. shadow) | Init +3 | Perc +5 DV | Performance 12/16

I can't help in any of the trainings with my Intimidate, because I don't have a BAB 1 - If possible, I'll use the next days to help finish the barricades or flood the fields if not done yet.

Day 4 - Knowledge (Engineering): 1d20 + 2 ⇒ (15) + 2 = 17
Day 5 - Knowledge (Engineering): 1d20 + 2 ⇒ (10) + 2 = 12
Day 6 - Knowledge (Engineering): 1d20 + 2 ⇒ (18) + 2 = 20


Together, Kuwabara and Zalanda manage to put some motivation into the civilians. Duskin is able to effect the barricades on two of the days. While Jones tries to make some arrows untrained?

I think you guys are ready, i'll start the invasion soon.

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Yes, Untrained with a +0 INT Modifier.

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

Hang on, we've still got three days, we haven't even decided on the exact actions for the first three days yet, much less stated them for the next three. Gundrun didn't do any Perception checks for Scouting the first day, nor a Craft (traps) or Disable Device check. Of course he could take 10 on the latter and make a 18 or 21, respectively.

Here's my suggested actions now that we have a complete breakdown of what we can do in each option. You didn't say what the DC of the intimidate check was, but all the others are 15, so I would assume that's the same?

Day 1:
50 Villagers Harvesting + Duskin, Jones, Zalanda, Kasai

Guang and Gundrun Scouting. (need Perception check from Gundrun)

That brings Harvesting 100% Done.

Day 2:
20 Villagers Flooding + Duskin (kn: Eng made) - additional people don't make this go faster
10 Villagers Archery Training + Jones
10 Villagers Combat Training + Zalanda w/ Kasei assisting
10 villagers Combat Training + Gundrun (he can try an intimidate too)

Guang Scouting

Harvesting done, Flooding Done, Archery 1/4 Done, Combat Training 20 people with one day with one intimidate result of 15 made.

Day 3:
30 Villagers on Barricades + Duskin (Kn: Eng check made), Gundrun (need Craft traps or disable device check)
10 Villagers Archery Training + Jones
10 Villagers Comabat Training + Zalanda w/Kasei assisting

Guang Scouting

Harvesting done, Flooding done, Archery Training 2/4 Done, Combat Training 30 people with 1 day, 2 intimidate results of 15 made, Barricades 3/6 Done.

Day 4:
30 Villagers on Barricades + Duskin (Kn: Eng check needed), Gundrun (not sure if an additional check is needed)
10 Villagers Archery Training + Jones
10 Villagers Combat Training + Zalanda w/Kasei assisting

Harvesting Done, Flooding Done, Barricades done if Duskin made his check, Archery training 3/4 done, Combat training 40 people with 1 day, 3 intimidate results of 15+.

Day 5:
10 villagers Archery training + Jones
10 villagers Combat training + Zalanda w/ Kasei assisting
10 villagers Combat training + Guang
10 Villagers Combat training + Gundrun
If Duskin failed his check above, we'll need to put 20 of these on finishing the barricades.

(Can Duskin assist the intimidate even if he can't do the training?)

Harvesting done, flooding done, barricades done, archery training done, DC 15 Craft Bows check made, Combat training 30 people with two days training, 10 people with 1 day (If Duskin made his check, otherwise just 40 people with 1 day), 4 intimidate results of 15+, possibly more depending on Guang, Gundrun, and Duskin.

Day 6: (This assumes that we can keep training people in combat until the tengu come. If there's a limit, like 2 days per unit, disregard anything above that.)
10 villagers Combat training: Kasei Intimidate: 1d20 + 2 ⇒ (20) + 2 = 22
10 villagers Combat training: Zalanda + Jones
10 villagers Combat Training: Guang
10 villagers Combat training: Gundrun

This would finish with Harvesting Done, Flooding done, Barricades done, archery training done, DC 15 Craft (bows) check made, Combat training 30 people with three days training, 10 people with two days, and at least 5 intimidates above 15, possibly more depending on Guang, Gundrun, and Duskin.

Still need:
Perception check for Gundrun the first day.
Craft (traps) check for Gundrun for trapping the barricades.
Second Knowledge(engineering) check for Duskin for day 4.
Intimidate checks for Guang on days 5 and 6.
Intimidate checks for Gundrun on days 5 and 6.
Aid Another Intimidate checks for Duskin for days 5 and 6 (Gundrun probably needs the help more).

Silver Crusade

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

Sorry, super exhausted, just got back to my hotel room after playing Tomb of the Iron Medusa for a 12 hour game day. But the post breaking it down is fabulous, and I'm willing to go along with it, so:

Intimidate day 5: 1d20 + 2 ⇒ (10) + 2 = 12
Intimidate day 5: 1d20 + 2 ⇒ (8) + 2 = 10

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones has 1 more Craft Bows and can assist Zalanda on Intimidate for Day 6.

Craft Bows: 1d20 + 0 ⇒ (18) + 0 = 18
Initmidate, Assist Zalanda: 1d20 - 1 ⇒ (10) - 1 = 9

Grand Lodge

Male Dwarf Unchained Rogue (Trapsmith) 5/Pathfinder Delver 5 HP: 73/73 | AC: 22 | T: 14 | FF: 18 | CMD: 21 | Fort: +8 | Ref: +15 | Will: +8 | Init: +11 | Perception: +26 | Sense Motive: +6

Checks as requested.

Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Craft (traps): 1d20 + 8 ⇒ (16) + 8 = 24
Intimidate: 1d20 - 1 ⇒ (14) - 1 = 13
Intimidate: 1d20 - 1 ⇒ (11) - 1 = 10


Okay, Points have been added up. You were not able to work on the 6th day. Your total defense points is 17.5, which means you might have an easy time at this next event.

The day has been long and tense, as Nesting Swallow finds itself waiting for the sword to fall. Villagers spend shifts keeping watch over the hastily erected, crude bamboo walls surrounding their village, and constant reports of the enemy riders’ movements filter back and forth between the barricades. As the sun sinks below the western hills, the sharper-eyed among those manning the barricades report a number of riders forming into groups along the roads; these reports are soon proved true as the sound of hammering hooves comes out of the twilight, and the dusk erupts with tengu warriors riding toward the village. And so the battle begins.

Init:

Jones: 1d20 + 4 ⇒ (12) + 4 = 16
Duskin: 1d20 + 3 ⇒ (9) + 3 = 12
Gudrun: 1d20 + 3 ⇒ (18) + 3 = 21
Kuwabara: 1d20 + 6 ⇒ (8) + 6 = 14
Guang: 1d20 + 2 ⇒ (10) + 2 = 12
Zelanda: 1d20 + 1 ⇒ (3) + 1 = 4
GM's Pet: 1d20 + 3 ⇒ (19) + 3 = 22

Wave 1
GM's Pets
Gudrun
Jones
Kuwabara
Duskin
Guang
Zelanda

I'll put the map up when i get home. Until ten, you are on the outskirts of the town, inside of the walls. The first wave is using their turn to approach you, all 10 Tengu. Yes, 10.

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

If the attack happens at sundown, why wouldn't we have been able to train during the day?

Silver Crusade

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

I'm going to assume I could have had mage armor put up on me once we got the first reports of action, so it's already up when Wave 1 starts.

"Courage, friends," Guang says to the frightened villagers, speaking their own Tien tongue. "They are many, but we are are brave, and we will not desert you. Irori, Master of Masters, has a perfect path in mind for each of us to tread: go therefore down it with honor and bravery."

Guang drinks from a potion at his belt. Barkskin +2, effective AC now 23

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

What kind of cover do they have from the barricades? Would it be possible for Jones to position himself up on the roof of the Northeast building as the tengu approach? If yes, he'd lie prone on the roof once up there.


The crudely constructed barricades surrounding Nesting Swallow are made of piles of wood about 6 feet tall; the outside has sharpened bamboo stakes placed every few feet, preventing riders from simply charging over them. The barriers are approximately 2 feet deep, but since they are not solid they only have hit points equal to 6 inches of wood (60 hit points for each 5-foot square).
They provide cover for those on either side of them.Climbing up over the outside of the barricade requires a DC 15 Climb check; the defensive side of the barricade is much easier to mount, requiring only a DC 5 Climb check to clamber up onto the top. The barricade does not provide cover to those standing on top of it, but these individuals have a higher ground advantage (+1 bonus on melee attack rolls) against creatures on the ground or attempting to climb the barricade.

As for training for the last day, the villagers would be exhausted and the training that would have otherwise been beneficial would cause a detriment to them.

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

On his turn, Jones will move up and ready an action to take a shot at the first tengu that starts climbing the barricade (Jones will wait to fire until the tengu is actually climbing).

Readied Action:

Comp Longbow: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

Can we fire missiles through gaps in the barricade? Also, isn't there something we do with the defense points?

Dark Archive

Male Wayang Bard (Shadow Puppeteer) 2 | AC 21 T 14 FF 18 | HP 17/17 | F +2 R +7 W +3 (+2 vs. shadow) | Init +3 | Perc +5 DV | Performance 12/16

Duskin hopes to hide somewhere and let the Tengu engage in melee with the group, and then start his performance/shadowcalling of eagles.


From now until the end of the adventure, each PC gains a pool of points equal to 1/2 the total Defense Points earned (That's 9 each). At any time, a PC may choose to spend a number of these points as an immediate action. They can be added to any single attack or damage roll, ability or skill check, saving throw, or can be used to grant the PC a dodge bonus to his AC. Points used only apply to a single roll, and do not otherwise last until the PC’s next action. More than 1 point may be spent on a roll, with a maximum equal to the character level of the PC. A player must decide to use his Defense Points in this way when he announces his action and before he makes the roll the bonus will apply to. Once spent, points from this pool cannot be replenished.

Only 9 Tengu are there, not 10.

The barricade are like a wall, While it does provide cover, it doesn't provide holes to shoot through.

Grand Lodge

Male Dwarf Unchained Rogue (Trapsmith) 5/Pathfinder Delver 5 HP: 73/73 | AC: 22 | T: 14 | FF: 18 | CMD: 21 | Fort: +8 | Ref: +15 | Will: +8 | Init: +11 | Perception: +26 | Sense Motive: +6

I'll delay for now, would it be possible to start in hiding or would I need to move there and hide?

The Exchange

Female Human (Varisian) Tattooed Sorceress 3 | HP 14/14 | AC: 11 /T: 11 /FF: 10 | Init. +1 | F: +2 / R: +3 /W: +5 | CMB -1 | CMD +10 | Perception +3, Sense Motive +3 | Speed 20
Special Abilities/Skills:
Spells (1) 6/6 (2) .. Mage Tattoo: Daze DC 16 3/3 day .. Speak with Reptiles at Will .. Bluff +12, Diplom +9, Know(arcana) +9, Linguistics +9, Perform(dance) +11, Spellcraft +12, Use Magic Device +10

Zalanda will pull a scroll from her belt and begin to read.

Scroll of Sleep DC 11 Aim for middle of attackers.

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

Kasei will climb to the top of the barricade and pull out his longbow.

I have updated my profile with my current prepared spells.

Climb: 1d20 + 2 ⇒ (20) + 2 = 22


Round 1 Wrapup.

7 of the 9 Tengu approached the barricades while two hung back a little.
Gudrun is in delay, hidden from the foes. Give me a sneak roll
Jones is ready to shoot at the first Tengu to start climbing.
Kuwabara climbs to the top of the barricades.
Duskin is waiting for the foes to enter into melee combat.
Guang drinks a potion from his pouch.
Zelanda starts to cast from a scroll.

Round 2
7 of the Tengu who have approached the gate, leap from their mounts and try to climb.

Climbs:

1 climb: 1d20 + 2 ⇒ (15) + 2 = 17
2 climb: 1d20 + 2 ⇒ (20) + 2 = 22
3 climb: 1d20 + 2 ⇒ (20) + 2 = 22
4 climb: 1d20 + 2 ⇒ (12) + 2 = 14
5 climb: 1d20 + 2 ⇒ (15) + 2 = 17
6 climb: 1d20 + 2 ⇒ (2) + 2 = 4
7 climb: 1d20 + 2 ⇒ (17) + 2 = 19

Two of the Tengu failed to climb the barricades and fell back to the ground. The other ones managed to make it up and ontop of the barricades.

Jones shoots at the first arrow, but missed.

The two who stood back, throw a vile each at the front of the barricade that manage to do
fire damage: 1d6 ⇒ 2
fire damage: 1d6 ⇒ 6

Wave 1
Round 2
GM's Pets
--Up Next--
Gudrun
Jones
Kuwabara
Duskin
Guang
Zelanda

As always, the map is at the top of the page... I expect you to keep your own person updated.

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones moves up and takes a shot at the closest Tengu on top of the barricade.

Comp Longbow (+2 STR): 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
+1 for Point Blank Shot

Silver Crusade

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

Guang jogs forward, drawing a shuriken as he goes. He moves to one of the corner of one of the buildings to use it as some cover, and flicks one of the tiny throwing blades forward at the nearest tengu bandit.

Targeting the red tengu who is due north of him. Swift action: enter snapping turtle style; AC now 24

Shuriken, range penalty: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22
Damage: 1d2 + 2 ⇒ (1) + 2 = 3


Both Jones and Guang hit their targets.

Wave 1 Round 2
GM's Pets
--Up Next--
Gudrun
Jones -Done-
Kuwabara
Duskin
Guang -Done-
Zelanda

I went ahead and colored them... now it's easier to tell which is which.

The Exchange

Female Human (Varisian) Tattooed Sorceress 3 | HP 14/14 | AC: 11 /T: 11 /FF: 10 | Init. +1 | F: +2 / R: +3 /W: +5 | CMB -1 | CMD +10 | Perception +3, Sense Motive +3 | Speed 20
Special Abilities/Skills:
Spells (1) 6/6 (2) .. Mage Tattoo: Daze DC 16 3/3 day .. Speak with Reptiles at Will .. Bluff +12, Diplom +9, Know(arcana) +9, Linguistics +9, Perform(dance) +11, Spellcraft +12, Use Magic Device +10

Zalanda finshes her spell with a grand twirl and targets the three Tengu on the right. dropping it on RED, BLUE and Green.

Sleep DC 11:

School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes

A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.


Will:

Red: 1d20 + 2 ⇒ (17) + 2 = 19
Blue: 1d20 + 2 ⇒ (17) + 2 = 19
Green: 1d20 + 2 ⇒ (6) + 2 = 8

After falling on the ground, Green is taking a nap, while the other two are unaffected.

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

Kasei says a prayer to Shizuru, then targets the nearest tengu and lets an arrow fly.

longbow with PBS and divine favor: 1d20 + 5 + 2 + 1 ⇒ (5) + 5 + 2 + 1 = 13
damage if that hits: 1d8 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13

Dark Archive

Male Wayang Bard (Shadow Puppeteer) 2 | AC 21 T 14 FF 18 | HP 17/17 | F +2 R +7 W +3 (+2 vs. shadow) | Init +3 | Perc +5 DV | Performance 12/16

Duskin moves forward and then tries to summon another of your Shadow Eagles directly by the Orange Tengu and attack it.

Bite: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d4 ⇒ 3
Claw 1: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d4 ⇒ 4
Claw 2: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d4 ⇒ 4

DC 14 Will to cut the damage to 20%


Kuwabara misses his arrow while Duskin summons some of his minions to fight the Tengu horde.
Will: 1d20 + 5 ⇒ (13) + 5 = 18

The Orange Tengu ignores the birds as they try to damage him. Each missing.

The Light Blue Tengu keeps up his performance while the Pink Tengu starts to chant something and points at Duskin, who feels dread at the Tengu's posture. Need a Will 14 or you go screaming in Fear.

The Yellow Tengu stands up and tries to climb the barricades once again. climb: 1d20 + 2 ⇒ (12) + 2 = 14 But he is unable to make perches on the wall.

The orange and brown Tengu move on Kuwabara and attack.
Orange wakizashi: 1d20 + 5 ⇒ (9) + 5 = 14 damage: 1d6 + 2 ⇒ (3) + 2 = 5
Brown wakizashi: 1d20 + 5 ⇒ (17) + 5 = 22 damage: 1d6 + 2 ⇒ (6) + 2 = 8
with only the Brown able to make a hit.

Red, Blue and Purple move up to take aim at those inside of the barricade.

Red shortbow: 1d20 + 5 ⇒ (4) + 5 = 9 damage: 1d6 ⇒ 1 random: 1d5 ⇒ 2
Blue shortbow: 1d20 + 5 ⇒ (1) + 5 = 6 damage: 1d6 ⇒ 1 random: 1d5 ⇒ 3
Purple shortbow: 1d20 + 5 ⇒ (17) + 5 = 22 damage: 1d6 ⇒ 2 random: 1d5 ⇒ 5

Only the Purple Tengu is able to land a blow on Zelanda

Wave 1 Round 3
GM's Pets
--Up Next--
Gudrun (1)
Jones (2)
Kuwabara
Duskin (3)
Guang (4)
Zelanda (5)

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

Kasei chants another spell as he drops his bow and pulls out his katana to attack.

Burning another point of Fervor to cast Shield of Faith as a swift.

katana attack vs. orange with power attack, divine favor: 1d20 + 7 - 1 + 2 ⇒ (15) + 7 - 1 + 2 = 23
damage: 1d8 + 4 + 2 + 3 ⇒ (5) + 4 + 2 + 3 = 14


Kuwabara ends the Orange Tengu.

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones moves and takes aim at Purple

Comp. Longbow: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
+1 for Point Blank Shot


The round has started off with a disappointing miss on the half of Jones, but Kuwabara makes up for it with taking out the Orange Tengu in one hit.

Wave 1 Round 3
GM's Pets
--Up Next--
Gudrun
Jones
Kuwabara
Duskin
Guang
Zelanda

Silver Crusade

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

Guang takes a step back and sends a flurry of tiny throwing stars at the tengu with the purple sash.

"Please direct your arrows at me, rather than the lady," he says pleasantly.

Flurry shuriken 1, vs purple: 1d20 + 7 ⇒ (7) + 7 = 14
Flurry shuriken 2: 1d20 + 7 ⇒ (3) + 7 = 10 Boo.

Damage if #1 hits: 1d2 + 2 ⇒ (1) + 2 = 3

Note that Guang has Deflect Arrows, and will use it against the first time he would be successfully struck by an arrow, in a round.

Dark Archive

Male Wayang Bard (Shadow Puppeteer) 2 | AC 21 T 14 FF 18 | HP 17/17 | F +2 R +7 W +3 (+2 vs. shadow) | Init +3 | Perc +5 DV | Performance 12/16

Will (DC 14): 1d20 + 2 ⇒ (1) + 2 = 3

In trembling fear, Duskin runs screaming. He didn't sign up for that! The small Wayang, naturally a coward, now finally shows his truest colors.

The Exchange

Female Human (Varisian) Tattooed Sorceress 3 | HP 14/14 | AC: 11 /T: 11 /FF: 10 | Init. +1 | F: +2 / R: +3 /W: +5 | CMB -1 | CMD +10 | Perception +3, Sense Motive +3 | Speed 20
Special Abilities/Skills:
Spells (1) 6/6 (2) .. Mage Tattoo: Daze DC 16 3/3 day .. Speak with Reptiles at Will .. Bluff +12, Diplom +9, Know(arcana) +9, Linguistics +9, Perform(dance) +11, Spellcraft +12, Use Magic Device +10

Zalanda moves to get cover while pulling a wand of her belt. She then waves the waves the wand in the air and begins a chant.

Cast Summon Monster I from the wand. Target the behind the purlple Tengu.


Round 3,

The round has started off with a disappointing miss on the half of Jones, but Kuwabara makes up for it with taking out the Orange Tengu in one hit.
Guang fires some shuriken at the Tengu, but misses all of the targerts.
Duskin runs and hides from the foes as his summoned shadow vanishes. I assume that you have to keep concentrating on it.
Zalanda starts to cast summon monster from the wand.

The Blue and Purple tengu jump down from the roof

acrobatics:

Blue acrobatics: 1d20 + 6 ⇒ (3) + 6 = 9
Purple acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19

the blue lands, but slips and falls prone, he stands up just as the purple tengu lands beside of him and attacks Guang.
mwk wakizashi: 1d20 + 5 ⇒ (16) + 5 = 21

The Brown Tengu attacks Kuwabara.
mwk wakizashi: 1d20 + 5 ⇒ (16) + 5 = 21

Green is still sleeping on the ground.

The Yellow Tengu stands up and tries to climb again. climb: 1d20 + 2 ⇒ (19) + 2 = 21 he is able to get up onto the wall.

The Light Blue Tengu keeps up his performance while the Pink Tengu starts to chant something and points at Jones, who finds the whole situation somewhat hilarious. DC 14 will or be effected by Hideous Laughter.

Wave 1 Round 4
GM's Pets
--Up Next--
Gudrun
Jones
Kuwabara
Duskin
Guang
Zelanda

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Will Save: 1d20 + 1 ⇒ (5) + 1 = 6
Jones falls prone as he can't seem to stop laughing.

On his turn, Jones attempts another Will Save Full Round Action

Will Save: 1d20 + 1 ⇒ (10) + 1 = 11

Jones continues to laugh.

Silver Crusade

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

As the tengu slashes at him with his sword, and misses, Guang's hand reaches out in a quick strike to trap the tengu's sword arm.

Per Snapping Turtle Clutch, I may make an immediate action attempt to grapple someone who misses me with a melee attack, at a -2.

(immediate action) Grapple attempt: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9 Alas.

Unperturbed that his attempt to grab the tengu missed, Guang instead just launches into a series of punches.

Flurry Attack 1: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Flurry Attack 2: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

He takes a step to the side to be able to keep both purple and blue busy.

Dark Archive

Male Wayang Bard (Shadow Puppeteer) 2 | AC 21 T 14 FF 18 | HP 17/17 | F +2 R +7 W +3 (+2 vs. shadow) | Init +3 | Perc +5 DV | Performance 12/16

I don't have to keep concentrating... Once I cast, they stay for my level rounds. Each cast uses one round of bardic performance. The eagle disappears anyway, though: I'm only level 1 :) right now, I have to use every round to shadow summon again, hehe.

Duskin keeps hiding. He's afraid of his own shadow at the moment (pun intended; I assume I'm still hiding in fear?).

Grand Lodge

Male Dwarf Unchained Rogue (Trapsmith) 5/Pathfinder Delver 5 HP: 73/73 | AC: 22 | T: 14 | FF: 18 | CMD: 21 | Fort: +8 | Ref: +15 | Will: +8 | Init: +11 | Perception: +26 | Sense Motive: +6

Sorry I've been quiet this week. I've not been very well and wasn't really capable of looking at a computer screen.

Gudrun dashes up nest to Guang, ready to support his enlightened ally.

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

Uh, Hideous Laughter is a close range spell. There's no way Jones was within range of that spell given where that pink foe is located. He'd have to be much closer to the barricade for that to work.

attack: 1d20 + 7 + 2 - 1 ⇒ (18) + 7 + 2 - 1 = 26
confirm: 1d20 + 7 + 2 - 1 ⇒ (3) + 7 + 2 - 1 = 11

damage: 1d8 + 4 + 2 + 3 ⇒ (6) + 4 + 2 + 3 = 15

If that takes down the foe, Kasei will pick up his longbow from where he dropped it.

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

It seems Kasei is right, Hideous Laughter is a close range spell.

If Jones isn't hideously laughing:
he'll move to get line of sight on Purple and fire an arrow.

Comp Longbow: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10


Range of 35 feet... The Blue would have had to move first... or have his mount move. The Light Blue is now by the barricade. Just in range for the spell.

Gudrun moves up to support his allies while Jones is laughing on the ground.

Kuwabara is able to get a good hit on the Brown Tengu, but not enought to bring it down.

Duskin is hiding

Guang tries to grab the Tengu, but misses, then he hits it once.

Leaving Zelanda up for the the end of the 4th round.

Wave 1 Round 4
GM's Pets
Gudrun
Jones
Kuwabara
Duskin
Guang
--Up Next--
Zelanda

The Exchange

Female Human (Varisian) Tattooed Sorceress 3 | HP 14/14 | AC: 11 /T: 11 /FF: 10 | Init. +1 | F: +2 / R: +3 /W: +5 | CMB -1 | CMD +10 | Perception +3, Sense Motive +3 | Speed 20
Special Abilities/Skills:
Spells (1) 6/6 (2) .. Mage Tattoo: Daze DC 16 3/3 day .. Speak with Reptiles at Will .. Bluff +12, Diplom +9, Know(arcana) +9, Linguistics +9, Perform(dance) +11, Spellcraft +12, Use Magic Device +10

Zalanda move up just as she finishes her spell with the wand summoning a hawk behind the Tengu attacking Guang. The bird claws and bites at the birdman.

Summons:

Hawk
N Small animal
Init +2; Senses low-light vision; Perception +10
DEFENSE

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +2
OFFENSE

Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4), bite +3 (1d4)
STATISTICS

Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +0; CMB –1; CMD 11
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

Hawk Attacks:

Claw 1: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 ⇒ 1
Claw 2: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 ⇒ 2
Bite: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 ⇒ 1


Zelanda summons a black hawk beside the Tengu facing Guang, but only one attack manages to land. Don't forget the flanking bonus.

Round 5 starts with the Tengu attacking. The Yellow Tengu steps up and attacks Kuwabara, while brown attacks him as well. But both attacks missed.

attack:

Yellow mwk wakizashi: 1d20 + 5 ⇒ (1) + 5 = 6 damage: 1d6 + 2 ⇒ (4) + 2 = 6
Brown mwk wakizashi: 1d20 + 5 ⇒ (1) + 5 = 6 damage: 1d6 + 2 ⇒ (1) + 2 = 3

The light blue Tengu shakes awake the Green Tengu, who stands up.

The Pink Tengu moves and starts to cast a spell

The Red Tengu jumps down and attacks the summoned bird but misses.
mwk wakizashi: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 damage: 1d6 + 2 ⇒ (5) + 2 = 7

Purple attacks Guang while Blue attacks Gudrun

attack:

Purple mwk wakizashi: 1d20 + 5 ⇒ (15) + 5 = 20 damage: 1d6 + 2 ⇒ (2) + 2 = 4
Gudrun mwk wakizashi: 1d20 + 5 ⇒ (12) + 5 = 17 damage: 1d6 + 2 ⇒ (5) + 2 = 7

all attacks miss.

Wave 1 Round 5
GM's Pets
--Up Next--
Gudrun
Jones
Kuwabara
Duskin
Guang
Zelanda

Silver Crusade

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

Guang doesn't get a flank with the hawk, but Gudrun will-- and gets more good out of it, too.

Guang glances around at the battlefield and notes several of his allies seem under ill effects. Unfortunately there is nothing he can do for that at the moment; he focuses on one of the foes he is dealing with. He calls on the monastery training he received to summon another strike. Ki point for extra attack; will divert to purple if any of these attacks drop blue.

Flurry vs Blue 1: 1d20 + 8 ⇒ (3) + 8 = 11 assumed miss
Flurry vs Blue 2: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Flurry vs Blue 3, ki: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

At the end of his attacks he takes a step to the left, in order to be able to intercept the red-headband tengu should it charge his prone, laughing friend.

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones laughing Round 2.

Dark Archive

Male Wayang Bard (Shadow Puppeteer) 2 | AC 21 T 14 FF 18 | HP 17/17 | F +2 R +7 W +3 (+2 vs. shadow) | Init +3 | Perc +5 DV | Performance 12/16

Duskin keeps hiding in fear. 3

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

Don't you get another will save to stop laughing, Jones?

attack vs. Brown: 1d20 + 7 + 2 - 1 ⇒ (1) + 7 + 2 - 1 = 9

Kuwabara slashes at the tengu, but his sword is easily blocked.

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