GM TOP #4-11: The Disappeared (Core) (Inactive)

Game Master Pete H.

Maps


101 to 150 of 274 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Dark Archive

LN Halfling Sorcerer 3 | Mods: None | HP: 20/20 | AC 13, Tch 13, Fl 11 | CMB: -1, CMD: 11 | F: +4, R: +4, W: +3: FR 5; +2 vs Fear/Poison | Speed 20ft | Corrupting Touch: 7/7 | Spells 1st: 5/6 | Perc: +1, SM: -1 | Init: +8

Watching as the professionals search out the air, Vraxam seems lost in thought.

'They must plan to dismantle this entire area...at least redecorate it all if they plan to keep the ruse.'

Coming back to the present as Hootie looks from the Asmodean shaped cross on her key ring and back to the hole, Vraxam pipes up "Oh, I can't take the suspense dear. Please just open it already!"

Suddenly occuring to him the nature of his homeland and the stories he'd heard....the small man steps a safe distance back and smiles. "I'm sure it'll be fine. Just...you know...be ready to jump."

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

"Haste makes Waste." Hootie responds as she indicates the door to this room.
"Someone make sure the door is closed. I think this is the key but to make sure the rest of you step back."

Once that is done, she uses the Asmodean Cross key and inserts into the hole.

Grand Lodge

M Human Fighter 1 |AC 15 (t 10, ff 15) | F+5, R+0, W+1(+2 vs fear) | CMD 15 CMB + 5 | Init +0 | Percep +2 SM +1 | Bast +4 (PA +3)/2d8+6(PA+8) | HP 13/13 | Active conditions: elixir of hiding (+10 stealth)
Tactics:
[dice=ATK, reg]1d20+4[/dice] crit 19-20/x2 [dice=DMG. reg]2d8+6[/dice] Power attack [dice=ATK, PA]1d20+3[/dice] [dice=DMG, PA]2d8+8[/dice]

Grix listens at the door intently to make sure no one is coming. He will lean against it and hold it shut if it sounds like some on is coming.

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

Nahko joins Grix at the door, backing up the old man's force with another old man's force.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Naneryn aimlessly wanders into the room and starts looking at where a painting used to be, "hmmm... interesting art choice here. Almost like the absence of art is art in its own way." He seems quite pleased with his insight.

Grix and Nahko prepare to lean their shoulders against the door if anyone wanders in from the hallway. (locking the outer door would have been a wiser precaution, but I'm not judging)

Hootie inserts the key into the lock and turns, a clicking sound comes from the nymph and then a whooshing sound as two red-skinned diminutive creatures (image maps pg 2) with fiendish wings and whipping scorpion-like tails seem to materialize out of the woodwork. One forms on the bed with a ball gag in it's mouth. The other next to Hootie as it says, "ah it has been a while Mistress Zartaaaa.... wait you aren't her.... INTRUDERS!"

K: Planes DC 12:
These are Imps, lesser devils that are mainly a nuisance. They do have a poison stinger (dex damage) on their tail. For each 5 you beat the DC you may ask a question, see my header for suggestions.

INITIATIVE

Initiative:
Hootie Bell: 1d20 + 5 ⇒ (1) + 5 = 6
Vraxam Uldar: 1d20 + 8 ⇒ (20) + 8 = 28
Grix Wolfguard: 1d20 ⇒ 5
Nahko Bear and Kuti: 1d20 + 4 ⇒ (4) + 4 = 8
Naneryn: 1d20 + 6 ⇒ (1) + 6 = 7
Bernard St. Ivre: 1d20 + 6 ⇒ (19) + 6 = 25
Creature 1: 1d20 + 3 ⇒ (1) + 3 = 4
Creature 2: 1d20 + 3 ⇒ (6) + 3 = 9

Round 1
Vraxam Uldar
Bernard St. Ivre

Creature 2
Nahko Bear and Kuti
Naneryn
Hootie Bell
Grix Wolfguard
Creature 1

Bold May Act

Hootie:
This actually isn't considered a trap per the scenario so your trap spotter didn't trigger. A bit odd, but I can see the reasoning behind why it isn't a trap.

Dark Archive

LN Halfling Sorcerer 3 | Mods: None | HP: 20/20 | AC 13, Tch 13, Fl 11 | CMB: -1, CMD: 11 | F: +4, R: +4, W: +3: FR 5; +2 vs Fear/Poison | Speed 20ft | Corrupting Touch: 7/7 | Spells 1st: 5/6 | Perc: +1, SM: -1 | Init: +8

Crap! I should put a point in K Planes...

Eyeing the creatures with intrigue, his gaze focusing on the ball gag, the halfling burst out with "HA! Now that's a wild time!"

Drawing a loaded crossbow, he keeps it pointed down for the moment. "My good sirs, we really don't need to be on opposite sides here. We are her trying to find and save Mistress Zarta. She has vanished and they claim she NEVER existed."

"This is a lie! And she's in danger! Please don't make us fight you...she may not have the time to waste!"

Glancing towards his companions, he pleads "Give them a chance Bernard. Why kill such elegant creatures without a need?"

Mechanics:

Move action: draw crossbow. Standard? Chat with them?
Diplomacy? (vs evil outiders): 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

I'll clarify just in case this effects anything. They are tiny and both currently flying about head height. Mechanically though they are still in range of melee. Bernard is up!

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Nah. It happens. Not a trap then. So two imps. Can I leave it to the rest of you? lol.
No Knowledge (Planes)

"Don't waste time. Take the out quickly and cleanly. We can't afford to be delayed here." Hootie urges.

Silver Crusade

* * Pathfinder Core * * M Human 3 Ranger
Tag:
LN Human M Ranger 3 | HP: 27/27 | AC 20; TC 15; FF 16 | CMB +5; CMD 20 | Fort +4; Ref +7; Will +2 | Init +6 |Perc: +7, SM: +1 | Speed 30ft

Bernard reaches out for his rapier on his belt, swiftly pulling it out. "Be goooon faul creature! We are nooot intruders, simply loooooking foooor her!" - he replies as he tries to figure out what they are!

Kn. Planes: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 -- Interested in DR, and special abilities please. Also, I think these are my favoured enemy.

Quickly realising what these things are, he takes no hesitation at stabbing them with the pointy end of his weapon.

Attack w/ Rapier + F.E.: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 -- 18-20/x2 crit range, P damage, MWK.
Damage: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9

"Quickly! Dispatch of these diiiviiiils! They are an abooomination!"

...not sure my favoured enemy would work if i don't identify them lol...so, yeah. Ahhhh, subtract 2 from attack and damage please! Sorry! That natural 1 came out of nowhere!


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

I’ll do some research on the favored enemy question and get back to you with the morning post.

Silver Crusade

* * Pathfinder Core * * M Human 3 Ranger
Tag:
LN Human M Ranger 3 | HP: 27/27 | AC 20; TC 15; FF 16 | CMB +5; CMD 20 | Fort +4; Ref +7; Will +2 | Init +6 |Perc: +7, SM: +1 | Speed 30ft

I will do some too, thanks! Problem is with rangers, it's always hit and miss, and different GMs rule things differently. Honestly, I don't mind either way - so up to you to decide. With or without it, it doesn't really bother me. Do whatever you feel is right.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

I see no reason at all you would not get the bonuses. You obviously did not ID them though, so if that would have changed your action you are welcome to post a different one.

Silver Crusade

* * Pathfinder Core * * M Human 3 Ranger
Tag:
LN Human M Ranger 3 | HP: 27/27 | AC 20; TC 15; FF 16 | CMB +5; CMD 20 | Fort +4; Ref +7; Will +2 | Init +6 |Perc: +7, SM: +1 | Speed 30ft

They are red and freaky, so Bernard wil still attack...


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Vraxam attempts to begin wheedling and dealing. Hootie calls out for their heads.

Bernard is unsure of his path, but his obvious puritan upbringing plus Hootie's charming personality overwhelms his hand and he strikes a blow against the indecency of the creatures, though it does not appear to do as much damage as he would have hoped (DR).

The creature's wound appears to begin mending (Fast Healing), it flaps back away from the dangerous ranger, pulls the ball gag from its mouth, drops it, winks at Bernard and Disappears from sight.

Round 1
Vraxam Uldar
Bernard St. Ivre
Creature 2 (-2 HP, Invisible)
Nahko Bear and Kuti
Naneryn
Hootie Bell
Grix Wolfguard

Creature 1

Bold May Act

I think it is fair (for this round) to assume the creature is still in the corner, just invisible (1-50 misses). I expect it won't stay in the same place next round. Also, while invisible it is apparently immune to rangers favored enemy bonus and sneak attack (only while invisible).

Grand Lodge

CORE-Male elf | Rogue 2 / Illusionist 1 |HP: 18/18 | AC18 T 14 FF 14 | F+0 R+7 W+2 | Init +6 | Perc +8(9 trapfinding) | SM +0 | CMB +2 | CMD 15 | Speed 30

Not sure if I'm really back, but trying to catch up

The rogue does not know what these creatures are, but when he sees Bernard's weapon not doing full damage, he figures this is one of those cases for special weapons. He pulls out a holy water and tosses it at the nearest creature. Next round he'll pull out his silver dagger and try to stab one.

holy water to hit: 1d20 + 4 ⇒ (6) + 4 = 10

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Hootie steps away and adopts defensive position as she looks for the creatures.
Total defence.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Naneryn toss a vial of something towards the corner of the room where he last saw one of the imps. The vial slams into a bedpost, soaking Kuti and you hear a screech of pain from the empty corner as the holy water splash sizzles a bit of flesh. Kuti does not appear to be amused.

Hootie steps back and prepares to dodge. What is your current AC?

Round 1
Vraxam Uldar
Bernard St. Ivre
Creature 2 (-3 HP, Invisible)
Nahko Bear and Kuti
Naneryn
Hootie Bell
Grix Wolfguard
Creature 1

Bold May Act, Nahko, Kuti & Grix are up.

I think it is fair (for this round) to assume the creature is still in the corner, just invisible (1-50 misses). I expect it won't stay in the same place next round. Also, while invisible it is apparently immune to rangers favored enemy bonus and sneak attack (only while invisible).

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

AC: 19/15/16 Add +4 Dodge bonus for total defence for
AC: 23/19/20
May not make a difference since it's invisible..... :(

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

"Blast you, Bernard!!! We could've negotiated!" This is Cheliax, for all that's good in the world. Devils are normal here!

His frustration apparent, he still commits himself fully to the task at hand. He immediately motions for Kuti to attack, and follows that up with a spell; a simple word and sweep of his hand and a ball of flame bursts from his hand, adding a soft glow to the room.

Actions:

Free: handle animal (attack any) DC 10: 1d20 + 6 ⇒ (13) + 6 = 19
Standard: cast produce flame

Produce Flame wrote:

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.


Female N Cheetah | HP: 5/19 | AC: 17 (16 Tch, 12 Fl) | CMB: +2, CMD: 17 (12 Fl) | F: +4, R: +8, W: +2 | Init: +5 | Perc: +5, SM +1 | Speed 50ft | Active conditions: STR damage: 1

Kuti quickly whips around and tries to snap and swipe at the creature she can no longer see.

Actions:

Full round: full attack

Bite: 1d20 + 3 ⇒ (18) + 3 = 21
Damage, P: 1d4 + 1 ⇒ (4) + 1 = 5
50% Miss: 1d100 ⇒ 39

Claw: 1d20 + 3 ⇒ (17) + 3 = 20
Damage, P: 1d2 + 1 ⇒ (2) + 1 = 3
50% Miss: 1d100 ⇒ 80

Claw: 1d20 + 3 ⇒ (18) + 3 = 21
Damage, P: 1d2 + 1 ⇒ (1) + 1 = 2
50% Miss: 1d100 ⇒ 18

Not sure if I can have Kuti attack the invisible one, but that is the preferred target here. If she can't, she'll take a 5' step off the bed and attack the one that can still be seen.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

It's been 24 hrs, I'll go ahead and bot Grix.

Nahko summons a small flame into his hand and points Kuti to attack where the creature used be be visible. Not happy with weird little red things flying around, she swipes a few times into the corner. One claw connects with something, but no sounds of pain follow.

Grix steps into the middle of the room, drawing his massive over-sized sword. Not sure what to do with all the arguing he just warns the creatures, "touch my friends... and die!" (readied to attack if either creatures attacks him or his allies.

Readied Attack:
1d20 + 4 ⇒ (1) + 4 = 5 for 2d6 + 6 ⇒ (1, 1) + 6 = 8

The remaining visible creature looks at Grix, at Grix's massive weapon and smiles. He points to the north door, "hey big guy, why don't you go tie yourself up in there so we can have some fun later."

Spellcraft DC 18:
Suggestion being cast on Grix.

Will DC 15: 1d20 + 1 ⇒ (12) + 1 = 13

Grix:
You have an overwhelming urge to do as the creature suggests. This is a magical compulsion that must be completed. Once you get into the room (two move actions next round) you will see a variety of things that can 'tie you up'. The round after you can use move action and a standard to tie yourself up with silk rope, which will then complete the compulsion and allow you to do what you wish. However, being tied up you will then have to escape the bonds with either help (someone cutting the rope off) or break out with your own strength (DC 24 strength check).

The group sees Grix's wheels turning in his head as considers his next actions carefully.

Sense Motive DC 25:
Grix is under the powerful influence of a magical suggestion to do as the creature says.

Round 2
Vraxam Uldar
Bernard St. Ivre

Creature 2 (-3 HP, Invisible)
Nahko Bear and Kuti
Naneryn
Hootie Bell
Grix Wolfguard
Creature 1

Bold may acti, Vraxam and Bernard are up.

I think it is fair (for this round) to assume the creature is still in the corner, just invisible (1-50 misses). I expect it won't stay in the same place next round. Also, while invisible it is apparently immune to rangers favored enemy bonus and sneak attack (only while invisible).

Grand Lodge

M Human Fighter 1 |AC 15 (t 10, ff 15) | F+5, R+0, W+1(+2 vs fear) | CMD 15 CMB + 5 | Init +0 | Percep +2 SM +1 | Bast +4 (PA +3)/2d8+6(PA+8) | HP 13/13 | Active conditions: elixir of hiding (+10 stealth)
Tactics:
[dice=ATK, reg]1d20+4[/dice] crit 19-20/x2 [dice=DMG. reg]2d8+6[/dice] Power attack [dice=ATK, PA]1d20+3[/dice] [dice=DMG, PA]2d8+8[/dice]

Thanks for the bot. Sorry I couldn't get a post. I just found a second now as was about to post but Top was too fast for me. And now Grix is getting tied up in a closet. I didn't know he was into that type of thing.

Silver Crusade

* * Pathfinder Core * * M Human 3 Ranger
Tag:
LN Human M Ranger 3 | HP: 27/27 | AC 20; TC 15; FF 16 | CMB +5; CMD 20 | Fort +4; Ref +7; Will +2 | Init +6 |Perc: +7, SM: +1 | Speed 30ft

Please bot me, not sure i'll be able to post any time soon, sorry.

Dark Archive

LN Halfling Sorcerer 3 | Mods: None | HP: 20/20 | AC 13, Tch 13, Fl 11 | CMB: -1, CMD: 11 | F: +4, R: +4, W: +3: FR 5; +2 vs Fear/Poison | Speed 20ft | Corrupting Touch: 7/7 | Spells 1st: 5/6 | Perc: +1, SM: -1 | Init: +8

Shaking his head slightly, Vraxam mumbles "We could have just talked them down...but NOOO gotta kill 'em all....specist is what this is."

Taking aim where the one used to hover over the bed, he fires off his crossbow. He quickly slaps another bolt into the crossbow.

Mechanics:

Standard to Fire, Move to reload

Miss % (1-50 Hit): 1d100 ⇒ 37
Twang!: 1d20 + 4 ⇒ (11) + 4 = 15
Damage?: 1d6 ⇒ 2


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Vraxam gripes and mumbles, which may have thrown his aim off as the crossbow bolt slams harmlessly into the wall.

Bernard only sees one enemy visible, so he steps up and tries to pin it to the wall with his pointy pig-sticker.

Stinger + Favored Enemy: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 for Piercing + Favored Enemy: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8

Sadly the tiny creature flits to the right at the last second as his rapier goes to the left and he misses.

GM Screen:
Tail vs. AC (-dex) + Invisible Bonus: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11

Naneryn looks down and sees the creature materialize inches from his body. The pointy tail definitely struck him, but somehow Naneryn's oily layer of grime managed to deflect the barb from penetrating. (seriously, the only way I could have missed was with a fumble... which I rolled)

Sense Motive DC 25:
Grix is under the powerful influence of a magical suggestion to do as the creature said.

Round 2
Vraxam Uldar
Bernard St. Ivre
Creature 2 (-1 HP)
Nahko Bear and Kuti
Naneryn
Hootie Bell
Grix Wolfguard

Creature 1

Bold May Act

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Hootie swiftly, on seeing Naneryn's position, moves in on the creature on the opposing side. Though her movement resembles a dance as she moves between her own allies to gain the flank....
Attack, non slivered, with flank 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 121d6 + 1 ⇒ (3) + 1 = 4
Sneak attack if applicable 1d6 ⇒ 2

it's likely her own movements betray her as her strike goes slightly off.

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

It's a shame. Devils are part of the overall balance as well, and we might have learned something from these devils too; they know Zarta!

His misgivings don't prevent his action, however. Nahko takes aim at the devil in the corner, and launches his ball of fire at the creature.

Actions:

Standard: attack devil

Produce flame, ranged touch: 1d20 + 2 ⇒ (19) + 2 = 21
Damage, fire: 1d6 + 1 ⇒ (6) + 1 = 7


Female N Cheetah | HP: 5/19 | AC: 17 (16 Tch, 12 Fl) | CMB: +2, CMD: 17 (12 Fl) | F: +4, R: +8, W: +2 | Init: +5 | Perc: +5, SM +1 | Speed 50ft | Active conditions: STR damage: 1

Kuti looks around, seeking the prey that she'd been attacking. When it appears in front of Naneryn, she leaps off the bed to continue her assault. Standing on her hind legs, she bites and swipes at the devil again, trying to swat it out of the air.

Actions:

5' step
Full round: full attack

Bite: 1d20 + 3 ⇒ (14) + 3 = 17
Damage, P: 1d4 + 1 ⇒ (1) + 1 = 2

Claw: 1d20 + 3 ⇒ (17) + 3 = 20
Damage, S: 1d2 + 1 ⇒ (1) + 1 = 2

Claw: 1d20 + 3 ⇒ (7) + 3 = 10
Damage, S: 1d2 + 1 ⇒ (1) + 1 = 2


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

I can't find any rulings or rules to indicate that Naneryn would flank while the creature is inside his square and Vraxam doesn't currently threaten in melee. Hootie's attack missed either way but for future attacks it will probably matter (especially with all you sneaky sneak-attackers).

Remember, they don't even appear to be able to attack adjacent so it has to move into someone's square to do so. Maybe you all can draw the critter out into a better flank-able square?

Grand Lodge

M Human Fighter 1 |AC 15 (t 10, ff 15) | F+5, R+0, W+1(+2 vs fear) | CMD 15 CMB + 5 | Init +0 | Percep +2 SM +1 | Bast +4 (PA +3)/2d8+6(PA+8) | HP 13/13 | Active conditions: elixir of hiding (+10 stealth)
Tactics:
[dice=ATK, reg]1d20+4[/dice] crit 19-20/x2 [dice=DMG. reg]2d8+6[/dice] Power attack [dice=ATK, PA]1d20+3[/dice] [dice=DMG, PA]2d8+8[/dice]

Grix walks to the closet absentmindedly and closes the door behind him. You hear some grunting and rustling coming from behind the door.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Grix actually just gets to the door and opens it this round. He is allowed to speak if he wants to explain what he is doing or planning on doing.

Through the door you see a room that seems to be in pristine condition, with little evidence of renovations. The chamber is full of a variety of equipment suggestive of a dungeon or torture chamber. The walls appear to be thickly padded and sustain hooks holding a number of whips, bludgeons, and other instruments of pain. Spaced between large mirrors are several extremely obscene paintings. Among the paintings on the wall is a rather blasphemous portrait of Sarenrae in a compromising position with two succubi.

Grand Lodge

CORE-Male elf | Rogue 2 / Illusionist 1 |HP: 18/18 | AC18 T 14 FF 14 | F+0 R+7 W+2 | Init +6 | Perc +8(9 trapfinding) | SM +0 | CMB +2 | CMD 15 | Speed 30

"Yeow!" Naneryn sees his life flash before his eyes as the creature appears. Spared, surely by some divine whim, he steps to the side and attacks with his silvered dagger.

to hit: 1d20 + 5 ⇒ (1) + 5 = 6
silver/piercing: 1d4 + 1 - 1 ⇒ (1) + 1 - 1 = 1

-- edit
OMG, I'm soooo tempted to delete this post and let you bot me more, LOL!


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Nahko's blast of fire strikes the little flying critter directly in the face. No harm appears to have been done though maybe it just got a nice exfoliation? The creature's red skin seems to have a healthier glow now.

Kuti swipes and bites away at the other one, but all she gets is a chipped tooth and a couple hangnails.

Naneryn hops back out of fright and waves his dagger in the air in an impressive display of missing the enemy and himself.

Hootie tries to narrow in on a weak spot, but manages to miss completely as well. Maybe diplomacy was the right way to go? No one seems to be able to hit anyone else...

Grix seems to be in his own world, ignoring combat and opening the north door to show everyone an 'adult' dungeon.

The little critter looks at its tail questioning what the heck happened, then gets a stern appearance of determination on its face. Flitting imperceptebly into the middle of the room, it invades Naneryn's space again. (this provokes from Naneryn, free AoO)

Its tail flicks out again to strike the smelly elf that burned it earlier with holy water.

GM Screen:
Tail Sting: 1d20 + 8 ⇒ (2) + 8 = 10

Naneryn is easily able to dodge the telegraphed sting attack.

Round 3
Vraxam Uldar
Bernard St. Ivre

Creature 2 (-1 HP)
Nahko Bear and Kuti
Naneryn (AoO vs. #1)
Hootie Bell
Grix Wolfguard
Creature 1

Bold May Act

Grand Lodge

CORE-Male elf | Rogue 2 / Illusionist 1 |HP: 18/18 | AC18 T 14 FF 14 | F+0 R+7 W+2 | Init +6 | Perc +8(9 trapfinding) | SM +0 | CMB +2 | CMD 15 | Speed 30

Aoo vs #1: 1d20 + 5 ⇒ (12) + 5 = 17
silver/piercing: 1d4 + 1 - 1 ⇒ (1) + 1 - 1 = 1

Dark Archive

LN Halfling Sorcerer 3 | Mods: None | HP: 20/20 | AC 13, Tch 13, Fl 11 | CMB: -1, CMD: 11 | F: +4, R: +4, W: +3: FR 5; +2 vs Fear/Poison | Speed 20ft | Corrupting Touch: 7/7 | Spells 1st: 5/6 | Perc: +1, SM: -1 | Init: +8

"We could have been friends." groans the small man as he takes a hand off the crossbow. Reaching out the quivering appendage, he tries to pet the creature invading Naneryn's personal space.

With a dead gaze, he advises the creature "Now, you shall know MY POWER"

Mechanics:

Corrupting Touch: 1d20 + 1 ⇒ (18) + 1 = 19
Assuming that hits, it would cause him to be shaken for 1 round and radiate an evil aura as if he were an evil outsider.
Infernal Bloodline

I'm guessing the last bit has no change to him. :-P

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

I'm fine with that ruling. Some Gms I have played with allows the flank. Not that I can actually hurt it...:P I'm just going to give my companions a chance to flank it.

Silver Crusade

* * Pathfinder Core * * M Human 3 Ranger
Tag:
LN Human M Ranger 3 | HP: 27/27 | AC 20; TC 15; FF 16 | CMB +5; CMD 20 | Fort +4; Ref +7; Will +2 | Init +6 |Perc: +7, SM: +1 | Speed 30ft

Feeling visibly angree at this sitation, he turns around and swings at the damaged devil. "Thiiiiiise things jooost wooon't goooo doooown!"

Attack w/ Rapier + F.E.: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 -- 18-20/x2 crit range, P damage, MWK. Not counting flank?
Damage: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Naneryn's slash cuts shallowly into the creature which yelps in pain, surprised at the tiny dagger even doing damage.

As Vraxam touches the beast, it cowers away and screams, "no no! I didn't break the contract I followed everything to the letter!!!"

Bernard takes advantage of the distractions and sneaks up behind, stabbing expertly at red flying beast. The mundane unaligned metal of his rapier was resisted at first, but Bernard pushes past and wounds the creature.

Glancing around, surrounded by enemies, its tail flicks out towards Naneryn again. "You know my weaknesses, you die first!"

GM Screen:
Tail Sting - Shaken: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19 for Piercing: 1d4 ⇒ 4

Finally able to hit something with his tail, he stabs deep through the elf's armor, leaving a dripping trail of poison as the stinger retracts.

Naneryn:
DC 13 Fort Save or take 1d2 ⇒ 2 Dex Damage.

Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Round 3
Vraxam Uldar
Bernard St. Ivre
Creature 2 (-4 HP, Shaken 1/1)
Nahko Bear and Kuti
Naneryn
Hootie Bell
Grix Wolfguard

Creature 1

Bold May Act

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Attack 1d20 + 3 ⇒ (8) + 3 = 111d6 + 1 ⇒ (6) + 1 = 7

Hootie attempts to bash its head in seeing how it wounded her fellow rogue....unfortunately she misses.

Grand Lodge

CORE-Male elf | Rogue 2 / Illusionist 1 |HP: 18/18 | AC18 T 14 FF 14 | F+0 R+7 W+2 | Init +6 | Perc +8(9 trapfinding) | SM +0 | CMB +2 | CMD 15 | Speed 30

FortSave DC13: 1d20 ⇒ 8
"Wooooah, I feel weird" exclaims the stinky elf, waving his arm around to steady himself. Finally regaining a bit of composure, he slashes again with his silver dagger.

to hit: 1d20 + 4 - 1 + 1 ⇒ (14) + 4 - 1 + 1 = 18
silver/piercing: 1d4 + 1 - 1 ⇒ (2) + 1 - 1 = 2 I liked it better as a d41

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

Nahko steps away from the action in the middle of the room; he draws his club and incants a spell to make it more effective.

He almost waves Kuti off, recognizing that the cat's attacks seem to be doing no good, but realizes that the distraction might be helping others. He leaves her in combat for the present.

Actions:

5' step
Move: draw club
Standard: cast shillelagh

Shillelagh wrote:

Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.


Female N Cheetah | HP: 5/19 | AC: 17 (16 Tch, 12 Fl) | CMB: +2, CMD: 17 (12 Fl) | F: +4, R: +8, W: +2 | Init: +5 | Perc: +5, SM +1 | Speed 50ft | Active conditions: STR damage: 1

Kuti continues her assault, focused on finding a way to draw a scratch.

Actions:

Full round: full attack

Bite: 1d20 + 3 ⇒ (13) + 3 = 16
Damage, P: 1d4 + 1 ⇒ (3) + 1 = 4

Claw: 1d20 + 3 ⇒ (14) + 3 = 17
Damage, S: 1d2 + 1 ⇒ (2) + 1 = 3

Claw: 1d20 + 3 ⇒ (13) + 3 = 16
Damage, S: 1d2 + 1 ⇒ (2) + 1 = 3

Grand Lodge

2 people marked this as a favorite.
M Human Fighter 1 |AC 15 (t 10, ff 15) | F+5, R+0, W+1(+2 vs fear) | CMD 15 CMB + 5 | Init +0 | Percep +2 SM +1 | Bast +4 (PA +3)/2d8+6(PA+8) | HP 13/13 | Active conditions: elixir of hiding (+10 stealth)
Tactics:
[dice=ATK, reg]1d20+4[/dice] crit 19-20/x2 [dice=DMG. reg]2d8+6[/dice] Power attack [dice=ATK, PA]1d20+3[/dice] [dice=DMG, PA]2d8+8[/dice]

Grix looks around the room at all the suggestive instruments. He selects a sleek black studded leather harness and begins binding himself. Once he is finished you hear coming from the side room I'm readyyyyyy. Let's have some fun. I've been a bad boy.


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Nahko steps back and his club grows and grows, almost to the size of Grix's longsword. The druid does not appear to have any issues wielding it though.

Kuti continues her assault, claws scratching and teeth biting as she provides a small distraction at least.

Naneryn swipes with his dagger again and causes another little slash. Death by a thousand paper cuts seems apt for this fight at the moment.

Hootie whiffs again and starts thinking at least a paper cut would be something.

Grix continues his odd acting in the face of danger and is now tightly bound in the other room. Maybe his super kinky side was triggered by all the paintings?

The little red beast in the corner decides to get into the act and shrieks, "I'll take out the puritan, finish off that elf!" He moves in towards Bernard, ignoring pretty much everyone to get to him. (this provokes from Nahko and Bernard so you all get an AoO if you wish to take it) If he survives the onslaught, the little creature dives right into Bernard's personal space and cackles as his tail slashes towards the ranger.

GM Screen:
Tail Sting: 1d20 + 8 ⇒ (19) + 8 = 27 for Piercing: 1d4 ⇒ 2

The tail barb unerringly slips under Bernard's arm and stabs deep into his armpit where his armor does not protect as well. Poison and blood drip down the ranger's side. (2 damage and see the spoiler)

Bernard:
DC 13 Fort Save or take 1d2 ⇒ 1 Dex Damage.

Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Round 3
Vraxam Uldar
Bernard St. Ivre Full Action + AoO
(-2 HP, ??)
Creature 2 (-6 HP)
Nahko Bear (AoO) and Kuti
Naneryn (-4 HP, -2 Dex, Poisoned)
Hootie Bell
Grix Wolfguard (tied up)
Creature 1

Bold May Act

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

Attack of Opportunity:

Club, shillelagh: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Damage, B, shillelagh: 2d6 + 4 + 1 ⇒ (5, 4) + 4 + 1 = 14

Dark Archive

LN Halfling Sorcerer 3 | Mods: None | HP: 20/20 | AC 13, Tch 13, Fl 11 | CMB: -1, CMD: 11 | F: +4, R: +4, W: +3: FR 5; +2 vs Fear/Poison | Speed 20ft | Corrupting Touch: 7/7 | Spells 1st: 5/6 | Perc: +1, SM: -1 | Init: +8

"Guys...I think Grix may have a problem. Is there some kind of BDSM anonymous in the society?" inquires the halfling, a bemused smile on his face. Turning back to the imp, he frowns. "Did you? Are you sure you followed the contract to the letter?! I THINK NOT!"

As an afterthought, he tugs a dagger from his belt. Holding it towards the beast, it's rather easy to recognize he's not used to the device.

Mechanics:

Standard: Corrupting Touch. Move: Draw Dagger
Corrupting Touch: 1d20 + 1 ⇒ (18) + 1 = 19
And Shaken for another round


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Nahko swipes the massive club at the flitting creature, but much like a rolled up newspaper vs. a fly, the critter senses the whoosh of air and dodges the blow.

Vraxam continues his legalistic argument with the apparently lawful creature, who balks again at the accusation.

Round 3
Vraxam Uldar
Bernard St. Ivre AoO + Full Action (-2 HP, save needed)
Creature 2 (-6 HP, shaken 1/1)
Nahko Bear and Kuti
Naneryn (-4 HP, -2 Dex, Poisoned)
Hootie Bell
Grix Wolfguard (tied up)
Creature 1

Bold May Act, Bernard is up with many things to do!

Silver Crusade

* * Pathfinder Core * * M Human 3 Ranger
Tag:
LN Human M Ranger 3 | HP: 27/27 | AC 20; TC 15; FF 16 | CMB +5; CMD 20 | Fort +4; Ref +7; Will +2 | Init +6 |Perc: +7, SM: +1 | Speed 30ft

Soeey posting from the phone. Bernard will grunt and keep attacking.

AOO: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 for aoo dmg: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Attack: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 for dmg: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7 on damaged one

Fort: 1d20 ⇒ 13


Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Bernard takes advantage of the devilish looking creature moving into his personal space and his rapier strikes true, though it only ends up giving a flesh wound for his trouble. The creature's tail strikes true, but the poison doesn't seem to slow Bernard at all. The ranger turns and attempts to strike the other creature harassing the party elf, but even with the distraction provided by Vraxam he misses.

That one continues as commanded and tries to finish off Naneryn with another tail poke.

GM Screen:
Tail Sting - Shaken: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25 for Piercing: 1d4 ⇒ 3

The tail stabs right back into the smelly elf, who is looking much less happy about the continued abuse. (3 damage Naneryn)

Naneryn:
A second dose of the poison increases the potency and duration of the existing poison, but you still only have to make the save once. Poison Rules. So you now have a Fort DC 15 save to prevent 1d2 ⇒ 2 Dex Damage.

Poison Tracking: DC 15, 8 rounds remaining, 1 save ends affliction.

Round 3
Vraxam Uldar
Bernard St. Ivre (-2 HP)
Creature 2 (-4 HP, shaken 1/1)
Nahko Bear and Kuti
Naneryn (-7 HP, -2? Dex, Poisoned?)
Hootie Bell
Grix Wolfguard (tied up)

Creature 1 (-1 HP)

Bold May Act

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

Is the 2nd devil still in the corner, or attacking Bernard?

101 to 150 of 274 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gameplay Thread All Messageboards

Want to post a reply? Sign in.