GM Xavier Kahlvet |
Just so you know, Nox, I put the “bold may act” there for a reason; I’ll let you keep your rolls for Xon but know that it’s not your turn unless your name is bolded.
GM Xavier Kahlvet |
She literally “poofed” there and took a five-foot step. Plus you can’t provoke if you benefit from cover, which Saabira does with respect to Xon in this case. If you intended that to be an AOO, then Xon’s last Attack is null and void (which is actually good for you, in this case).
GM Xavier Kahlvet |
Ah. I meant that for your upcoming turn. My bad, I should’ve been clearer. Generally I would roll for you for an AOO just to save time, especially in the case of Xon, who’s attack could actually change the bonuses of the enemy’s attack mid-turn. Admittedly, I was mostly saying that because I was lazy and didn’t want to look up the exact rules myself...
Now, then, just waiting on Nuck Tuk, Tortuga (who said he would post in a few hours), Kaldane, and (technically) Hendric.
Tortuga |
It might be nice to know where the others are going, but if they haven't posted by the time I get back I will post so I don't hold things up overnight.
Kaldane Starlight |
"I'll give it a shot." says Kaldane, who then throws a Quickened dispel Magic at the ring of whirling blades.
Caster Level Check vs. DC 11+Caster Level: 1d20 + 14 ⇒ (2) + 14 = 16
As the first attempt fails, Kaldane will try again. Casting as a Standard action this time.
Caster Level Check vs. DC 11+Caster Level: 1d20 + 14 ⇒ (16) + 14 = 30
If that fails, I'm gonna pass on trying to dispel again.
GM Xavier Kahlvet |
Curses!!! The Curtain disappears with the second dispel...*sad face*
Sir Hendric the Vigilant |
Sir Hendric summons his horse, mounts up, enters Snake Style, and readies his shield. He does not move at this time.
Snake Style vs the first attack on Sir Hendric (+29, with Heroism making up for the loaned Ioun stone), or else Mounted Combat vs first attack on Sentry (+26), whichever comes first.
Need to be mounted to use lance + shield. Horse has Narrow Frame, which is really a feat tax to fix the stupidity of the 3->3.5 change to horses, but in any event it won't take an AC or attack penalty for moving through these corridors. And even at half speed it is faster than Sir Hendric.
GM Xavier Kahlvet |
For the sake of keeping things moving, I’ll expand who can act.
PATHFINDERS GO! THE BOLD MAY ACT:
Round 1/2
=============
Géatan
Nox
Saabira/Half-elf before-image
Half-elf/Saabira before-image
Kaldane
Hendric
Nuck Tuk
Tortuga (delayed)
=============
Nuck Tuk, man of Stone |
Nuck-Tuk once again blesses the party with blessings of fervor.
I don't think Géatan or Nox's buddy, are in the effect.
each round choose one of the following effects:
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
lasts 12 rounds
Tortuga |
Tortuga takes the +2 to attack AC and Reflex saves.
Tortuga rushes in to help Géatan.
Acrobatics: 1d20 + 19 ⇒ (11) + 19 = 30 To attempt to avoid AoO as I think she has a reach weapon.
Activate Mantis Style as a swift.
He tries to sweep the feet of Géatan's attacker out from under her.
Trip: 1d20 + 29 ⇒ (13) + 29 = 42+2 for flank if Géatan threatens her.
If successful, Tortuga uses Vicious Stomp with a stunning fist attempt to try to stagger her for 1d6+1 rounds (Fort DC 23 negates).
Unarmed Attack: 1d20 + 23 ⇒ (18) + 23 = 41 Damage: 2d8 + 8 ⇒ (6, 1) + 8 = 15 Holy: 2d6 ⇒ (5, 3) = 8 does not include any bonuses for being tripped or potentially flanking.
GM Xavier Kahlvet |
Tortuga successfully dodges Saabira’s incoming slash and sweeps for her legs, but she jumps to avoid it and lands squarely on her feet. Success on the acrobatics, but doesn’t successfully trip her Success on the trip (Géatan didn’t state that he drew his longsword, so I’m assuming that he’s unarmed or with his signature bow, either way he doesn’t threaten).
Tortuga |
Wow a 42 doesn't trip? Was there some strange effect that I noticed or is her CMD really that high? Seems like it shouldn't be if a 30 avoided the AoO.
Nox Neuropastum |
Nox moves swiftly forward, the haze of darkness moving with him as he does so. He stops at the end of the hall where he can see things happening, but shifts forward just a bit so his shadow falls over tortuga. Unlikely, but if she doesn't have darkvision it'll be concealment for Tortuga and 20% miss chance.
He knocks his bow and prepares to fire, waiting for his shot...
Double move to get into position.
GM Xavier Kahlvet |
Facepalm I looked at the wrong number. My bad. You do trip her.
Saabira Fort: 1d20 + 16 ⇒ (20) + 16 = 361d6 + 1 ⇒ (4) + 1 = 5
Nox, The Darklight Lantern is a 30’ radius around it.
Géatan Émond |
One of Saabiras attacks has nimble Géatan's ability to act as normal. He retreat close to the oracle.
"Sorry people, i will need to go back for this combat."
Like I said, I am not sure i can use the boot of speed to takes out the stagger effect and also there so many circle, i cannot move the token with taking out many circle.
GM Xavier Kahlvet |
Sorry, Géatan. I moved you under the assumption that you were flying because your mutagen is still up.
The sound of Saabira’s voice echoes throughout the chamber.
”The blades are gone!”
The half-elf responds in turn.
”Thank you, Saabira, it’s not like I couldn’t see that! I saw something move towards you...”
“It was Tortuga; he tripped me. There’s also shadows abounding...”
“I have eyes, Saabira! And why weren’t you flying?”
Saabira takes a five-foot “step” (using a fly speed) away from Tortuga, righting herself as she does so.
”I forgot. I heard a horse’s whinny; you know what that means.”
“Yes, I know.”
Saabira suddenly disappears and reappears right next to Nox. She looks around at the edges of the Darklight and then where the radii cross: Nox’s Square.
”So that’s where you’re hiding!”
Saabira changes her grip on her bardiche such that she is wielding the upper half of the weapon’s shaft and swings at Nox’s Square
Saabira vs Nox: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 2d10 + 25 ⇒ (8, 3) + 25 = 36
Miss Chance (miss on a 1): 1d2 ⇒ 2
Saabira once more looks around to gauge her surroundings.
”Kaarim, we were right.”
“Excellent.”
The before-image of Saabira flails wildly in an attempt to hit the unseen wayang.
Primary vs Nox: 1d20 + 17 ⇒ (3) + 17 = 20
Damage: 1d10 + 25 ⇒ (8) + 25 = 33
Miss Chance (miss on a 1): 1d2 ⇒ 2
Secondary vs Nox: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d10 + 25 ⇒ (9) + 25 = 34
Miss Chance (miss on a 1): 1d2 ⇒ 2
Tertiary vs Nox: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d10 + 25 ⇒ (5) + 25 = 30
Miss Chance (miss on a 1): 1d2 ⇒ 1
Incantation fills the halls and in Hendric’s sights appears the massive half-elf he’s been hearing so much about, a blank scroll descending from his hands to the floor.
”Come now, Hendric, you are a bright individual, surely you must have seen the Emir’s severe stupidity? This is my home, and I will not let that buffoon continue his toxic rule any longer! I shall ask only once: please leave, that Pashow May once more be returned to its former glory!”
PATHFINDERS GO! THE BOLD MAY ACT:
Round 2/3
=============
Géatan
Nox
Saabira/Half-elf before-image
Half-elf/Saabira before-image
Kaldane
Hendric
Nuck Tuk
Tortuga
=============
Sir Hendric the Vigilant |
"For honor and justice!"
Sir Hendric issues his usual (if corny) Challenge, takes a 5' step towards Saabira, and full-attacks her with his lance. He doesn't have low-light vision, but does have Blind-Fight. Dim light, so 20% miss chance? Using Blessing of Fervor for the extra attack.
Challenge and Power Attack, not Charging, with Seance boon and GMW. Nox doesn't threaten, so not flanking, I think.
Primary: 1d20 + 23 ⇒ (20) + 23 = 43
Confirm: 1d20 + 23 ⇒ (7) + 23 = 30
01-20 miss: 1d100 ⇒ 86
Damage: 1d8 + 40 ⇒ (2) + 40 = 42
Crit Damage: 2d8 + 80 ⇒ (7, 1) + 80 = 88
Secondary: 1d20 + 18 ⇒ (17) + 18 = 35
01-20 miss: 1d100 ⇒ 74
Damage: 1d8 + 40 ⇒ (3) + 40 = 43
Tertiary: 1d20 + 13 ⇒ (8) + 13 = 21
01-20 miss: 1d100 ⇒ 47
Damage: 1d8 + 40 ⇒ (1) + 40 = 41
Fervor: 1d20 + 23 ⇒ (5) + 23 = 28
01-20 miss: 1d100 ⇒ 39
Damage: 1d8 + 40 ⇒ (8) + 40 = 48
Edit: +1 to hit on all of those if Higher Ground applies - but she is flying so maybe not.
Tortuga |
What height is Saabira at?
GM Xavier Kahlvet |
Dang it, I wanted her to die second!
With the third swing of his lance, Hendric impales Saabira in the back. She looks sidelong at the knight. She coughs what remains of her blood before speaking.
"You...shouldn't have...done...that."
Saabira goes limp--the clatter of her bardiche filling the chamber--and not a second later does her body evaporate, leaving behind naught but her equipment coated in ash.
"So it is judged,"
Archbanker Kaarim's voice pierces the silence, the solemnity of his voice overpowering every other sound. As the Seekers turn to the man--his head hanging low--they find that the ash that was once Saabira is floating towards and circling him--terminating at his holy symbol and mace.
"You have not heeded my warning. You insist on placing yourselves in situations of which you have no part. Typical of Pathfinders,"
The sound of electricity crescendos from the high priest until it peaks, encasing the iron mace at his side with a thick sheet of lightning.
"Lord Abadar, Father of Wealth, Master of the First Vault, my time is limited--for soon I will die--so I ask for thine assistance. My Lord, I beg of thee, grant this humble servant of the church one last request before I depart from this Material Plane:"
A deep crack splinters through the platinum of Kaarim's holy symbol, from which spills an ominous dark mist which coalesces at the feet of Kaarim. The half-elf raises his head, the tears in his eyes in stark contrast to the solemn demeanor of his visage.
"Grant me the strength to smite these heretics for their actions. So it has been judged, and so it shall be."
Sir Hendric the Vigilant |
Sir Hendric blinks in surprise as the body turns to ash. He's slain many foes with his lance, but never hit someone hard enough to Disintegrate them.
What sort of curse -
Then he sees the priest of Abadar preparing to do something.
"Géatan, ready to interrupt!"
Good option for the staggered PC since he isn't getting a full attack anyway.
Sir Hendric has immediate action responses to a touch spell vs him or his mount, or spells requiring a save that affect his mount. Any one of Snake Style, Mounted Combat, or Indomitable Mount happening on Kaarim's turn would eat up Sir Hendric's swift action for his next round.
Tortuga |
Is Kaarim flying?
Tortuga |
Keeping the bonus to attack/AC/Reflex
Tortuga rushes up to deliver a flying kick to the remaining opponent.
Using Flying Kick style strike to move 40 ft before my first attack in a flurry of blows.
Acrobatics: 1d20 + 19 ⇒ (20) + 19 = 39 vs CMD+10 to tumble in at full speed.
Unarmed Attack Primary 1: 1d20 + 23 ⇒ (5) + 23 = 28 Damage: 2d8 + 8 ⇒ (1, 2) + 8 = 11 Holy: 2d6 ⇒ (6, 3) = 9
Substituting a trip attempt for attack #2.
Trip: 1d20 + 29 ⇒ (3) + 29 = 32
If successful, Vicious Stomp with Stunning Fist to stun for 1 round. (Fort DC 23 negates) If trip fails, use stunning fist on Primary #3.
Vicious Stomp: 1d20 + 23 ⇒ (10) + 23 = 33 Damage: 2d8 + 8 ⇒ (3, 8) + 8 = 19 Holy: 2d6 ⇒ (5, 4) = 9
As always, any bonuses for stunned/prone are not factored in
Unarmed Attack Primary 3: 1d20 + 23 ⇒ (7) + 23 = 30 Damage: 2d8 + 8 ⇒ (3, 8) + 8 = 19 Holy: 2d6 ⇒ (1, 5) = 6
(If stunned, two additional attacks via Medusa's Wrath)
Unarmed Attack Wrath 1: 1d20 + 23 ⇒ (10) + 23 = 33 Damage: 2d8 + 8 ⇒ (4, 7) + 8 = 19 Holy: 2d6 ⇒ (2, 1) = 3
Unarmed Attack Wrath 2: 1d20 + 23 ⇒ (7) + 23 = 30 Damage: 2d8 + 8 ⇒ (3, 6) + 8 = 17 Holy: 2d6 ⇒ (2, 3) = 5
Unarmed Attack Secondary: 1d20 + 18 ⇒ (17) + 18 = 35 Damage: 2d8 + 8 ⇒ (8, 6) + 8 = 22 Holy: 2d6 ⇒ (5, 2) = 7
Unarmed Attack Tertiary: 1d20 + 13 ⇒ (6) + 13 = 19 Damage: 2d8 + 8 ⇒ (6, 2) + 8 = 16 Holy: 2d6 ⇒ (5, 6) = 11
If still up, spend 1 ki for an extra attack.
Unarmed Attack Ki: 1d20 + 23 ⇒ (11) + 23 = 34 Damage: 2d8 + 8 ⇒ (4, 6) + 8 = 18 Holy: 2d6 ⇒ (6, 2) = 8
GM Xavier Kahlvet |
Um...how did Tortuga get all the way over there with just a five-foot step? I know how flying kick works but you were 7 squares down from where your token is currently and there was a wall in the way...
Tortuga |
Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
Flying kick lets Tortuga move up to 40 feet as part of his full attack flurry of blows and still take all his attacks. Nothing says the movement has to be in a straight line. I moved 1 square to the left and then 7 up.
GM Xavier Kahlvet |
I double-checked the moment that you posted; my bad, I misremembered.
As Tortuga practically flies towards his opponent his foot impacts with...nothing. A solid as stone nothing, but nothing nonetheless.
Moved your token to the last place he could be.
Tortuga |
Sorry everyone if he's used antilife shell I'm pretty much out of the combat. I have no answer for that spell.
Sir Hendric the Vigilant |
If that's what it is, we have two casters capable of Dispel. Enlarge and a reach weapon also works (like Saabira's bardiche that she no longer needs).
Tortuga |
No idea since I don't have spellcraft or knowledge (arcana) but Tortuga did run into that spell once before with similar results, so probably bringing back a few bad memories.
GM Xavier Kahlvet |
FYI, Antilife shell is actually a 10' aura, so the only reach weapon that can actually help is a whip because it'll require a 15' reach if you're not at the corners
Sir Hendric the Vigilant |
That's why I said Enlarge plus a reach weapon, so you get 20' reach. Pick up the polearm first, then use wand or potion. Sir Hendric also ran into this spell before.
Géatan Émond |
Why do you want to die? For Erastil sake, just stop fighting. You are an important member of this city! Without you, the city will be in a bigger danger!
What would have happen if we had a follower of Abadar? With would you have still fight?
And do you know why we keep barging into situation that we have no part? It is because nobody explains to us what is the situation! For what we see, you are the herectic! I don't know how you have able to kept your spells because you cause so much chaos and you are in no way representing a legitimate autority.
Just... tell us what his happening and we talk calmly. "
dommage non lethal: 1d8 + 30 ⇒ (3) + 30 = 33
The wings never comes off. This is a supernatural discovery not linked to the mutagen.
Nox Neuropastum |
Nox gasps in pain... smart. He winces and takes note of the trick. He would have to remember it for later... every trick beaten is another trick to learn.
He tries to enter the circle once again...
Will save?: 1d20 + 5 ⇒ (8) + 5 = 13
Trying to line up a shot himself.
GM Xavier Kahlvet |
Nox, not sure what you mean by "Trying to line up a shot himself"; are you readying an attack? Using some feat I didn't notice? Your wording is just vague and I was hoping for clarification.
Waiting on Nuck Tuk and Kaldane for this round.
Kaldane Starlight |
Kaldane again intones, attempting to remove whatever field is hampering his allie's abilities to engage the foolish priest in melee combat.
Quickened Dispel Magic: 1d20 + 14 ⇒ (3) + 14 = 17
Again, failing with his fast magic, Kaldane will calm himself and then try to remove the spell again..
Standard Action Dispel Magic: 1d20 + 14 ⇒ (14) + 14 = 28 That's a 17th level caster.
GM Xavier Kahlvet |
FYI, in order to remove a specific spell with Dispel Magic, you have to specifically name the spell that you are trying to dispel. Because Kaldane didn't, he'll dispel a random spell on Kaarim; you all are at the level where you should know how your spells work.
The crackle of opposing magical energies fill the room, the deafening sound overwhelming the senses, before finishing just as quickly as it had begun; visually, Kaarim looks no different than before Kaldane had cast Dispel Magic.
Kaldane Starlight |
So basically, without spellcraft I can never actually get rid of a specific spell, since that requires naming the spell. Thanks for pointing that out!
Nox Neuropastum |
Honestly, I'm just trying to get where I can see him. My hope is that i'll be permitted to move and I can move to where I have line of sight so I can begin my attacks with a full round action next turn... this becomes a problem if I can't enter that red circle. :/
GM Xavier Kahlvet |
Actually, Kaldane, Spellcraft identifies the spell as it’s being cast, it’s Knowledge (arcana) to identify a spell that’s already been cast (provided there is a visual effect for the spell (I know that’s not RAW, but I don’t see how, logically, someone could tell that a creature has, say, Heightened Awareness on them seeing as there is no obvious visual connection to having that spell on)). Plus it also depends on what your casting the spell on (I.e. you could dispel the whirling blades by saying that’s what you targeted because it was a standalone effect; there wasn’t anything else you could’ve potentially dispelled by targeting the blades; whereas if you target Kaarim then there are a decent number of spells you could dispel because those spells have been cast on himself.) You could randomly guess a spell and hope that you’re correct, but if you’re wrong then it’s a waste of a dispel because it’ll dispel nothing.
Oh, yeah! While I’m thinking about it:
Kudos on figuring out the Will save, Nox, but unfortunately (as you know) a 13 at this level will let you succeed against a cantrip...maybe.
Nuck Tuk, If you don’t post within 24 hours then I’ll take your turn for you so we can keep things moving (likely a Dispel Magic against Kaarim).
EDIT: Looking back, that was really long for an OOC post in the Gameplay thread. Well, what’s done is done; I’ll try to be more consistent from here on.
GM Xavier Kahlvet |
Nuck Tuk casts Dispel Magic.
Dispel Check: 1d20 + 12 ⇒ (15) + 12 = 271d9 ⇒ 1
With the crackling of magic energy, Kaarim hunches over as if barely able to hold his own weight.
The dark mist emanating from Kaarim’s holy symbol spills faster, completely enveloping the priest in darkness. The mist then explodes—a pained wail howling from Kaarim—going out 30’ before dissipating Hendric, you’re barely safe.
Tortuga Will Save for Half: 1d20 + 14 ⇒ (4) + 14 = 18 Failure
Negative Energy Damage: 6d6 ⇒ (2, 2, 5, 5, 5, 5) = 24
When the smoke clears Kaarim is doubled over, panting—his tears hidden amongst the beading sweat on his face. He brings himself upright, using the nearby wall as support.
”You idiots! I didn’t say that I wanted to die, I said that I will die. By killing Saabira you’ve set off a contingency effect that will ultimately result in my demise!”
The before-image begins to cast a spell but is interrupted by Géatan’s arrow.
”’No one explains the situation’? You Pathfinders feel so damn obligated, don’t you? But what do you care? This is all just a game to you, anyway—find the thing, kill the guy, and be the hero. So how’s this for an explanation: Pashow is dying under Guldis’s reign—my stealing of the elixir is proof of that—and the only way to save it is the annexation of Pashow by Aspenthar. If you return the elixir to Guldis then you’ll be giving the citizens the false security needed to keep him Emir! I may be a heretic against the church, but sometimes laws need to be broken for the long-term stability Pashow needs to finally be realized.”
Kaarim goes on guard, as if ready to strike at a moment’s notice.
PATHFINDERS GO! THE BOLD MAY ACT:
Round 3/4
=============
Géatan
Nox
Kaarim before-image
Kaarim
Kaldane
Hendric
Nuck Tuk
Tortuga
=============
Nox Neuropastum |
Nox tries again to approach.
Will: 1d20 + 5 ⇒ (7) + 5 = 12
But stamps his feet in flustered anger as he's unable to move closer or through the hallways to line up a shot. He moves along the edge of the aura, looking to try and find someway to reach his opponent.
Sir Hendric the Vigilant |
Sir Hendric sling his shield across his back (move), dismounts (free, auto-succeed), and sends his horse back into the armor (standard). He grips his lance in both hands and tries to take a 5' step towards Kaarim.
From Nox's posts, I am assuming OOC that there is Forbiddance or Repulsion or similar effect and I need a Will save.
Will: 1d20 + 17 ⇒ (19) + 17 = 36
Am assuming that makes it. He is now in one of the spaces where his horse had been.
"Spare me your feeble rationalizations. It looks to me like Abadar is punishing you for your betrayal."