GM Crunch and the Arclord's Envy (Inactive)

Game Master Saving Cap'n Crunch


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PF2 Playtest Character

Thorax whispers to his Goblin cohorts, "Tehát ki akar szúrt?"

Goblin:
"So who does she want stabbed?"

(Google Translate–Hungarian)

Horizon Hunters

NG Male Inflamable Goblin Bard 5 | HP: 49/56 | AC: 21 | TAC: | F: +8, R: +8, W: +7 | Perc: +6 | Resonance: 6/9 |
Current Conditions:
none
Active Spells:
none[/i]

Monsieur Daguerre bows with a flourish.

"You have been most helpful, madame Ladhlia! Unfortunately it seems that each suspect is equally plausible without being instinctive."

He claps his hands once.

"Very well then! Off to recover the body from the sole of the Quantium golem!"


Zordox de la Flamme | Male CG Medium Elf Wizard 10 |HP 96/96 Resonance 5/10 | AC 27, T 24 | F +15 R +16 W +13 | Perc +10 | Speed 30 ft. | Spells 1st: 4/4, 2nd: 4/4, 3rd 4/4, 4th 4/4, 5th 4/4 | Active Conditions: None

Zordox nods to Ladhlia respectfully.

"Zou have been most helpful, madame. May zou have a wonderful day."

Sovereign Court

Bandits of Immenwood | Before the Dawn

"Glad to be of help. And just to keep that going, take this." Ladhlia produces a packet of the adamantine blanch Zanhanal used on her sword. "Can't trust golems," she quips. "So it's only fair to have an 'off switch' when the worst comes to pass. That one's on the house, show me some gold if you want more."

"Don't try to annoy the Quantium golem too much, though; You'll all die with or without that. Now, I'd say you are due for some...sole-searching."

You can buy additional weapon blanches for 15 GP apiece if you'd like.


PF2 Playtest Character

O.O

Too rich for his blood!

Thorax walks out, contentedly humming to himself.


M Human (Skilled) Cleric 10 (Ranger Multiclass) | HP: 128/128 | AC: 27, TAC: 25 | F:+16, R: +13, W: +18 *+1 to saves | Perc: +16 | Speed 20 | +2 flaming greatsword: *+1 att +16/+11/+6 (3d12 + 4 P/S + 1d6 Fire) | Spells (+15, DC25): 5th—3/3; 4th—3/3; 3rd—3/3; 2nd—0/3; 1st—3/3; 0—∞/5 | *Active conditions: Heroism | Res: 12/13, Spell Pts: 6/6

Arkandru buys another packet of weapon blanch with his remaining gold.

Speaking of which, what kind of item weapon blanch in the Playtest? I'm having trouble finding it in the Rulebook or Hero Lab Online.

Before leaving the shop, he bows to Ladhilia. "Thank you wery much, Madam. Ve vill endeawor to use your gift visely."

Sovereign Court

Bandits of Immenwood | Before the Dawn

@Arkrandu: It's a new item unique to the scenario. Takes 2 Interact actions to use and lasts for one hour.

Kefanes proves quite easy to find. Not only do the Quantium golems have a set route, but many have been watching them recently. They do little more than patrol and eliminate or circumvent obstructions in their path. So the crimson golem's decision to make a footwear accessory has been highly noticed.

Those asked readily mention the path taken. Following it at a hustle catches the team up in half an hour without incident. Still, for those not native to the city, the mere presence of this behemoth make for an incident. It towers over the low buildings and ant-sized people. Looking like a human but with few features, facial or otherwise, each deep red foot lifts off the ground and goes 20 feet before setting down again. This only showcases the mangled golden body lodged in a tricky gap at the bottom of the machine’s left foot.

Okay, this part may be difficult to run online, but here goes. It also may have some inherent errors; I've tried to make it more streamlined and simple.

Each round, the golem moves 40 feet. You have the normal 3 actions per round, but I assume no one is slower than 20 feet or faster than 35, so 2 actions will probably be spent keeping pace with it. You don't need to be close to match pace, instead following it from a distance. Here are some other actions you can do:

Climb on the golem:
You can attempt to get onto the foot by making a DC 18 Athletics check to Climb (one action). If you succeed, you can move with it. Each subsequent round, make a DC 18 Acrobatics check to Maintain Balance (one action) or fall off. On a critical failure, you fall prone.

Save Kefanes:
If you are riding the foot, you can take an action to start prying Kefanes out. This could be an Athletics or Thievery check, or something else if you can sell me on it. It'll take multiple successes.

Distract the Golem:
It's easy enough to stay ahead of the golem, and it isn't very bright. You can make a DC 19 Bluff or Intimidate check (one action) to attract its attention. It will chase you as a result, but you'll be out of its threat range. For the round, no one else near it needs to make Stealth checks (see below).

If anyone wants to default to this option and be on distraction duty, you'll want to post early, possibly even in advance (I'm not sure yet). This way the others know whether to roll Stealth or not.

For those who want to get close (to get on its foot and pry Kefanes away), you'll need to make a Stealth check each round (no action). Failure will attract the golem's attention. Thankfully, it doesn't spend much time looking at its feet.

Hopefully this makes sense, please ask if clarification is needed. I'll keep track of everyone's actions for each round in my update posts.

Monsieur Daguerre
Thorax
Fumbus
Arkrandu
Trofimir
Zordox


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Stealth: 1d20 + 10 ⇒ (3) + 10 = 13

Fumbus heads after the golem, trying not to get spotted. Once close enough, he looks for hairs dangling from the creature's legs or feet, which seem to be common on other humanoids. Disappointed to not see any, he grabs for an ankle.

Acrobatics: 1d20 + 9 ⇒ (19) + 9 = 28

Horizon Hunters

NG Male Inflamable Goblin Bard 5 | HP: 49/56 | AC: 21 | TAC: | F: +8, R: +8, W: +7 | Perc: +6 | Resonance: 6/9 |
Current Conditions:
none
Active Spells:
none[/i]

Triple Time, so everybody is accelerated 10 for 1 round.

Inspire Competence (Stealth): 1d20 + 11 ⇒ (17) + 11 = 28 Critical success, so Fumbus's Stealth check is +4 higher.


PF2 Playtest Character

Oh sweet. Triple Time brings Thorax up to 40 feet.

That looks like fun!

Action#1: Move up.
Stealth(T): 1d20 + 9 ⇒ (1) + 9 = 10

Action#2: Climb up.
Athletics(T): 1d20 + 5 ⇒ (16) + 5 = 21

Action#3: PULL!
Thievery(T): 1d20 + 9 ⇒ (10) + 9 = 19


Zordox de la Flamme | Male CG Medium Elf Wizard 10 |HP 96/96 Resonance 5/10 | AC 27, T 24 | F +15 R +16 W +13 | Perc +10 | Speed 30 ft. | Spells 1st: 4/4, 2nd: 4/4, 3rd 4/4, 4th 4/4, 5th 4/4 | Active Conditions: None

Zordox will use that Triple Time to move up to the Golem as his first action.

He attempts to Stealth!

Stealth: 1d20 + 8 ⇒ (10) + 8 = 18

If successful he tries to climb up on the Golem's foot as his second action.

Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20

Having not thought this through very well, he then attempts to pry the body loose using a skill he never thought he would be using!And one which I am happy that it has a bonus as high as it is!

Thievery: 1d20 + 4 ⇒ (5) + 4 = 9

Sovereign Court

Bandits of Immenwood | Before the Dawn

Oh yeah, there are magical ways to increase speed. Curse my hubris!

Fumbus and Zordox both make it onto the golem's leg, with surprising quiet considering their speed. The elf is even fast enough to try prising Kefanes from the foot, but to no avail. Thorax looks ready to do the same, but the massive thing is alerted to his presence! It lightly swings the back of its hand at the goblin as a warning.

Love Tap vs. Thorax: 1d20 + 28 ⇒ (2) + 28 = 30
Damage (nonlethal): 3d10 + 10 ⇒ (5, 3, 7) + 10 = 25
Ooh, that could've gone worse. I learned last time running this that it crits early and often.

Not even looking to see the result, it continues forward. This is to its detriment, as the goblin is not out. He, too, manages to get aboard and even pulls the quarry partway loose.

Monsieur Daguerre
Thorax (on leg) (1 success)
Fumbus (on leg)
Arkrandu
Zordox (on leg)


M Human (Skilled) Cleric 10 (Ranger Multiclass) | HP: 128/128 | AC: 27, TAC: 25 | F:+16, R: +13, W: +18 *+1 to saves | Perc: +16 | Speed 20 | +2 flaming greatsword: *+1 att +16/+11/+6 (3d12 + 4 P/S + 1d6 Fire) | Spells (+15, DC25): 5th—3/3; 4th—3/3; 3rd—3/3; 2nd—0/3; 1st—3/3; 0—∞/5 | *Active conditions: Heroism | Res: 12/13, Spell Pts: 6/6

During the half-hour hunt for the Quanium Golem, Arkandru casts Heal on himself, using one of the charges from his staff.

single-action Heal: 1d8 + 4 ⇒ (2) + 4 = 6

Using triple time lets Arkandru and Trofimir catch up and keep up with the golem easily. Arkandru has little chance of climbing onto the construct's leg, and virtually no chance of staying on it if he does, but figures it is worth a try. He leaps for the monstrous foot.

This points up another problem with the weird animal companion action economy. I'll post more about it in the discussion thread.

Stealth: 1d20 + 3 ⇒ (8) + 3 = 11

Athletics: 1d20 + 4 ⇒ (9) + 4 = 13

True to form, Arkandru misses by a good couple of feet.

Does he land on his feet, or is he prone (requiring a Stand action next round)?

Sovereign Court

Bandits of Immenwood | Before the Dawn

No penalty for failure on the Athletics. You're still standing. You'd still be standing.

Arkrandu hurries up to the golem. He looks about to make an awkward jump, but is noticed. The hand comes down like a meteor.

Warning Strike vs. Arkrandu: 1d20 + 28 ⇒ (16) + 28 = 44
Critical Damage (nonlethal): 6d10 + 20 ⇒ (9, 10, 5, 9, 4, 3) + 20 = 60

This time the offender is knocked out cold, leaving the massive quarry to move on oblivious to its passengers.

It says the dying value doesn't increase from nonlethal attacks, so I don't think you should be dying at all, just unconscious.

Monsieur Daguerre
Thorax (on leg) (1 success)
Fumbus (on leg)
Arkrandu
Zordox (on leg)


PF2 Playtest Character

"OWWWWW!!!"

Action#1: PULL!
Thievery(T): 1d20 + 9 ⇒ (17) + 9 = 26

Action#2: PULL!
Thievery(T): 1d20 + 9 ⇒ (11) + 9 = 20

Action#3: PULL!
Thievery(T): 1d20 + 9 ⇒ (16) + 9 = 25

If he successfully pulls the body out, he'll use one of those rolls to jump clear (Acrobatics+10 or Athletics+5

Horizon Hunters

NG Male Inflamable Goblin Bard 5 | HP: 49/56 | AC: 21 | TAC: | F: +8, R: +8, W: +7 | Perc: +6 | Resonance: 6/9 |
Current Conditions:
none
Active Spells:
none[/i]

I didn't specify, but Monsieur Daguerre spent his last action last round to keep pace with the golem, moving 35 feet.

Monsieur Daguerre continues his monologue, continuing to inspire his allies.

1 action for Triple Time, all allies within 60' are accelerated 10 for 1 round, 1 action for inspire competence on Zordox's Stealth when/if he attempts to move away from the goelm. 1 action to keep pace with the golem.

Inspire Competence: 1d20 + 11 ⇒ (11) + 11 = 22

He calls back to the insensate Arkrandu.

"Fear not gentle comrade! I shall return!"


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Fumbus tries to pry the remains of the form of the arclord from the sole of the golem. Manipulate Item x3

Thievery: 1d20 + 9 ⇒ (20) + 9 = 29
Thievery: 1d20 + 9 ⇒ (11) + 9 = 20
Thievery: 1d20 + 9 ⇒ (18) + 9 = 27


1 person marked this as a favorite.
M Human (Skilled) Cleric 10 (Ranger Multiclass) | HP: 128/128 | AC: 27, TAC: 25 | F:+16, R: +13, W: +18 *+1 to saves | Perc: +16 | Speed 20 | +2 flaming greatsword: *+1 att +16/+11/+6 (3d12 + 4 P/S + 1d6 Fire) | Spells (+15, DC25): 5th—3/3; 4th—3/3; 3rd—3/3; 2nd—0/3; 1st—3/3; 0—∞/5 | *Active conditions: Heroism | Res: 12/13, Spell Pts: 6/6

With 60 points of damage, Arkandru should still have 4 hp - I forgot to add the 6 hp from heal to my tagline. He started with 73, took 30 points from the wild golem in the workshop (=43), Zordox healed him for 15 (=58), then he healed himself for another 6 (=64). Sorry for the confusion.


PF2 Playtest Character

Hopefully with those 6 successes we're done here, Lol.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Despite his screaming, Thorax keeps prying the body out undetected. Fumbus does the same, and between the team's efforts, Kefanes pops free easily. Hopefully, the next part of the plan involves dragging him and everyone else as far away as possible. Those few seconds should constitute more than enough massive golem for a lifetime.

Once at a safe distance, "light" wounds can be mended and the corpse can be assessed. A quick search yields an ornate ring and a scrap of parchment. It mentions, in a vaguely threatening manner, that the author will be at an upcoming Merchant's League event and wishes to purchase Collected Directives.

DC 18 Medicine:
Aside from being mostly pulverized by his trip around the town, Kefanes bears two other discernible wounds. The first is several large bludgeoning marks, the flesh golem's work. The others are the same big slices that marred the construct.

DC 18 Arcana or Detect Magic:
The ring is a Ring of Counterspells with a Fireball stored inside.

DC 22 Society:
Subtle hints in the letter's phrasing indicate the writer's native language was Vudrani.


2 people marked this as a favorite.
"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Medicine: 1d20 + 2 ⇒ (16) + 2 = 18
Society: 1d20 + 10 ⇒ (1) + 10 = 11

Fumbus looks at the scraps removed from the golem. As he does, he sings:

"Pile of goo.
Has wounds old and new.
Not one but two.
This much is true."

"Before under feet,
By golem was beat.
Sliced before that,
Bled before splat!"


PF2 Playtest Character

"Tudod, hogy az embereknek nincs elismerésük a képzőművészetért!"

Goblin:
"You know humans have no appreciation for fine art!"

Thorax translates Fumbus's song for the Longshanks in the group.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Fumbus shoots a glance over at Thorax and mutters a few words in the harsh tones of his native tongue.

Goblin:

"Thanks for translating. Hopefully, they will understand the situation better now."


M Human (Skilled) Cleric 10 (Ranger Multiclass) | HP: 128/128 | AC: 27, TAC: 25 | F:+16, R: +13, W: +18 *+1 to saves | Perc: +16 | Speed 20 | +2 flaming greatsword: *+1 att +16/+11/+6 (3d12 + 4 P/S + 1d6 Fire) | Spells (+15, DC25): 5th—3/3; 4th—3/3; 3rd—3/3; 2nd—0/3; 1st—3/3; 0—∞/5 | *Active conditions: Heroism | Res: 12/13, Spell Pts: 6/6

Arkandru limps forward, leaning heavily on Trofimir, and nods wearily at the goblins' explanation of the true cause of Keshanes's death. He asks Zordox for the loan of his healer's tools, then - sending a quick prayer to the Lady of Graves - tries to bind up his wounds and those of anyone else who was injured.

Medicine check for healing, Guidance: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29

Critical success! 45 30 points of healing!


Zordox de la Flamme | Male CG Medium Elf Wizard 10 |HP 96/96 Resonance 5/10 | AC 27, T 24 | F +15 R +16 W +13 | Perc +10 | Speed 30 ft. | Spells 1st: 4/4, 2nd: 4/4, 3rd 4/4, 4th 4/4, 5th 4/4 | Active Conditions: None

Zordox will use his Detect Magic spell on the body.

Upon finding the ring and figuring out what it is, he informs the rest of the party about what he found.

"I believe this might come in useful."

Horizon Hunters

NG Male Inflamable Goblin Bard 5 | HP: 49/56 | AC: 21 | TAC: | F: +8, R: +8, W: +7 | Perc: +6 | Resonance: 6/9 |
Current Conditions:
none
Active Spells:
none[/i]

Medicine: 1d20 + 5 ⇒ (4) + 5 = 9
Society: 1d20 + 7 ⇒ (15) + 7 = 22

"Ho! See here!"

Monsier Daguerre exclaims as he reads the note.

"I have detected a clue! See here? This sentence structure and word choice imply that the writer's native language is Vudrani!"


PF2 Playtest Character

Sooo... How do we heal? Lol. Does nonlethal heal on its own like in 1st edition?

Horizon Hunters

NG Male Inflamable Goblin Bard 5 | HP: 49/56 | AC: 21 | TAC: | F: +8, R: +8, W: +7 | Perc: +6 | Resonance: 6/9 |
Current Conditions:
none
Active Spells:
none[/i]

You can use Medicine to treat wounds. You'll heal Arkrandu's level (5) times your Constitution modifier. That takes 10 minutes.
You can also expend a resonance point to use a healing potion if you have it, or I can cast a healing spell on you.


PF2 Playtest Character

Nonlethal heals the same as lethal?


M Human (Skilled) Cleric 10 (Ranger Multiclass) | HP: 128/128 | AC: 27, TAC: 25 | F:+16, R: +13, W: +18 *+1 to saves | Perc: +16 | Speed 20 | +2 flaming greatsword: *+1 att +16/+11/+6 (3d12 + 4 P/S + 1d6 Fire) | Spells (+15, DC25): 5th—3/3; 4th—3/3; 3rd—3/3; 2nd—0/3; 1st—3/3; 0—∞/5 | *Active conditions: Heroism | Res: 12/13, Spell Pts: 6/6

Arkandru healed everyone in the party who was by 30 points using Treat Wounds. He still has a way to go to get to full, but the rest of you should be in better shape, right? Is anyone else trained in Medicine? Arkandru can also cast another couple of heal spells from his staff.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Sounds as if we're overall close to, if not at, full health. We can toss in any additional healing needed with resources if it comes up. In the meantime, is there anything else you'd like to do before returning to Nexus House?


PF2 Playtest Character

Oh I only took 25. Yeah Thorax is back to full. Which is kind of silly, honestly. I hope that gets fixed.


M Human (Skilled) Cleric 10 (Ranger Multiclass) | HP: 128/128 | AC: 27, TAC: 25 | F:+16, R: +13, W: +18 *+1 to saves | Perc: +16 | Speed 20 | +2 flaming greatsword: *+1 att +16/+11/+6 (3d12 + 4 P/S + 1d6 Fire) | Spells (+15, DC25): 5th—3/3; 4th—3/3; 3rd—3/3; 2nd—0/3; 1st—3/3; 0—∞/5 | *Active conditions: Heroism | Res: 12/13, Spell Pts: 6/6
GM Crunch wrote:
Sounds as if we're overall close to, if not at, full health. We can toss in any additional healing needed with resources if it comes up. In the meantime, is there anything else you'd like to do before returning to Nexus House?

Arkandru is still down by more than 50% of his hit points. He will use the last two charges on his staff to cast Heal again on himself.

Heal: 1d8 ⇒ 8

Heal, again: 1d8 ⇒ 6

Still lower than I'd like, but better than it was. Arkandru can cast it once more by using his own spell slot, and he also has a level 1 potion of healing.

"Yes, ve should go back to Nexus House, und tell the Wenture Keptin vhat ve haf learned."

Sovereign Court

Bandits of Immenwood | Before the Dawn

Well, I'll let you decide if you'd like to use those retroactively before this next activity starts up in earnest.

Without much more to go on, returning to the Lodge to share your findings seems like a good idea. The quickest path there takes the team through an open-air market, complete with a large combination fountain/wading hole. Out of nowhere, several figures made of fire emerge from hiding places around corners. At the same time, a crossbow bolt whizzes past the assembled party.

The item in question came a bronze-skinned woman a ways away, her hair, flickering like flames, visible even from such a distance. "Tangohia, ka hohoro," she bellows to the smaller conflagrations. An ambush!

Ignan:
"Take them down, and quickly!"

Initiative:
Daguerre: 1d20 + 6 ⇒ (19) + 6 = 25
Arkrandu: 1d20 + 10 ⇒ (20) + 10 = 30
Thorax: 1d20 + 8 ⇒ (20) + 8 = 28
Zordox: 1d20 + 5 ⇒ (16) + 5 = 21
Fumbus: 1d20 + 7 ⇒ (10) + 7 = 17

Elementals: 1d20 + 8 ⇒ (10) + 8 = 18
???: 1d20 + 12 ⇒ (19) + 12 = 31

Quite quick to the punch, the woman fires again, looking straight down her weapon at Thorax this time. Missing by several feet, she then slaps down another bolt to prepare for the next shot.

Crossbow vs. Thorax: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 2d10 + 5 ⇒ (1, 10) + 5 = 16

Round One:
Crossbow Lady
Arkrandu/Trofimir
Thorax
Monsieur Daguerre
Zordox

Elementals
Fumbus

Horizon Hunters

NG Male Inflamable Goblin Bard 5 | HP: 49/56 | AC: 21 | TAC: | F: +8, R: +8, W: +7 | Perc: +6 | Resonance: 6/9 |
Current Conditions:
none
Active Spells:
none[/i]

Monsieur Daguerre casts shield, then once again launches into a monologue to inspire his companions.

1 action to cast shield, 1 action for Triple Time, 1 action for Inspire Courage. Everybody is accelerated 10 for 1 round and gains a +1 conditional bonus to attack and damage.


M Human (Skilled) Cleric 10 (Ranger Multiclass) | HP: 128/128 | AC: 27, TAC: 25 | F:+16, R: +13, W: +18 *+1 to saves | Perc: +16 | Speed 20 | +2 flaming greatsword: *+1 att +16/+11/+6 (3d12 + 4 P/S + 1d6 Fire) | Spells (+15, DC25): 5th—3/3; 4th—3/3; 3rd—3/3; 2nd—0/3; 1st—3/3; 0—∞/5 | *Active conditions: Heroism | Res: 12/13, Spell Pts: 6/6

"Lady, I do not know vhat you are saying, but I hope you chose your last vords carefully!"

Arkandru focuses on the leader, draws and loads his bow, and fires.

Hunt Target, Draw a Weapon, Strike

Composite longbow, Inspire Courage, Hunt Target: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 111d8 + 2 + 1 + 1d6 ⇒ (3) + 2 + 1 + (3) = 9

Wow. Three 3s in a row. Cool.


PF2 Playtest Character

Thorax nimbly dodges the bolt, narrows his eyes, and sprints towards the woman.

Move, Move, Sing!

"People of flame!
Thorax approve!
But YOU longshanks lady,
Get my knife's groove!"

Singing(E): 1d20 + 11 ⇒ (7) + 11 = 18

I can technically target two people but Thorax doesn't want to hurt the fires.


Zordox de la Flamme | Male CG Medium Elf Wizard 10 |HP 96/96 Resonance 5/10 | AC 27, T 24 | F +15 R +16 W +13 | Perc +10 | Speed 30 ft. | Spells 1st: 4/4, 2nd: 4/4, 3rd 4/4, 4th 4/4, 5th 4/4 | Active Conditions: None

Zordox moves up and begins to cast Lightning Bolt. He hurls it at the crossbow woman and it goes through the yellow elemental as well.

Lightning Bolt: 5d12 ⇒ (6, 4, 12, 3, 12) = 37

DC is 19 Reflex I think. That's what the sheet says anyway.

Horizon Hunters

NG Male Inflamable Goblin Bard 5 | HP: 49/56 | AC: 21 | TAC: | F: +8, R: +8, W: +7 | Perc: +6 | Resonance: 6/9 |
Current Conditions:
none
Active Spells:
none[/i]
Zordox de la Flamme wrote:
Zordox moves up and begins to cast Lightning Bolt. He hurls it at the crossbow woman and it goes through the yellow elemental as well.

I believe that the woman is elevated, so the elemental and she aren't really in a line unless you are maybe right next to elemental.

Sovereign Court

1 person marked this as a favorite.
Bandits of Immenwood | Before the Dawn

Reflex: 1d20 + 12 ⇒ (3) + 12 = 15

Monsieur Daguerre empowers the party with his speech, but the woman still ducks Arkrandu's shot. Rising back up, she appears confused and a bit unnerved by Thorax's song. "But I am a..." she points to her hair and is immediately caught full in the face by a bolt of lightning.

The elementals, surprisingly slow to react, spring into the fray. Each one scoots forward and swings their flaming tendrils at individual party members. Only a single strike makes it past their strong defense, hurting Fumbus a bit but setting him alight.

Yellow vs. Zordox: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Yellow vs. Zordox: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Blue vs. Daguerre: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Blue vs. Daguerre: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Green vs. Fumbus, FF: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Green vs. Fumbus, FF: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Round One:
Crossbow Lady -37 (-1 Perception/Will)
Arkrandu/Trofimir
Thorax
Monsieur Daguerre
Zordox
Elementals
Fumbus -6 (persistent 1d4 fire)


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Set afire, Fumbus reaches into his bag and removes two vials of liquid ice. Manipulate/Quick Bomber

He tosses both at an elemental (green; or green then blue if the green goes down after first) .

Ranged (bomb) v. TAC: 1d20 + 9 ⇒ (18) + 9 = 27
Damage (cold): 2d4 ⇒ (4, 2) = 6
Ranged (bomb) v. TAC: 1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 11
Damage (cold): 2d4 ⇒ (2, 3) = 5

A thrown liquid ice causes the target to be hampered 10 feet until
the end of its next turn, and dealing 1 or 4 point sof cold splash damage.

Flat check (fire): 1d20 ⇒ 18
Damage (fire): 1d4 ⇒ 3

Sovereign Court

Bandits of Immenwood | Before the Dawn

Fumbus' thrown flasks spill over their target, one striking true and the other closer to the ground. Its flame shivers but doesn't go out.

The woman's day continues to worsen as, after shaking her vision clear, Thorax is right in her face. She fires at point-blank range, hops back while reloading, and does it again. "No point in struggling against Keeamah," she cries unnecessarily.

Crossbow vs. Thorax: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 2d8 + 4 ⇒ (6, 6) + 4 = 16

Crossbow vs. Thorax: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 2d10 + 5 ⇒ (6, 5) + 5 = 16

Round Two:
Keeamah -37 (-1 Perception/Will)
Arkrandu/Trofimir
Thorax
Monsieur Daguerre
Zordox

Elementals (green -17, hampered 10)
Fumbus (on fire)


PF2 Playtest Character

Gimme that sweet sweet 16 damage, please ^_^

Move, Stab, Sing!

+1 dogslicer: 1d20 + 10 ⇒ (15) + 10 = 25
Magic, Slashing: 2d6 + 4 ⇒ (6, 4) + 4 = 14

"You not made of fire!
You just made of fake!
Look at all that blood!
And a nice crossbow I will take..."

Singing(E): 1d20 + 11 ⇒ (7) + 11 = 18

Horizon Hunters

NG Male Inflamable Goblin Bard 5 | HP: 49/56 | AC: 21 | TAC: | F: +8, R: +8, W: +7 | Perc: +6 | Resonance: 6/9 |
Current Conditions:
none
Active Spells:
none[/i]

Monsieur Daguerre continues his monologue, and casts a spell targeting yellow elemental.

Phantom pain mental damage, DC 19 Will save: 2d4 + 1 ⇒ (2, 3) + 1 = 6

Inspire Courage for +1 conditional bonus to attack and damage rolls for all allies within 60 feet.


M Human (Skilled) Cleric 10 (Ranger Multiclass) | HP: 128/128 | AC: 27, TAC: 25 | F:+16, R: +13, W: +18 *+1 to saves | Perc: +16 | Speed 20 | +2 flaming greatsword: *+1 att +16/+11/+6 (3d12 + 4 P/S + 1d6 Fire) | Spells (+15, DC25): 5th—3/3; 4th—3/3; 3rd—3/3; 2nd—0/3; 1st—3/3; 0—∞/5 | *Active conditions: Heroism | Res: 12/13, Spell Pts: 6/6

Arkandru drops his bow. He grabs his greatsword and swings at the elemental with green flames.

"Yes, these are good tactics. Ve haf made our adwersaries come to us! Now they vill regret attacking innocent Pathfinders!"

"Vell, mostly innocent, anyvay. I mean, vhich of us is truly innocent? Ve vill all of us be judged vhen ve reach the Spire."

Greatsword, inspire courage: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 292d12 + 4 + 1 ⇒ (7, 9) + 4 + 1 = 21

Is that a crit?

"Trofimir! Attack the blue one!"


Bear Animal Companion (small) | AC 24 TAC 22 | HP 63/78 | F +11; R +12; W +11 | Speed 30' | Perc +11 (low-light, scent) | Claw (Trained) +13/+9/+5 (1d6+3 S); Jaws (Trained) +13/+8+/+3 (1d8+3 P) | *Active Conditions: In a hole!

Trofimir growls, then slashes at the elemental limned in blue flames with his claws.

Claws, inspire courage: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 151d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Claws, inspire courage: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 241d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Sovereign Court

Bandits of Immenwood | Before the Dawn

Sadly, elementals will be elementals across editions. So no crits there.

Will: 1d20 + 5 ⇒ (3) + 5 = 8

Thorax hits Keeamah hard, helping his use of song and semantics to continue scaring her.

Monsieur Daguerre's magic likewise strikes home. Its target looks completely unprepared for this sort of attack.

Arkrandu's aim is true and his fair words perhaps please Pharasma, letting him be dead-on. It hurts, but the elemental's lack of proper anatomy helps cushion the blow. Trofimir also takes a small chunk out of his own quarry.

Round Two:
Keeamah -51 (-1 Perception/Will)
Arkrandu/Trofimir
Thorax
Monsieur Daguerre
Zordox
Blue -6
Green -38 (hampered 10)
Yellow -6 (sick 2, brain hurts)
Fumbus (on fire)


PF2 Playtest Character

Pssst... Don't forget my 16 damage... ^_^


Zordox de la Flamme | Male CG Medium Elf Wizard 10 |HP 96/96 Resonance 5/10 | AC 27, T 24 | F +15 R +16 W +13 | Perc +10 | Speed 30 ft. | Spells 1st: 4/4, 2nd: 4/4, 3rd 4/4, 4th 4/4, 5th 4/4 | Active Conditions: None

Zordox takes a five-foot step and casts Telekinetic Projectile at the Yellow elemental.

Telekinetic Projectile: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 131d10 + 1 ⇒ (9) + 1 = 10

He designates the type to be Blunt.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Oh yeah, didn't track player damage that round. I think I thought the bar was getting too cluttered, but it wasn't.

Zordox's flung object misses its target by a wide margin.

The elemental in question doubles over and retches horribly, expelling some coals but mostly fire that looks exactly like it. This display, while hard to watch and raising questions about outsider physiology, doesn't seem to help it feel better.

Its fellows continue the attack, going for the mysterious vomit-inducer, deadly sword-swinger, and hated ice-slinger.

Yellow Fortitude: 1d20 + 6 ⇒ (10) + 6 = 16
Yellow Fortitude: 1d20 + 6 ⇒ (12) + 6 = 18
Ow My Brain: 1d4 ⇒ 3

Blue vs. Daguerre: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Blue vs. Fumbus FF: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Green vs. Arkrandu: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Green vs. Arkrandu: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Round Two:
Keeamah -51 (-1 Perception/Will)
Arkrandu -8 (on fire)
Trofimir
Thorax -16
Monsieur Daguerre
Zordox
Blue -6
Green -38
Yellow -9 (sick 2, brain hurts)
Fumbus -20? (on fire)

I'm not sure about your HP ATM, Fumbus. Apparently you're Inflammable, but I don't think that was taken into account the last time you were hit. All of this damage from the elementals is fire, I forgot to mention, not just the persistent stuff.

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