GM Crunch and the Arclord's Envy (Inactive)

Game Master Saving Cap'n Crunch


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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 Arcana to impress people with magic.

Arcana: 1d20 + 10 ⇒ (10) + 10 = 20


"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

"My pals and I love to stay things and watch 'em burn!" Fumbus says to one of the guests as he clears a platter of fried crestaceons with a single swoop. "On a not necessarily related note, you wouldn't mind telling me what you know about someone named Ngasi, would you?"
Intimidate: 1d20 + 10 ⇒ (6) + 10 = 16


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

If this counts as exploration mode, can Arkandru activate Hunt Target for +2 on Perception to Seek Ngasi Bakolo?

"Errr, vould you like to see my trained bear? Trofimir, let's do some tricks. Guard the hors d'oeuvres!"

Nature: 1d20 + 10 ⇒ (6) + 10 = 16


1 person marked this as a favorite.
PF2 Playtest Character

Thorax is so happy at the sights and sounds of everything, he bursts into song!

"Eating! Dancing! Singing! Drinking!
Have great fun! No need for thinking!
Goblins! Longshanks! Together as one!
When you're stuffed, *I* won't be done!!"

Singing(E): 1d20 + 11 ⇒ (9) + 11 = 20


1 person marked this as a favorite.
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 isn't sure what "horse dovers" are, but he assumes a defensive posture in front of one of the buffet tables and bares his teeth at the crowd of partygoers.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Yeah, you can use Hunt Target. That may change in a bit, though.

Also, I already forgot something: You can use Stealth to eavesdrop on other conversations and gain new information.

Monsieur Daguerre is simple and to the point, getting results: Whatever is inside the full-body leather suit (introduced as Master Phade) mentions it saw Ngasi slipping out to the garden. "She would not run," it hums. "Most likely she awaits whatever comes to her there." As it politely excuses itself, a minuscule gap in the armor reveals...nothing. An invisible stalker?

Zordox's display of traditional magic earns him the respect of a dwarven woman in Nethysian garb, named Greora. "I condone most use of magic, but its users must be prepared. To face the consequences of its expression. As this rule-breaking Arclord must. I will thusly share what is helpful." She then fails in this, as all she knows is the name and purpose of Collected Directives.

Thorax's song draws several oreads closer, bombarding him with requests to perform abroad or under contract. Having not seen him before, they regale the goblin with news of the latest drama - namely, the murderous Arclord. The only new information they bring is that she has openly bragged about obtaining the book, and is quite brash, even going so far as to enter melee combat.

Fumbus is not sufficiently subtle in his threats, and those around him edge away. And while most are somewhat impressed by Arkrandu and Trofimir, they were looking forward to trying the pesh-infused snacks. Recently legalized outside of Katapesh, you know.

Having located Ngasi, you can go after her now, or continue asking around for other information.

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 vote for going after her now.


"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

While I personally would like to see what else we could learn, Fumbus would totally be ready to go after her now.


2 people marked this as a favorite.
PF2 Playtest Character

Thorax grins at the Oreads.

"Goblin rule number one: First we sing. Then we kill. Maybe contract later. Have to go number two right now."

Sovereign Court

Bandits of Immenwood | Before the Dawn

The crowds clear for the Pathfinders, clearly aware of what is about to happen. It is the only thing discussed for some time, at least until the annual dance competition draws near.

But back to the team, their route takes them through a stately passage. The polished marble floor of this fifteen-foot-wide hallway shines almost like a mirror. Artful mosaics of Garundi landmarks line the southern wall, while marble statues of soldiers wearing distinctive splint mail stand proudly in alcoves along the northern wall. The faint scent of clematis and sound of trickling water drifts in through carved stone latticework and a wide, open archway set in the center of the northern wall.

There is little time to admire the display, though. And that little dwindles to nothing at all when four of the statues step from their alcoves, raising stone fists! For whatever reason, they are primed to attack!

Initiative:
Monsieur Daguerre: 1d20 + 6 ⇒ (1) + 6 = 7
Arkrandu: 1d20 + 10 ⇒ (17) + 10 = 27
Thorax: 1d20 + 8 ⇒ (15) + 8 = 23
Zordox: 1d20 + 5 ⇒ (12) + 5 = 17
Fumbus: 1d20 + 7 ⇒ (2) + 7 = 9

Bad Robots: 1d20 + 3 ⇒ (1) + 3 = 4

Round One:
Arkrandu/Trofimir
Thorax
Zordox
Fumbus
Monsieur Daguerre

Statues


PF2 Playtest Character

Thorax dramatically points at each of the statues while breaking into song!

"Bitey, Slimy, Grimy, Mo,
Some of the Goblins I used to know,
One by one they all fell down,
And so will YOU smash to the ground!"

Bitey, Slimy, Grimy, Mo: 1d4 ⇒ 1

Sing, Move 30ft, Stab

Singing(E): 1d20 + 11 ⇒ (15) + 11 = 26

(but pretty sure they're unaffected)

+1 Dogslicer: 1d20 + 10 ⇒ (19) + 10 = 29
Slashing, Sneak Attack: 2d6 + 4 + 2d6 + 1 ⇒ (4, 4) + 4 + (2, 4) + 1 = 19

And if that's a Crit...: 2d6 + 4 + 2d6 + 1 ⇒ (2, 2) + 4 + (1, 1) + 1 = 11
It's like in Starfinder, right? All damage doubles?


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 cast Magic Missile at the Blue target using 3 actions to amp up the spell so that 3 missiles are produced.

Magic Missile: 1d4 + 1 + 1d4 + 1 + 1d4 + 1 ⇒ (4) + 1 + (2) + 1 + (2) + 1 = 11

Horizon Hunters

1 person marked this as a favorite.
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]

Inspire Courage (all allies within 60' gain a +1 conditional bonus to attack and damage rolls), Triple Time (all allies within 60' are accelerated 10 for 1 round), shield.


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

"Aha! I know vhat to do to care care of you!"

Arkandru grabs his greatsword and begins applying the weapon blanch to it.

3 Interact actions, to get the adamantine weapon blanch and apply it to the sword, right?

Sovereign Court

Bandits of Immenwood | Before the Dawn

2 actions, so if your sword was already drawn, feel free to take another.

Thorax's words have no effect on the statues, but his blade makes quite an impact on one. Zordox pelts another with small yet unerring bolts of force. Both strike true, but the constructs' outer layer absorbs some punishment.

Still, the goblin's victim looks to be on the verge of collapse. It appears a bit weaker than the others, courtesy of a guest's vandalism. Its marble exterior is already broken in places and the words 'Envar was here' are scrawled across the back.

Round One:
Arkrandu
Trofimir
Thorax
Zordox
Fumbus
Monsieur Daguerre
Blue -4
Green
Red -23
Yellow


"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 retrieves his two remaining vials of alchemist's fire. Manipulate/Quick Bomber

The goblin then tosses them at the nearest statue

EDITED to include bonus for IC
Ranged (bomb) v yellow touch, 2/IC: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Fire damage: 2d8 + 1 ⇒ (2, 6) + 1 = 9
Plus 2 persistent fire damage
Ranged (bomb) v yellow, touch: 1d20 + 9 ⇒ (8) + 9 = 17
Fire damage: 2d8 + 1 ⇒ (8, 7) + 1 = 16
Plus 2 persistent fire damage

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]

Fumbus, don't forget to add +1 to hit and damage from inspire courage.


"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
Monsieur Daguerre wrote:
Fumbus, don't forget to add +1 to hit and damage from inspire courage.

Thanks, I edited my prior post accordingly.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Fumbus's explosives scorch his target, tearing up and melting through its outer layer. Understandably slow to act, the statues begin shuffling forward and throwing punches. On the off chance they manage to connect, they latch on with an iron grip.

Grabbed wrote:
You’re held in place by another creature, making you immobile and flat-footed. If you attempt a manipulate action, activity, free action, or reaction while grabbed, you must succeed at a DC 5 flat check or it is lost; attempt the check after using it but before any effects are applied.

Wow, that's a lot of rolls:
Red vs. Thorax: 1d20 + 8 ⇒ (10) + 8 = 18

Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Red vs. Thorax: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Red vs. Thorax: 1d20 - 2 ⇒ (4) - 2 = 2
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Yellow vs. Fumbus: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Yellow vs. Fumbus: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Blue vs. Zordox: 1d20 + 8 ⇒ (20) + 8 = 28
Critical Damage: 2d8 + 12 ⇒ (1, 3) + 12 = 16 plus grab
Blue vs. Zordox: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Green vs. Arkrandu: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 6 ⇒ (2) + 6 = 8 plus grab
Green vs. Arkrandu: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Round Two:
Arkrandu -8 (grabbed)
Trofimir
Thorax
Zordox
-16 (grabbed)
Fumbus
Monsieur Daguerre

Blue -4
Green
Red -23
Yellow -11

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]

Inspire Courage +1 conditional bonus to attack and damage for all allies within 60', Inspire Competence on Zordox for Athletics, cast shield.

Aid reaction for when Zordox attempts Athetics to Break Grapple:
Performance: 1d20 + 12 ⇒ (3) + 12 = 15 Inspire competence automatically succedes, so the only thing that matters is whether or not it is a critical success. It is not a critical success, so Zorox receives a +2 circumstance bonus on his Athletics check.


PF2 Playtest Character

Thorax ducks and dodges the cumbersome golem easily.

Sing, Stab, Stab

"Thorax be nimble!
Thorax be quick!
You can't catch me!
You may as well quit!"

Singing(E): 1d20 + 11 ⇒ (13) + 11 = 24

+1 Dogslicer: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Slashing, Inspired: 2d6 + 4 + 1 ⇒ (5, 4) + 4 + 1 = 14

+1 Dogslicer: 1d20 + 10 + 1 - 4 ⇒ (20) + 10 + 1 - 4 = 27
Slashing, Inspired: 2d6 + 4 + 1 ⇒ (4, 3) + 4 + 1 = 12

If that's a Crit...: 2d6 + 4 + 1 ⇒ (2, 1) + 4 + 1 = 8


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 attempt Athletics to escape the Grab of the thing.

Athletics: 1d20 + 2 ⇒ (19) + 2 = 21

Zordox moves to where he is on the map if he escapes the Grab. He can't cast anything with 2 actions, so he casts Shield once he reaches where he is.


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

As he finishes applying the weapon blanch to his weapon, the statue painted green grabs Arkandru around the torso. The ranger grunts, then bellows a challenge at the golem.

"Pitiful mockery of life, you think you haf me, but I haf you right vhere I want you!" Heedless of his precarious position, Arkandru swings his greatsword at the statue like a club.

Greatsword, Inspire Courage: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 232d12 + 4 + 1 ⇒ (2, 11) + 4 + 1 = 18

Greatsword, Inspire Courage: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 222d12 + 4 + 1 ⇒ (6, 8) + 4 + 1 = 19

"Trofimir! Flank and attack!"


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!

The little bear runs around the green statue and harries it to distract it from his master.

Jaws, Inspire Courage: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 171d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8


"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

Disappointed that he is now out of alchemist's fire, Fumbus draws his magical dogslicer and begins to slice at the foe before him/
Manipulate/Draw, Strike x2

Melee (+1 dogslicer) w/IC v yellow: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Damage (S) w/IC: 2d6 + 1 + 1 ⇒ (4, 3) + 1 + 1 = 9

Melee (+1 dogslicer) w/IC v yellow: 1d20 + 10 + 1 - 5 ⇒ (7) + 10 + 1 - 5 = 13
Damage (S) w/IC: 2d6 + 1 + 1 ⇒ (5, 2) + 1 + 1 = 9

Sovereign Court

Bandits of Immenwood | Before the Dawn

One swing from Thorax is blocked, but the other hits home. Having sustained too much structural damage, the statue collapses. Arkrandu tears through the one holding him with ease once, twice! It is left on the brink of collapse, and Trofimir yanks it to the ground with his teeth. It doesn't look able to get back up.

Monsieur Daguerre empowers all the Pathfinders and helps Zordox escape from his bind, while Fumbus chips away at the golem menacing him. Though their numbers dwindle, the enemies remain unflinching in their assault. Arkrandu takes another punch, but the statue will likely regret grabbing him.

Slightly less rolls:
Yellow vs. Fumbus: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Yellow vs. Fumbus: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Yellow vs. Fumbus: 1d20 - 2 ⇒ (16) - 2 = 14
Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Blue vs. Arkrandu: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 6 ⇒ (7) + 6 = 13 plus grab
Blue vs. Arkrandu: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Blue vs. Arkrandu: 1d20 - 2 ⇒ (11) - 2 = 9
Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Round Three:
Arkrandu -21 (grabbed)
Trofimir
Thorax
Zordox
-16
Fumbus
Monsieur Daguerre

Blue -4
Green
Red
Yellow -20


"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 continues to whittle with glee at the statue before him.
Strike x3

Melee (+1 dogslicer) w/IC v yellow: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Damage (S) w/IC: 2d6 + 1 + 1 ⇒ (4, 3) + 1 + 1 = 9

Melee (+1 dogslicer) w/IC v yellow: 1d20 + 10 + 1 - 5 ⇒ (12) + 10 + 1 - 5 = 18
Damage (S) w/IC: 2d6 + 1 + 1 ⇒ (6, 1) + 1 + 1 = 9

Melee (+1 dogslicer) w/IC v yellow: 1d20 + 10 + 1 - 10 ⇒ (3) + 10 + 1 - 10 = 4
Damage (S) w/IC: 2d6 + 1 + 1 ⇒ (6, 3) + 1 + 1 = 11


PF2 Playtest Character

Move up to yellow, flank with Fumbus.

+1 Dogslicer, Flank: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Slashing, Sneak, Inspired: 2d6 + 4 + 2d6 + 1 + 1 ⇒ (6, 6) + 4 + (1, 1) + 1 + 1 = 20

+1 Dogslicer, Flank: 1d20 + 10 + 1 - 4 ⇒ (10) + 10 + 1 - 4 = 17
Slashing, Sneak, Inspired: 2d6 + 4 + 2d6 + 1 + 1 ⇒ (3, 5) + 4 + (6, 3) + 1 + 1 = 23


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 over five feet and casts Lightning Bolt at the two remaining foes.

Lightning Bolt: 5d12 ⇒ (3, 9, 8, 6, 10) = 36

DC is 19

In a side note I'm glad to see they have finally realized spell damage needs to be boosted again in the final version because they seriously nerfed magic badly in the first version of the Playtest. The 1.5 version helped, but didn't go nearly far enough to address the power shortage.

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, draws his bow, and shoots one of the statues.

Inspire Courage, interact, Strike.

+1 shortbow (inspire courage): 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23

Piercing damage (inspire courage): 2d6 + 1 ⇒ (6, 3) + 1 = 10


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

"Oof! These golems are getting on my nerfs!"

Grappled again, Arkandru swings at the blue statue rather than attempt to break free.

Greatsword, Inspire Courage: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 312d12 + 4 + 1 ⇒ (1, 4) + 4 + 1 = 10

Greatsword, Inspire Courage: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 102d12 + 4 + 1 ⇒ (3, 11) + 4 + 1 = 19

"Trofimir! Flank again!"


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!

Once again, the little bear leaps to Arkandru's aid. He runs over to the blue statue and takes an angry bite.

Jaws, Inspire Courage: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 191d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Sovereign Court

Bandits of Immenwood | Before the Dawn

There's a ways to go in terms of spell effectiveness, yeah. Maybe they're trying to strike a difference between the power of 1.0, but I don't think the gap has to be quite so large.

Blue Reflex: 1d20 + 3 ⇒ (6) + 3 = 9
Yellow Reflex: 1d20 + 3 ⇒ (4) + 3 = 7

A combination of blade swings, teeth, and projectiles strike the pair of statues, just as Zordox's lightning mows through them. The combined power proves too much, and down go these golems as well.

Combat over! Once you're as healed up and otherwise prepared as you'd like, we'll proceed through the gate.

Arkrandu -21
Zordox -16


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 casts Heal three times (twice with the remaining charges on his staff and once using his single spell slot). One casting is as a single action directly on himself (1d8+4 hp) and twice as a three-action spell to heal himself plus Zordox and anyone else in the party who needs it (4hp x2).

1-action Heal: 1d8 + 4 ⇒ (1) + 4 = 5

"Stand a little closer, please, Zordox. Ve should be as strong as ve can be before ve catch up to our quarry."

3-action Heal: 4 = 4
3-action Heal: 4 = 4

Not bad. Arkandru is down by 12 hp from max, but he still has a minor healing potion if needed.


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 casts Heal three times (twice with the remaining charges on his staff and once using his single spell slot). One casting is as a single action directly on himself (1d8+4 hp) and twice as a three-action spell to heal himself plus Zordox and anyone else in the party who needs it (4hp x2).

1-action Heal: 1d8 + 4 ⇒ (1) + 4 = 5

"Stand a little closer, please, Zordox. Ve should be as strong as ve can be before ve catch up to our quarry."

3-action Heal: 4 = 4
3-action Heal: 4 = 4


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 bows to Arkandru and says, "I zank zou for ze healing. I fear zou are quite correct as zat we need to be quite strong for what lies ahead. Zese enemies have been a bit out of ze ordinary. Who knows what we shall face next?"

Not quite sure those heals were correct, but if they are, I'll use my Healing Potion, Minor. If not, I'll see what the figures are and go from there.

Healing Potion, Minor: 1d8 ⇒ 6

Sovereign Court

Bandits of Immenwood | Before the Dawn

Picture of Ngasi has been added to the slides and map.

Faint magical light from elaborate wrought-iron sconces along the walls casts this pristine garden in a gentle light. Water splashes playfully down from a channel atop the sandstone walls into elegant fountains, and the garden’s entire northern wall shimmers as water cascades smoothly over its surface into a wide basin. Fragrant flowering vines climb the sandstone walls, while immaculately manicured hedges line the main walkways of crushed marble. A ten-foot-tall statue of the archmage Nex stands proudly in the center of the garden, flanked by marble benches and encircled by a different type of flowering vine. Tall palms and pruned olive trees stand in symmetrical pairs throughout the space.

At the middle of the hedge stands none other than Ngasi Bakolo. She wears immaculate green robes and carries a staff. Next to her is a lowly-looking apprentice, who shakes as if he would rather be anywhere else. "I'm glad you made it so far, Pathfinders, despite the risk to me. I hope you're enjoying the party. Unfortunately, you came here with outdated principles, lofty and unrealistic moral standards that do not apply alongside the teachings of Nex." A spectral third eye flares to life on her forehead, and the Arclord grins. "I have time to teach you a lesson."

Initiative:
Daguerre: 1d20 + 6 ⇒ (19) + 6 = 25
Arkrandu: 1d20 + 10 ⇒ (13) + 10 = 23
Thorax: 1d20 + 8 ⇒ (16) + 8 = 24
Zordox: 1d20 + 5 ⇒ (13) + 5 = 18
Fumbus: 1d20 + 7 ⇒ (15) + 7 = 22

Statues: 1d20 + 3 ⇒ (9) + 3 = 12
Apprentice: 1d20 + 5 ⇒ (2) + 5 = 7
Ngasi: 1d20 + 10 ⇒ (6) + 10 = 16

DC 21 Perception (no action):
Two water elementals are splashing about in different fountains (those marked with blue circles) and causing the irregular motions. They don't seem hostile towards anyone at the moment.

Round One:
Monsieur Daguerre
Thorax
Arkrandu
-12
Fumbus
Zordox

Ngasi
Statues
Apprentice


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PF2 Playtest Character
Ngasi wrote:
"you came here with outdated principles, lofty and unrealistic moral standards that do not apply alongside the teachings of Nex."

Perception (E): 1d20 + 8 ⇒ (7) + 8 = 15

"Who you talking to?
Certainly not us!
We be Goblins!
Light her ablaze, Fumbus!"

Move 60 feet, sing.

Singing (E): 1d20 + 11 ⇒ (10) + 11 = 21


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"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

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

At the urging of his kinsman, Fumbus mixes a batch of infused reagents, producing a vial of lesser alchemist's fire. Quick Alchemy

"You Be Student. You wish you learn?"
"We Be Goblins! We wish you burn!"

Ranged (bomb) v. TAC: 1d20 + 9 ⇒ (11) + 9 = 20
Damage (fire): 2d8 ⇒ (3, 2) = 5
2 persistent fire damage

By the glow of the resulting flames, the goblin whips up a second batch.

Quick Alchemy


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 over next to Arkandru and casts Haste upon him.

You gain the quick condition and can use the extra action each round only for Strike and Stride actions.

Sovereign Court

Bandits of Immenwood | Before the Dawn

@Fumbus: Who are you targeting with that?

Zordox widens the threatening range that Arkrandu poses, while Fumbus and Thorax grow ever closer to terrifying Ngasi once the fight swings their way.

Round One:
Monsieur Daguerre

Thorax
Arkrandu -12 (quick)
Trofimir
Fumbus
Zordox
Ngasi
Statues
Apprentice


"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
GM Crunch wrote:
@Fumbus: Who are you targeting with that?

Sorry, forgot to look at new map. Retconning: Second Quick Alchemy changed to Stride action (taken before Bomb strike). Updated token on map. Believe thanks it is a -4 to Bomb attack to Ngasi.


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

"Thank you, Zordox!" Arkandru lumbers forward, the big man moving with magically-enhanced speed and grace. He makes it to the base of the statue of Nex, and takes some cover there.

"Give up now, mage!"

Stride x4 (15’ each)

Sovereign Court

Bandits of Immenwood | Before the Dawn

Gonna bot Daguerre for the round.

Monsieur Daguerre plods forward while empowering his allies, while Arkrandu moves in much faster thanks to such lent power.

Stride, Inspire Courage, Triple Time, let's say.

Ngasi respectfully declines Arkrandu's offer, stepping behind her apprentice and casting at least one spell on herself. The human shield quakes violently, but he draws a sickle and points at the big man. "S-stay back!" A ball of white-hot flame appears right in front of him, whirring around the fountain and over flesh.

Arkrandu: Reflex:
Time for fire damage! How much will you take?

17+: None!
8-17: 4d6 ⇒ (3, 6, 1, 4) = 14
7-: 28

Meanwhile, the two statues don't appear to have heard the fate of their fellow masonry. One closes on the Pathfinders' back line, the other moves to protect its wards.

Round Two:
Monsieur Daguerre
Thorax

Arkrandu -12 (quick)
Trofimir
Fumbus
-13
Zordox
Ngasi
Statues
Apprentice


PF2 Playtest Character

Thorax sprints forward, ducks under Arkrandu's legs, and ends up on the other side of the golem (double move into Flank, then stab).

"Hey silly lady,
Don't you forget,
We're coming for you,
But first this statue we get."

+1 dogslicer: 1d20 + 10 ⇒ (13) + 10 = 23
Slashing, Sneak: 2d6 + 4 + 2d6 + 1 ⇒ (5, 5) + 4 + (2, 5) + 1 = 22


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 smiles and tells Trofimir to move where the goblins are and to help Arkrandu.

He then moves and casts Grease once Trofimir moves.

The spell is cast in the squares where I drew the red box.

"Let ze statue enter ze slicky area and zen annihilate eet."


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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

Reflex: 1d20 + 7 ⇒ (7) + 7 = 14

Oh boy! More fire!

Action 1

Arkandru calls out to his companion: "Trofimir! To me!"

Actions 2, 3, 4:

The big ranger grins at the statue. "Vat? No hug?"

He swings his adamantine-coated greatsword at the statue, taking advantage of Zordox's haste.

I assume that unlike 1E haste, the extra Strike action still takes the -5 penalty for each successive attack?

Greatsword,inspire courage: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 262d12 + 4 + 1 ⇒ (3, 2) + 4 + 1 = 10

Greatsword,inspire courage: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 102d12 + 4 + 1 ⇒ (2, 1) + 4 + 1 = 8

Greatsword,inspire courage: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 102d12 + 4 + 1 ⇒ (7, 11) + 4 + 1 = 23


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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!

The little bear sees the elf smile and looks at him quizzically as he says,

Zordox de la Flamme wrote:
BLAH BLAH BLAH BLAH Arkrandu.

Trofimir starts to scratch behind one ear, but then he hears Arkandru’s call. He runs down the path just ahead of Zordox’s grease spell.

Double move.


"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

Seeing the burst of flame, Fumbus' eyes grow wide with joy. The goblin quickly draws his magical dogslicer and moves around the fountain toward the source of the flames.

Manipulate; Stride x2

Sovereign Court

Bandits of Immenwood | Before the Dawn

@Arkrandu: Yeah, I think that's true because the extra action is used for other things. But the multiple attack penalty would probably still accrue.

Monsieur Daguerre strides confidently forward and works his magic. Ngasi and the Pathfinders recognize the movements, and the former is dismayed as Thorax finds himself quicker.

Stride, cast Haste on Thorax.

The Arclord seems less perturbed by the goblin's threat, though. "Then let us do away with the middleman - and you," she says, and brings down a massive blast of fire on the garden. Her aggressors in the middle are caught in the blaze, as is her statue. Already weak from two good hits, it is blown to bits.

Arkrandu, Fumbus, Thorax, Trofimir: Reflex:
Fire damage all day.

31+: None
21-30: 19
12-20: 8d6 ⇒ (3, 5, 5, 5, 5, 5, 6, 5) = 39
11-: 78

Daguerre Reflex: 1d20 + 8 ⇒ (5) + 8 = 13
Statue Reflex: 1d20 + 3 ⇒ (15) + 3 = 18

The apprentice directs his much-smaller conflagration to keep harrying Arkrandu, and fires a bolt of force at the goblins on each side of the fountain. The remaining statue finally circles around and swings a hand at Zordox, but the elf was far ahead of it.

Stone Fist vs. Zordox: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Fumbus Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Thorax Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Arkrandu: Reflex Again:
17+: None
8-16: 4d6 ⇒ (2, 3, 3, 5) = 13
7-: 26

Round Three:
Monsieur Daguerre -37
Thorax -3 (quick)
Arkrandu -12 (quick)
Trofimir
Fumbus -16
Zordox
Ngasi
Statue
Apprentice

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