| Arkandru Pavlencas |
Reflex, Heroism: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Arkandru flinches from the blast of cold at almost exactly the right time. I should probably have cast resist energy against the cold.
Arkandru stalks around the end of the wall of fire, studies the giant in blue armor for a moment, then slams his greatsword at the giant's midsection.
+2 flaming greatsword, Heroism, Hunt Target: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 213d12 + 4 + 1d6 + 1d6 ⇒ (9, 4, 5) + 4 + (3) + (2) = 27
First d6 of extra damage is fire, second d6 is precision from Hunt Target.
| Harry Great Hudini |
Harry spends his turn moving up, he can't cast anything as he doesn't have two actions left as it take him two moves to get where he wants, but he if fine where he is act.
GM Crunch
|
The giants don't seem too perturbed by the death of their companions, hurrying forward with axes and breathing frost. One takes a moment to keep retching out blood and gas before swinging at Thorax's silhouette.
Blue Greataxe vs. Arkandu: 1d20 + 21 ⇒ (15) + 21 = 36
Damage: 2d12 + 14 ⇒ (9, 10) + 14 = 33
Blue Greataxe vs. Arkandu: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 2d12 + 14 ⇒ (4, 2) + 14 = 20
Recharge: 1d4 ⇒ 1
Fortitude: 1d20 + 18 ⇒ (10) + 18 = 28
1-5 Misses: 1d20 ⇒ 10
Yellow Greataxe vs. Thorax: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 2d12 + 14 ⇒ (3, 10) + 14 = 27
23-32: 3 damage
14-22: 3d6 ⇒ (1, 2, 3) = 6 damage and you are entangled (Escape DC 23, one action), taking 3d6 more cold damage at the end of each turn until free
13-: 12 damage and entangled as above
Round Two/Three:
Miladistra -14
Thorax -53
Cyan
Pink
Arkrandu -70
Trofimir
Harry
Blue
Yellow
Fumbus
Zordox
| Arkandru Pavlencas |
Reflex: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
Arkandru shivers as the cold sinks through his clothes and the protection he had come to rely on from his daily casting of Endure Elements, then realizes that he is literally frozen to the floor! Without thinking, he thrusts his greatsword forward again at his attacker in blue.
+2 flaming greatsword, Heroism, Hunt Target: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 353d12 + 4 + 1d6 + 1d6 ⇒ (8, 2, 7) + 4 + (3) + (4) = 28
Realizing his predicament, he uses his remaining actions to try to break free.
Acrobatics, Heroism: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Acrobatics, Heroism: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Ruh-roh.
| P.T. Fumbus |
Fumbus draws two more vials of alchemist's fire. Quick Bomber
He strides past Thorax with a gleeful grin, then tosses one at the giants, hoping to catch the other in the splash. Stride; Strike
Ranged (bomb) v. yellow: 1d20 + 15 ⇒ (10) + 15 = 25
Damage (fire): 3d8 ⇒ (5, 8, 7) = 20
3 persistent fire damage
| Harry Great Hudini |
reflex: 17 + 1d20 ⇒ 17 + (14) = 31 Looks like I take 3 damage. Is it cold damage? I resist 5 of that and would take no cold damage.
I will guarded step back one, then
I fire an acid arrow at the giant I can see. I did not apply cover penalties cause I don't know what kind of cover he has.
hit: 14 + 1d20 ⇒ 14 + (11) = 25 vs TAC
dmg: 4d8 + 4 ⇒ (1, 3, 7, 4) + 4 = 19 acid damage and 1d8 persistent damage.
GM Crunch
|
Yeah, it was cold damage. Also, to others, remember that attacks made against those entirely on the other side of the wall are concealed. So that's a DC 5 flat check.
Also, a little something to make persistent damage even more deadly? Weakness to that damage type!
Arkrandu's fiery blade is quite effective against the wintry warrior, but he finds himself a bit stuck. Other than that, the ice doesn't have much effect, and more flames and some acid burn the giants.
Cold Damage: 3d6 ⇒ (6, 3, 3) = 12
Round Two/Three:
Miladistra -14
Thorax -43
Cyan
Pink
Arkrandu -82
Trofimir
Harry
Blue -57 (persistent 1d8)
Yellow -30 (persistent 3)
Fumbus
Zordox
| 2E - Miladistra |
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Miladistra tries to keep her companion alive. She takes a Guarded Step forward.
She casts Heal (Page 229), intending to touch Arkrandu. But instead she applies her Reach Spell feat (Page 83) to convert it into a range of 30 feet. Just enough to touch Arkrandu.
Heightened Level 5 Heal: 1d8 + 5 + 2d8 + 2d8 + 2d8 + 2d8 ⇒ (8) + 5 + (6, 3) + (2, 5) + (7, 6) + (3, 1) = 46
"Ark, get out of there, honey! You're stuck between an axe and a hot place!"
GM Crunch
|
Miladistra gives Arkrandu some much-needed healing, considering the immediate threat. The giants don't look eager to repeat the wolves' mistake, but one rushes through the fire in search of more foes. Probably not the smartest decision, but a bold one.
Damage: 2d12 + 14 ⇒ (11, 11) + 14 = 36
Blue Greataxe vs. Arkrandu: 1d20 + 16 ⇒ (20) + 16 = 36
Critical Damage: 4d12 + 28 ⇒ (6, 5, 9, 6) + 28 = 54
Blue Greataxe vs. Arkrandu: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 2d12 + 14 ⇒ (5, 9) + 14 = 28
Acid Damage: 1d8 ⇒ 8
Flat Check: 1d20 ⇒ 13
Ooh, that could've gone worse. Were it not for the healing, that critical would've taken you to dying 2, with the cold damage kicking in later, maybe killing you at the end of your turn.
Wide Swing vs. Fumbus and Thorax: 1d20 + 21 ⇒ (10) + 21 = 31
Damage: 2d12 + 14 ⇒ (1, 9) + 14 = 24
Yellow Greataxe vs. Fumbus: 1d20 + 11 ⇒ (10) + 11 = 21
Flat Check: 1d20 ⇒ 12
Round Three/Four:
Miladistra -14
Thorax -67
Cyan
Pink
Arkrandu -126 (entangled)
Trofimir
Harry
Blue -65 (persistent 1d8)
Yellow -65 (persistent 3)
Fumbus -24
Zordox
| 2E - Miladistra |
"Oh boy." Miladistra thinks quickly. "I can stabilize his wounds if he starts dyin', but I'll try to keep him alive a bit longer."
Heightened Level 2 Heal: 1d8 + 5 + 2d8 ⇒ (6) + 5 + (7, 5) = 23
"C'mon Arkrandu! Get out of there! I can't heal ya directly like that anymore!" Miladistra pulls out her crossbow again, confident she's going to need it soon...
| Zordox de la Flamme |
Zordox moves up and casts Lightning Bolt at the Yellow Giant so that the bolt hits the Giant's lower right square. Maybe it'll hit the other Giant!
Lightning Bolt: 5d12 ⇒ (3, 12, 5, 3, 7) = 30
| Thorax Toothlicker |
Can Thorax scare a giant? Let's find out!
Thorax makes eye contact with the giant and licks his dogslicer.
"Thank you for coming!
Please meet my knife!"
+2 dogslicer: 1d20 + 17 ⇒ (16) + 17 = 33
Slashing Damage, Sly Striker: 3d6 + 1d6 + 5 ⇒ (1, 5, 1) + (3) + 5 = 15
"It was warmed in the fire,
Just how you like!"
Performance, Singing: 1d20 + 16 ⇒ (14) + 16 = 30
"Spin your axe,
Round and round!"
Intimidate: 1d20 + 18 ⇒ (15) + 18 = 33
"We stab you more!
Introduce you to ground!"
| Harry Great Hudini |
The giant has reach, so I'll probably be casting in melee. If Yellow dies before it gets down to me in init order, then Magic missile blue level 1 spells. If Yellow is still living when it gets down to me in init order, then Total Defense Action
magic missile on Blue: 1d4 + 1 ⇒ (2) + 1 = 3
| Arkandru Pavlencas |
"Thank you, Miladistra! I vill follow your..."
Whatever Arkandru was about to say is interrupted by blood spurting from ... just about everywhere as the blue giant nearly cuts the big man in half, driving his axe most of the way through Arkandru's chest. As the enormous warrior pulls his blade out with a horrifying ripping sound, the druid steps in to heal the Pharasmin once more, keeping him from the brink of death.
Still spitting out blood and teeth, Arkandru tries to break free of the grasping ice.
Acrobatics, Heroism: 1d20 + 8 ⇒ (9) + 8 = 17
He shouts in frustration and pain as the effort tears at his wounds, and tries again.
Acrobatics, Heroism: 1d20 + 8 ⇒ (19) + 8 = 27
Finally!
Looks like there is nowhere Arkandru can go that isn't within reach of a giant's axe. Rather than risk getting slammed by two of them before he can heal himself, should he risk an attack of opportunity and heal himself here? Gah. Need a few minutes to figure out the third action.
| P.T. Fumbus |
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"No more dog for me to slice? You will do just as nice."
Strike x3
Now rolling dice. Thrice!
Melee strike(+2 dogslicer) v yellow: 1d20 + 17 ⇒ (3) + 17 = 20
Damage (slashing): 3d6 + 3 ⇒ (3, 2, 2) + 3 = 10
Melee strike(+2 dogslicer) v yellow: 1d20 + 17 - 5 ⇒ (2) + 17 - 5 = 14
Damage (slashing): 3d6 + 3 ⇒ (5, 1, 2) + 3 = 11
Melee strike(+2 dogslicer) v yellow: 1d20 + 17 - 10 ⇒ (10) + 17 - 10 = 17
Damage (slashing): 3d6 + 3 ⇒ (5, 1, 5) + 3 = 14
| Arkandru Pavlencas |
Ok, this is going to seem nuts. But I'm counting on the one hero point every character starts with to save Arkandru from death, if needed, so it's time to try something crazy.
Finally free of the ice, Arkandru dives into the wall of fire! The flames cauterize his wounds even as they burn his already ruined flesh. But the fire gives him some cover from the giants, and he moves past them both and emerges, smoking but sword in hand, between Miladistra and the yellow giant.
Out of the frying pan...
Fire damage: 4d6 ⇒ (6, 4, 1, 2) = 13
GM Crunch
|
I didn't see anything called or akin to Total Defense, but then again there aren't many AoO-like things anymore. So I'll give you two more Magic Missiles, unless you'd like to do something else.
Magic Missiles: 2d4 + 2 ⇒ (3, 2) + 2 = 7
Blue Reflex: 1d20 + 15 ⇒ (3) + 15 = 18
Yellow Reflex: 1d20 + 15 ⇒ (10) + 15 = 25
The giants react to the lightning a bit better than one would expect from their kind. The giant already through the fire takes a swing at Arkrandu to make him stay down, then turns to the pesky enabling healer. The other grits her teeth and runs through the fire before following suit.
Wide Swing vs. Fumbus and Harry: 1d20 + 21 ⇒ (16) + 21 = 37
Damage: 2d12 + 14 ⇒ (3, 3) + 14 = 20
Recharge: 1d4 ⇒ 2
Acid Damage: 1d8 ⇒ 6
Flat Check: 1d20 ⇒ 7
Damage: 2d12 + 14 ⇒ (3, 12) + 14 = 29
Greataxe vs. Miladistra: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 2d12 + 14 ⇒ (2, 7) + 14 = 23
Greataxe vs. Miladistra: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 2d12 + 14 ⇒ (1, 3) + 14 = 18
Flat Check: 1d20 ⇒ 4
23-32: 5 damage
14-22: 3d6 ⇒ (3, 2, 5) = 10 damage and you are entangled (Escape DC 23, one action), taking 3d6 more cold damage at the end of each turn until free
13-: 20 damage and entangled as above
Again, Fumbus takes 5 less damage and Thorax treats a success as a critical success. Arkrandu, I included you here as you're in the area, just increasing your dying value by 1.
Round Four/Five:
Miladistra -43
Thorax -67
Cyan
Pink
Arkrandu -128 (dying 2)
Trofimir
Harry -20
Blue -133 (persistent 1d8)
Yellow -108 (persistent 3)
Fumbus -44
Zordox
| Harry Great Hudini |
Harry pulls out his spear, move action and will try to jab the blue giant twice hit: 11 + 1d20 ⇒ 11 + (10) = 21 dmg: 1d6 + 1 ⇒ (6) + 1 = 7
hit: 11 + 1d20 - 5 ⇒ 11 + (11) - 5 = 17 dmg: 1d6 + 1 ⇒ (3) + 1 = 4
| P.T. Fumbus |
Reflex: 1d20 + 17 ⇒ (8) + 17 = 25
Fumbus' grin widens.
| 2E - Miladistra |
"Dangit!" Miladistra watches Arkrandu fall. "Uncle never let me down, and you're not going anywhere."
Miladistra casts Stabilize (Page 259) to give Arkrandu a chance at life. "This ain't gonna end pretty."
He should be at 1 HP, but I can't do anything about his Dying value.
With only one action remaining, she tries to drag Arkrandu back from the fiery wall. I'm not sure if there's a rule for this. Is 5ft Southwest a fair distance?
| Zordox de la Flamme |
Zordox moves and I think Miladistra is flying casts his Heightened Lightning Bolt aiming at the Giant in front of him.
Heightened Lightning Bolt: 6d12 ⇒ (11, 4, 9, 7, 7, 3) = 41
Roll High!
| Thorax Toothlicker |
I take it that the giant wasn't affected by my song or Intimidate =(
Reflex: 1d20 + 19 ⇒ (13) + 19 = 32 W00T!
"You know what they say!"
+2 dogslicer: 1d20 + 17 ⇒ (7) + 17 = 24
Slashing Damage, Sly Striker: 3d6 + 1d6 + 5 ⇒ (3, 1, 2) + (2) + 5 = 13
"The bigger they are..."
+2 dogslicer: 1d20 + 17 - 4 ⇒ (18) + 17 - 4 = 31
Slashing Damage, Sly Striker: 3d6 + 1d6 + 5 ⇒ (4, 3, 5) + (4) + 5 = 21
"...the more places to stab!"
+2 dogslicer: 1d20 + 17 - 8 ⇒ (12) + 17 - 8 = 21
Slashing Damage, Sly Striker: 3d6 + 1d6 + 5 ⇒ (3, 6, 4) + (2) + 5 = 20
| Arkandru Pavlencas |
Like I said, if Arkandru was dying, I'll use that hero point to negate the dying condition and get to 1 HP. I'm not sure how that works in the order of actions - does Arkandru still fall down? Also, I probably missed something, but why is he dying at all? He had been at 2 HP, Miladistra healed him for 23, and he took 13 damage from the wall of fire, that leaves him at 12 HP and healthy as a (badly wounded) horse, right?
Final question: I reread the Attack of Opportunity fighter reaction, and it looks as though it is not triggered by spellcasting that isn't also a ranged attack - can that be right?
GM Crunch
|
@Miladistra: Yeah, that's plenty fair. Also, Stabilize now removes the dying condition but has them remain at 0.
@Thorax: Whoops, forgot to add those. And that even reduces his Reflex save enough to make it fail! Also, now that Yellow is down, feel free to move wherever near Blue and take your first two attacks against her. I've added damage from there if you plan on doing it.
@Zordox: One square to the left, and probably other places, can hit both giants and not Miladistra.
Blue Reflex: 1d20 + 15 ⇒ (13) + 15 = 28
Yellow Reflex: 1d20 + 15 ⇒ (1) + 15 = 16
Miladistra keeps Arkrandu from getting too close to his goddess and drags him away. Zordox fires another lightning bolt, which one giant manages to weather. The other remains clumsy, taking the electricity full in the face and going down.
Round Four/Five:
Miladistra -43
Thorax -67
Cyan
Pink
Arkrandu -128 (unconscious)
Trofimir
Harry -20
Blue -174 (persistent 1d8)
Yellow
Fumbus -44
Zordox
| Arkandru Pavlencas |
Ninja’d. GM Crunch, please see my questions posted immediately above your last post.
GM Crunch
|
Ninja'd! For starters, I know I forgot about the hero point thing, so that'd change matters.
So here's what I think happens. You were knocked out by an attack on you and Miladistra, but now I know you'd use a hero point to stay conscious. That giant also used its frost breath, so now you'll have to make the save. That could take you down. Depending on how that goes, other peoples' actions may proceed as stated.
| Arkandru Pavlencas |
Thanks, that all makes sense!
The Reflex-x-x-x, Heroism: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
Good, but not quite good enough, I think. Missed it by 1.
The big man woozily holds his feet after the yellow giant’s cleaving swing, only to be knocked unconscious to the floor by their opponent’s horrible breath. Luckily for him, Miladistra is able to stabilize him to prevent him slipping ever closer to his inevitable appointment at the Spire.
| P.T. Fumbus |
Still holding a vial of alchemist's fire that he had drawn earlier, Fumbus tosses it at the remaining giant.
Ranged (bomb) v. blue: 1d20 + 15 ⇒ (6) + 15 = 21
Damage (fire): 3d8 ⇒ (3, 3, 8) = 14
3 persistent fire damage
The goblin then draws another, identical vile along with one of bottled lightning.
Quick Bomber
He throws the other vial of alchemist's fire.
Ranged (bomb) v. blue: 1d20 + 15 - 5 ⇒ (15) + 15 - 5 = 25
Damage (fire): 3d8 ⇒ (6, 1, 8) = 15
3 persistent fire damage
GM Crunch
|
Shame the save got missed by one, but at least things aren't too complicated.
Was just making some attack rolls for the giant when you added the second bomb! Here goes:
Dangerously near going down, the giant dodges Fumbus' fire. She looks ready to retaliate, accompanying a wildly swinging axe with a bellow. "No matter the victor here, Thremyr will see you dead!"
That is, until the second missile hits, bringing her down with a shriek of pain. The hall is overtaken by a relative silence, minus the crackling wall and groaning, smoldering foes.
Combat over!
Miladistra -43
Thorax -67
Arkrandu -128 (unconscious)
Harry -20
Fumbus -44
| Arkandru Pavlencas |
In case it is of interest to anyone, there is a very fancy quarterstaff emblazoned with Pharasma's spirals strapped to Arkandru's back. You have seen him use it to cast Heal before, and would probably know it is a staff of healing. It has 3 charges that can be used to cast level 3 Heal, and then Arkandru has channels and Medicine checks he can use. EDIT - stupid invested trait. Never mind. Arkandru has potions. Someone please pour one down his throat and he'll get started healing.
| P.T. Fumbus |
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"True." Fumbus replies, "Though, I suppose it would be weirder to see fangs without a mouth."
He shrugs, then asks, "Is there more pies?"
| 2E - Miladistra |
"Close enough." Miladistra watches the goblin force Arkrandu to masticate. "Normally you don't walk into the fire, dear."
She pants. "I don't have anymore direct magical healing available. Well, I can heal you and make you fly. Or make you really fast. But not really a lot. Just give me ten minutes, alright?"
I can heal you for 1d6 HP when I cast Fly or Haste upon you. Or I can just stick to medicine checks.
Heal Wounds via Nature: 1d20 + 17 ⇒ (14) + 17 = 31
That should heal 10 x your Con bonus in HP, at least 10.
| Zordox de la Flamme |
Zordox walks up to Arkrandu and pulls out a Healer's Kit and a Minor Healing Potion.
He pours the potion down Arkrandu's throat to get him up and moving.
Minor Healing Potion: 1d8 ⇒ 2
He then opens his Healer's Kit and begins to patch up the big human as best as he can.
"Let me see what we have een zis bag. Iodine, burn ointment, and little Happy Face Band-Aids. We'll put ze Band-Aid on zat cut on zour forehead. What else do we have? A bottle of Zangria? Zat's mine, I just have put zat in zere for emergencies. Zou get ze Iodine and Bactine!"
Medicine Check: 1d20 + 11 ⇒ (7) + 11 = 18
GM Crunch
|
While the healing takes place, Harry opens a side door. The walls and ceiling of this room are studded with small ice chips to represent stars in the sky. Lines between them indicate constellations. The room has only one large stone door, and the back of the door bears additional ice chips and lines. The room is bare but for these starry patterns.
| 2E - Miladistra |
Inbetween smashing a strange berry paste into Arkrandu's wounds and chewing on some mint leaves to make a disinfectant, Miladistra glances at the room. She pauses and grabs her mistletoe for good luck.
Nature w/Mistletoe: 1d20 + 19 ⇒ (11) + 19 = 30
"Oh wow. Northern and southern walls are the equinoxes. East and west are the solstices. Each wall is the sky at a different time of year."
"Hmm. The constellations? That's Tian and giant lore. It's kind of a mix, ya know?" Miladistra does this motion with her hands, incidentally smooshing more paste between her hands. "Oops, gotta slather this on his thigh. Give me a few more minutes, okay ya'll?"
| Arkandru Pavlencas |
That's 18+30+2=50 hp of healing so far.
Between Thorax's berry tart, Miladistra's ministrations, and Trofimir shoving his nose into his master's face, Arkandru quickly stirs.
Before he is fully conscious, he murmurs, "The Boneyard. It smells like jam, or a berry pie, Trofimir. Not vhat I expected."
He sits up and sees his comrades surrounding him, almost all severely damaged from the giants' axes, the wolves' bites, and frost.
"You all look terrible." He starts to stand up, then sits back down. "Let's do something about that."
From the floor, Arkandru calls upon the power of the Spire. He casts three-action Heal, heightened to level 5.
3 action Heal, level 5: 4d8 + 4 ⇒ (7, 3, 3, 3) + 4 = 20
3 action Heal, level 5: 4d8 + 4 ⇒ (5, 3, 1, 5) + 4 = 18
That's 38 points of healing for everyone in the party. If we can rest another 10 minutes, he'll try a Medicine check to Treat Wounds for everyone who needs it.
Medicine (Treat Wounds): 1d20 + 15 ⇒ (14) + 15 = 29
10xCon modifier (minimum 10) points of healing for anyone who needs it. That takes Arkandru back to 118/128, which is good enough for now.
Arkandru gets up as his wounds are still healing over. By the time he has found his sword on the floor, only the worst of his wounds are still visible, and those have healed to the point that they look as though they were injuries suffered weeks earlier. He solemnly clasps each of Zordox, Miladistra, and Thorax on the shoulder, and gives the other Pathfinders a weary smile.
"Thank you all. I admit I was not quite ready to give up spreading Pharasma's word here on Golarion yet. I must try remember that not every problem can be solved by hitting it with a big sword. Especially if that problem has a much bigger axe."
| P.T. Fumbus |
Nature: 1d20 + 11 ⇒ (8) + 11 = 19
"Someone's keeping a calendar." notes Fumbus as he looks around the room.
| 2E - Miladistra |
"It's kind of odd to see Tien lore, all the way up here." Miladistra shrugs. "Maybe we can keep looking around. Let's see what's down the corridor? Gotta be more than violent giants and quiet frost wolves."
| Arkandru Pavlencas |
| 3 people marked this as a favorite. |
The big Varisian scratches his head. "Vhat do you mean, 'ships always catch fire'? I haf been on many ships, and only one has caught fire. And that vas because there vas a... " Arkandru pauses for a moment. "Oh. You mean that ships you sail on alvays catch fire. Yes, I am sure that is true."
| Harry Great Hudini |
| 1 person marked this as a favorite. |
Before we head down the corridors, let me try something in this room. Remember the Elemental fight? Wasn't there some constellations or anything there? I know someone picked something up there. Who has them? Would you please hand them to me? There has got to be a puzzle tied to this room. Don't you guys want to wake the sleeping giant without consequence? He must be the good giant and they put him to sleep, this might be the way to do it.