GM Crunch and the Frozen Oath (Inactive)

Game Master Saving Cap'n Crunch

Slides!


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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, 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.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

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.

Sovereign Court

Bandits of Immenwood | Before the Dawn

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

Arkandu, Harry: Reflex:
33+: No damage
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


PF2 Playtest Character

"Arkrandu, biztonsági mentés! Hagyd, hogy sültek magukat!"

Goblin:
"Arkrandu, backup! Let them roast themselves!"

Thorax moves back against the wall, pulls out a berry tart, and consumes it in one bite!

Heals for: 2d8 + 4 ⇒ (2, 4) + 4 = 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

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.


PF2 Playtest Character

Ruh-roh, indeed =(


CN Charhide Goblin Alchemist 3| Speed 25 ft. | Active Conditions: None | HP 24/33 | AC 19 resist fire 1| F +8 R +10 W +5 (F +9 v. inhaled poisons) | Perc +6 | Default Exploration ( Searching)
Skills:
Acrobatics +8, Athletics +5, Cooking Lore +11, Crafting +11, Diplomacy +6, Medicine +5, Pathfinder Society Lore +9, Society +9, Stealth +8, Survival +5, Thievery +8

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


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

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.

Sovereign Court

Bandits of Immenwood | Before the Dawn

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


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Resonance 4/13 | Spell Points 5/8 | Spells -/3/0/0/3/2 | Perception 16 | Stormwind Flight | 10 Elf Female Druid | HP 60/106 | AC 28 (TAC 26) | Saves 14/15/17 |

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!"


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.

Sovereign Court

Bandits of Immenwood | Before the Dawn

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.

Blue Rolls:
Blue Greataxe vs. Arkrandu: 1d20 + 21 ⇒ (10) + 21 = 31
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.

Yellow Rolls:
Fire Damage: 4d6 ⇒ (4, 3, 4, 1) = 12
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


Resonance 4/13 | Spell Points 5/8 | Spells -/3/0/0/3/2 | Perception 16 | Stormwind Flight | 10 Elf Female Druid | HP 60/106 | AC 28 (TAC 26) | Saves 14/15/17 |

"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 | 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 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


PF2 Playtest Character

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!"


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

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


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, 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.


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CN Charhide Goblin Alchemist 3| Speed 25 ft. | Active Conditions: None | HP 24/33 | AC 19 resist fire 1| F +8 R +10 W +5 (F +9 v. inhaled poisons) | Perc +6 | Default Exploration ( Searching)
Skills:
Acrobatics +8, Athletics +5, Cooking Lore +11, Crafting +11, Diplomacy +6, Medicine +5, Pathfinder Society Lore +9, Society +9, Stealth +8, Survival +5, Thievery +8

"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


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

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

Sovereign Court

Bandits of Immenwood | Before the Dawn

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.

Blue Rolls:
Fire Damage: 4d6 ⇒ (4, 3, 3, 2) = 12
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

Yellow Rolls:
Wide Swing vs. Arkrandu and Miladistra: 1d20 + 21 ⇒ (11) + 21 = 32
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

Fumbus, Thorax: Reflex (Arkrandu read also):
33+: No damage
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


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

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


CN Charhide Goblin Alchemist 3| Speed 25 ft. | Active Conditions: None | HP 24/33 | AC 19 resist fire 1| F +8 R +10 W +5 (F +9 v. inhaled poisons) | Perc +6 | Default Exploration ( Searching)
Skills:
Acrobatics +8, Athletics +5, Cooking Lore +11, Crafting +11, Diplomacy +6, Medicine +5, Pathfinder Society Lore +9, Society +9, Stealth +8, Survival +5, Thievery +8

Reflex: 1d20 + 17 ⇒ (8) + 17 = 25

Fumbus' grin widens.


Resonance 4/13 | Spell Points 5/8 | Spells -/3/0/0/3/2 | Perception 16 | Stormwind Flight | 10 Elf Female Druid | HP 60/106 | AC 28 (TAC 26) | Saves 14/15/17 |

"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 | 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 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!


PF2 Playtest Character

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


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Resonance 4/13 | Spell Points 5/8 | Spells -/3/0/0/3/2 | Perception 16 | Stormwind Flight | 10 Elf Female Druid | HP 60/106 | AC 28 (TAC 26) | Saves 14/15/17 |

I'm still on the ground, trying to drag Arkrandu away.

"Zordox, honey. Try not to fry these branches, a very dear friend gave them to me."


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

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?

Sovereign Court

Bandits of Immenwood | Before the Dawn

@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


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

Ninja’d. GM Crunch, please see my questions posted immediately above your last post.

Sovereign Court

Bandits of Immenwood | Before the Dawn

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.


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

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.


CN Charhide Goblin Alchemist 3| Speed 25 ft. | Active Conditions: None | HP 24/33 | AC 19 resist fire 1| F +8 R +10 W +5 (F +9 v. inhaled poisons) | Perc +6 | Default Exploration ( Searching)
Skills:
Acrobatics +8, Athletics +5, Cooking Lore +11, Crafting +11, Diplomacy +6, Medicine +5, Pathfinder Society Lore +9, Society +9, Stealth +8, Survival +5, Thievery +8

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

Sovereign Court

Bandits of Immenwood | Before the Dawn

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


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

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.


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PF2 Playtest Character

Thorax runs over to Arkrandu, pulls out a berry tart, shoves it in his mouth, and comically moves his jaw up and down in a chewing motion.

"Humans eat this way, right? So weird to see a mouth without fangs."

Heals him for: 2d8 + 4 ⇒ (8, 6) + 4 = 18


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CN Charhide Goblin Alchemist 3| Speed 25 ft. | Active Conditions: None | HP 24/33 | AC 19 resist fire 1| F +8 R +10 W +5 (F +9 v. inhaled poisons) | Perc +6 | Default Exploration ( Searching)
Skills:
Acrobatics +8, Athletics +5, Cooking Lore +11, Crafting +11, Diplomacy +6, Medicine +5, Pathfinder Society Lore +9, Society +9, Stealth +8, Survival +5, Thievery +8

"True." Fumbus replies, "Though, I suppose it would be weirder to see fangs without a mouth."

He shrugs, then asks, "Is there more pies?"


Resonance 4/13 | Spell Points 5/8 | Spells -/3/0/0/3/2 | Perception 16 | Stormwind Flight | 10 Elf Female Druid | HP 60/106 | AC 28 (TAC 26) | Saves 14/15/17 |

"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.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

The fire does definitely go out while we are healing. If anything heard us, it would be the closest door to us. And Harry opens it.


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 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

Sovereign Court

Bandits of Immenwood | Before the Dawn

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.

DC 19 Nature or natural/astronomical Lore:
Each wall depicts the sky at a different time of year: The two equinoxes at the north and south, and the solstices to the east and west.

29+:
The constellations marked in this room are amalgamations of those from Tian and giant lore.


Resonance 4/13 | Spell Points 5/8 | Spells -/3/0/0/3/2 | Perception 16 | Stormwind Flight | 10 Elf Female Druid | HP 60/106 | AC 28 (TAC 26) | Saves 14/15/17 |

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?"


PF2 Playtest Character

Thorax has 2 tarts left for the day. While he's happy to hand them out, let's see what Arkandru can take care of when he's conscious. I always like to have a healing option left for combat, just in case.


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

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."


PF2 Playtest Character

That fully heals me! Can I also do a Medicine check on Arkandru? If not, he can top off with one more berry tart.

If Medicine, then 1d20 + 14 ⇒ (6) + 14 = 20

If tart, then 2d8 + 4 ⇒ (7, 2) + 4 = 13


CN Charhide Goblin Alchemist 3| Speed 25 ft. | Active Conditions: None | HP 24/33 | AC 19 resist fire 1| F +8 R +10 W +5 (F +9 v. inhaled poisons) | Perc +6 | Default Exploration ( Searching)
Skills:
Acrobatics +8, Athletics +5, Cooking Lore +11, Crafting +11, Diplomacy +6, Medicine +5, Pathfinder Society Lore +9, Society +9, Stealth +8, Survival +5, Thievery +8

Nature: 1d20 + 11 ⇒ (8) + 11 = 19

"Someone's keeping a calendar." notes Fumbus as he looks around the room.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Thanks Arkandru. Now that Miladistra has pointed out the symbols, now what?


Resonance 4/13 | Spell Points 5/8 | Spells -/3/0/0/3/2 | Perception 16 | Stormwind Flight | 10 Elf Female Druid | HP 60/106 | AC 28 (TAC 26) | Saves 14/15/17 |

"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."


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PF2 Playtest Character

Society: 1d20 + 10 ⇒ (19) + 10 = 29

"Tian Xia not too far from here. Walking over top of world easier than taking ships long way around. Ships always catch fire."


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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

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."


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Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

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.

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