PFS Silverhex Chronicles (Inactive)

Game Master Nathanael Love


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The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

Stabilize: 1d20 - 3 ⇒ (7) - 3 = 4


Male Goblins!Solo Dungeon Crawl

Round 3

Erlandl's attack barely misses.

Davr bleeds 2.

Zera's attack misses as well!

Turn order
1. NPCs 19
2. Torku 15
3. Erlandel 13
4. Davor 12
5. Festivus 8
6. Zera 7

Status- Torku -2/10
Davor- -4/9
Festivus- 10/12
Erlandl- 7/10

Damage done- priest 7

Waiting on Festivus before round 4 starts.

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

The paladin strikes at the priest
1d20 + 5 ⇒ (17) + 5 = 22
1d10 + 3 ⇒ (7) + 3 = 10


Male Goblins!Solo Dungeon Crawl

Round 3

Festivus easily hits the priest, opening a deep wound.

Round 4

The priest steps back and casts a spell to heal himself.
Cure Light Wounds: 1d8 + 3 ⇒ (6) + 3 = 9

The guard continues attacking Erlandl
Rapier+Bardic Song: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
damage: 1d6 + 2 ⇒ (1) + 2 = 3

Turn order
1. NPCs 19
2. Torku 15
3. Erlandel 13
4. Davor 12
5. Festivus 8
6. Zera 7

Status- Torku -2/10
Davor- -4/9
Festivus- 10/12
Erlandl- 7/10

Damage done- priest 8

That brings up that party again for round 4!

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Zera keeps an eye on Davor with her Deathwatch spell as she harries the guard, hoping to get through his defenses.

Rapier attack w/ flanking & Combat Expertise: 1d20 + 3 ⇒ (19) + 3 = 22
Rapier damage: 1d6 + 1 ⇒ (1) + 1 = 2
Rapier Crit Confirmation: 1d20 + 3 ⇒ (15) + 3 = 18
Rapier damage: 1d6 + 1 ⇒ (3) + 1 = 4

AC is 14 with Combat Expertise, just as a reminder

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

The paladin will move up and slash at the prest again
1d20 + 5 ⇒ (16) + 5 = 21
1d10 + 3 ⇒ (10) + 3 = 13

Grand Lodge

male Half-elf Druid /1 [HP: 10/10] [Init: +2; perc: +10] [AC: 14/12/12] [saves: 3/3/6 ] [CMB: +0; CMD: 12/10] [Acid Dart Used: 0/7]

Erlandel attacks the guard again...

Scimitar vs. Guard: 1d20 ⇒ 2
possible Slashing damage vs. Guard: 1d6 ⇒ 6

The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

Stabilize: 1d20 - 4 ⇒ (5) - 4 = 1

The Boneyard draws near...


Male Goblins!Solo Dungeon Crawl

Round 4

Erlandel misses, Davor continues bleeding, then Festivus strkes true and hard- and the priest collapses to the ground!

Zera's strike wounds the guard, who without his "master" urging him forward surrenders

Status- Torku -2/10
Davor- -4/9
Festivus- 10/12
Erlandl- 7/10

With combat ended, you are quickly able to stabilize Davor and revive both he and Torku.

Examining the Priest, you find he had a magic rod-

DC 12 Spellcraft:
This was a "Mesmiric Baton" which the priest had used to entrance the town.

With Folloch Teag defeated and the mesmeric baton drained, the people of Allenstead quickly regain their senses. While some still suffer from moments of amnesia, all are grateful to the PCs. As a parting gift, they give the PCs 300 gold for their assistance.

And that ends Quest 3/6; I'll post the start for 4 later-- it's obscure days later, so everyone is back to full again.

Grand Lodge

male Half-elf Druid /1 [HP: 10/10] [Init: +2; perc: +10] [AC: 14/12/12] [saves: 3/3/6 ] [CMB: +0; CMD: 12/10] [Acid Dart Used: 0/7]

I wasn't aware I had missed the first 2. Will that be a problem?

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

That was fun,


Male Goblins!Solo Dungeon Crawl

no, you've done them. This whole adventure (what people usually call the quest) is actually a "quest set"- 6 short " Quests" that go together on the one sheet- it was 1. The graveyard, 2. The river with the faerie, and 3. This village with the priest. There are 3 more to go.

The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

"That could have gone worse," Davor croaks, healing himself and Torku further after being revived. "This item is now in good hands."

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Zera cleans the blood off her weapon and helps her friends as possible. She also sees to the wounded soldiers, hoping that the 'mesmiric' effect would be worn off them.

Need to invest in something protective while in this guise. That got a little harry.

"Bravo, friends. These tasks are going well, so far."

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

Do we get to keep that rod?

The Exchange

M N Tiefling Battle Host Occultist 6 | HP 45/45 | AC *26 T 15 FF *21 | CMB +4, CMD 19 | F: +9, R: +9, W: +8 | Init: +7 | Perc: +10, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/6 2nd 3/4 | Focus: Abjuration 3/4 Transmutation 7/7 | Active conditions: Resist Fire 10, Shield

"Easy for someone who ran away and hid to say," Torku retorts, not having seen Zera's quick thinking or excellent swordplay.


Male Goblins!Solo Dungeon Crawl

As you recover from wounds, you read another entry from Ulisha's journal. . .

I may have just made a monumental discovery. While searching for an Osirian urn in an Absalom museum, I came upon a collection of charcoal rubbings in an old scroll tube. According to the notes that accompanied them, they were taken by a Pathfinder from a cave wall somewhere between the border of Numeria and the River Kingdoms. The rubbings depict what Numerians now refer to as the Rain of Stars. While this cave alone is an incredible find, I believe there’s something even more remarkable. In the rubbings, one of the smaller objects has a line that connects it to the horizon. While the Pathfinder dismissed this line as a stone fracture, I have another thought.

I believe whomever witnessed this Rain of Stars must have seen where one of the smaller objects impacted and etched the line as a point of reference!
Now all I need to do is calculate where the ridge lies in relation to this cave and I’ll have my name in the history books.

Accompanying her notebook entry, Ulisha filled the next several pages with crude maps, complex equations, and further notes. She apparently returned to the Pathfinder’s cave mentioned in her previous entry. By observing the angle of the ridgeline and her current position, she was able to calculate the crash site’s probable location. The last page on the matter includes a detailed map into Numeria with various landmarks and a destination. An addendum written in recent ink warns, “Tread lightly. Numeria remains a mystery to the rest of the world. Those who stay too long draw unwanted attention.”

Knowledge History or Local or Diplomacy (Gather Information) DC 10:
Numeria is a brutal land where only the strongest survive. It was shaped by an astronomical event known as the Rain of Stars, when a large meteor exploded in the sky and rained down upon the land.

Knowledge History or Local or Diplomacy (Gather Information) DC 15:
The Kellids that call Numeria home often scavenge the fallout from the Rain of Stars for a rare metal known asNumerian Steel. Scholars call the substance adamantine, and it is famed for its durability and ability to cut through the hardest materials as though they were cloth. When alloyed with iron, it is less durable and much less valuable.

Knowledge History or Local or Diplomacy (Gather Information) DC 20:
Some say that the object that fell during the Rain of Stars was not a meteor at all, but in fact a massive ship carrying advanced technology and creatures from other worlds. The local population views this technology with suspicion and prefers to reclaim thenoften destroy any such finds they come across.

You have time to prepare for the Journey to Numeria before you arrive there.

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

Do we get a chronicle sheet for this first part?

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

@Festivus - We get the sheet when the scenario is finished.

While traveling to Numeria, Zera reverts to her alter ego, Obsidian Rose. Being seen as a noblewoman in the wasteland of Numeria would probably seem more than a little strange.

Diplomacy (Gather Information): 1d20 + 5 ⇒ (20) + 5 = 25

"Unpleasent place," she remarks as they first arrive into the wastes. "Let's find this object and be gone. I don't think that we are very welcome here."

I may adjust my memorized spells, but I have to wait until after work. Need to add my current spellbook to the character sheet.:p

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

Thank you. For some reason I thought that this had a few chronicles attached to it


Male Goblins!Solo Dungeon Crawl

no, it's that you get more gold depending on how many of the 6 parts you do on the same chronicle sheet.

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

OK

Grand Lodge

male Half-elf Druid /1 [HP: 10/10] [Init: +2; perc: +10] [AC: 14/12/12] [saves: 3/3/6 ] [CMB: +0; CMD: 12/10] [Acid Dart Used: 0/7]

Ready.

The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

"An interesting prospect. Various Numerian artifacts gave the Society much grief and a lot to do while I was training."

The Exchange

M N Tiefling Battle Host Occultist 6 | HP 45/45 | AC *26 T 15 FF *21 | CMB +4, CMD 19 | F: +9, R: +9, W: +8 | Init: +7 | Perc: +10, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/6 2nd 3/4 | Focus: Abjuration 3/4 Transmutation 7/7 | Active conditions: Resist Fire 10, Shield

"And folks will pay a lot of money for trouble," Torku adds. "No wonder she doesn't want to risk getting it herself."

Ready as well


Male Goblins!Solo Dungeon Crawl

You head there, and arrive at the crash scene. . .

The view is phenomenal at the crest of this hill, where Ulisha’s
map indicates a crash site. Vast plains extend to the north, where
clouds gather on the horizon. To the south, the Sellen River cuts a
definitive border between the River Kingdoms and Numeria.

DC 15 Perception or Knowledge Nature:
the soil along the slope of the hill here is looser than it should be, as if a recent rockslide had covered it. It only takes a few minutes of digging to uncover a solid metal surface buried below.

Grand Lodge

male Half-elf Druid /1 [HP: 10/10] [Init: +2; perc: +10] [AC: 14/12/12] [saves: 3/3/6 ] [CMB: +0; CMD: 12/10] [Acid Dart Used: 0/7]

Knowledge(Nature): 1d20 + 7 ⇒ (12) + 7 = 19

Erlandel shares what he may learn with the others.

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Rose lets out a little groan when she finds out that they have to dig, but is relieved when they quickly find something underneath.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

"Any idea what we're looking at?"

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

Technology is not something I am too familiar with he remarks to the tiefling.


Male Goblins!Solo Dungeon Crawl

DC 20 Strength Check:
You pop open the pod. The inside of the wreck is cramped. A single chair made out of the same strange metal faces the hatch, dozens of straps hang inside the device, and an array of levers and buttons lines the interior on one side. Several dozen palm-sized metallic discs and an unadorned silvery bracer lie scattered across the interior.

After Successful Strength Check, DC 15 Appraise/Knowledge Engineering or Local:
You identify 35 Numerian "silverdisks" which are used as a form of currency, and a silver bracelet which gives the wearer 15 Temporary hit points but is damaged and cannot be recharged.

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Strength Check (Aid): 1d20 + 1 ⇒ (19) + 1 = 20

Rose helps to open the item, knowing that muscle is not her strong-suit.

Edit: ... or maybe it is. lol.

After managing to open the hatch, Rose turns to look at the others. [b]"I repeat, does anyone have any idea as to what we're looking at?{/b]

The Exchange

M N Tiefling Battle Host Occultist 6 | HP 45/45 | AC *26 T 15 FF *21 | CMB +4, CMD 19 | F: +9, R: +9, W: +8 | Init: +7 | Perc: +10, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/6 2nd 3/4 | Focus: Abjuration 3/4 Transmutation 7/7 | Active conditions: Resist Fire 10, Shield

Appraise: 1d20 + 4 ⇒ (16) + 4 = 20

"If I had to guess, I would say a chamber of some sort," Torku says, still grumpy from having to dig. "Those disk things are treated as currency in Numeria, and that bracelet looks damaged but still valuable." Before entering the pod to investigate and retrieve the items in question, he scans the inside with detect magic. "And someone watch our backside - technomancers can smell these sites from miles away at the most inconvenient of times," he grumbles.

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

Aid the Vigilate
1d20 + 3 ⇒ (8) + 3 = 11


Male Goblins!Solo Dungeon Crawl

You get the pod open and examine/take the identifiable contents.

As you begin the trek back to civilization, you are descending down the switchbacks, and a group of Kellids step out. A woman shouts at you,"Stop there! You're not from here and those things are not yours. Give us the silverdisks, all the gold you have, and anything else you found there. Then you may live."

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Rose lifts an eyebrow at the Kellid woman, "In what world do that line even work?" she asks, he voice dripping with sarcasm. "Do you think think we're just going to lay down on your command? Your name is not inscribed on these items, as far as I can see. What claim could you possibly have over something that people have just walked over unknowingly for who knows how long?"

Not sure which would apply here, so I'll just include both rolls.

Bluff: 1d20 + 7 ⇒ (8) + 7 = 15
Diplomacy: 1d20 + 5 ⇒ (18) + 5 = 23

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

The paladin will shake his head, no, at the kellids.

The Exchange

M N Tiefling Battle Host Occultist 6 | HP 45/45 | AC *26 T 15 FF *21 | CMB +4, CMD 19 | F: +9, R: +9, W: +8 | Init: +7 | Perc: +10, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/6 2nd 3/4 | Focus: Abjuration 3/4 Transmutation 7/7 | Active conditions: Resist Fire 10, Shield

"Your life is not worth losing for these trinkets," Torku adds. "Leave - while you are still capable of walking."

Intimidate: 1d20 + 8 ⇒ (16) + 8 = 24

Grand Lodge

male Half-elf Druid /1 [HP: 10/10] [Init: +2; perc: +10] [AC: 14/12/12] [saves: 3/3/6 ] [CMB: +0; CMD: 12/10] [Acid Dart Used: 0/7]

Erlandel silently bends down and picks up 3 stones. He then casts Magic Stone.

Magic Stone: Casting Time: 1 standard action Components: V, S, DF
Effect: Range: touch Targets: up to three pebbles touched
Duration: 30 minutes or until discharged
Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
Description: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.

The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

"Better yet, leave this brutish life behind as you go. Would it not be preferable to look for a new job with bones and pride intact?" Davor says.

Intimidate Aid: 1d20 + 8 ⇒ (10) + 8 = 18

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

You have one chance, and one chance only to stop your intimidation, else you meet Pharasma today he says as he draws his blade.


Male Goblins!Solo Dungeon Crawl

The intimidation tactics back fire, and seeing you aren't willing to part with any loot, they begin to charge!

Initiative:

Davor Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Erlandel Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Festivus Initiative: 1d20 + 0 ⇒ (3) + 0 = 3
Torku Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Zera Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Barbarians Initiative: 1d20 + 1 ⇒ (1) + 1 = 2

Round 1

Turn order:
1. Davor 17
2. Erlandel 13
3. Zera 8
4. Torku 3
5. Festivus 3
6. Barbarians 2

The whole party acts first.

The Exchange

M N Tiefling Battle Host Occultist 6 | HP 45/45 | AC *26 T 15 FF *21 | CMB +4, CMD 19 | F: +9, R: +9, W: +8 | Init: +7 | Perc: +10, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/6 2nd 3/4 | Focus: Abjuration 3/4 Transmutation 7/7 | Active conditions: Resist Fire 10, Shield

Torku shakes his head. "Idiots," he mutters as magic flows around him and through his arms, lengthening them to unnatural proportions. He steps closer to Festivus. "Let the fools come to us," he says to his companions as he pulls out his sap.

5 ft step, pull out weapon, and cast longarm to increase reach by 5 ft.

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Seeing the Kellid's charge, Rose prepares herself to receive it by casting a spell to shield herself from their attacks.

Standard Action: Cast Shield.

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

He draws his sword and waits for the barbarians to come to him, readying.

The Exchange

NG Male Tengu Barbarian 2 | AC 18/12/16 (16/10/14) | HP 16/24 (20/28) | CMD 17 | F +5, R +2, W +2 | Init +2 | Perc +8 | DR 1/- | Rage 6/8

Davor shakes his head at the oncoming Kellids, then takes a moment to use magic on his allies.

Drawing a sword, casting Bless and activating Judgement of Destruction.


Male Goblins!Solo Dungeon Crawl

Round 1
Davor casts Bless & activates judgment.

Torku increases his reach with longarm.

Zera casts shield.

Festivus draws his sword. I assume this is ready an attack if one gets within range?

The enemies all take double moves, provoking from Torku and triggering the readied attack from Festivus.

Turn order:
1. Davor 17
2. Erlandel 13
3. Zera 8
4. Torku 3
5. Festivus 3
6. Barbarians 2

That brings up everyone for round 2, plus the AOO & readied attack; Erlandl can still act for round 1 as well.

Sovereign Court

|LN| tiefling (human-looking) Vigilante (Warlock) 1 | HP 9/9 | AC 15 (17 Combat Expertise); TAC 12 (14); FFAC 13 | Fort +1; Ref +4; Will +3 | Init: +2 | Perc: +1, SM: +5; darkvision 60 ft. | Speed 30 ft | Active conditions: None |
Memorize Spells:
1st—icicle dagger, Shield; 0—detect magic, ghost sound, touch of fatigue

Rose draws her dagger with her left hand, standing her ground and shifting her stance to protect herself from anyone that tries to break through, then raises her right hand at the closest Kellid that is not currently in melee.

Mystic Bolt vs. Normal AC: 1d20 + 1 ⇒ (3) + 1 = 4 Let me know if she gets a -4 for cover.
Fire Damage: 1d6 ⇒ 4

The Exchange

M N Tiefling Battle Host Occultist 6 | HP 45/45 | AC *26 T 15 FF *21 | CMB +4, CMD 19 | F: +9, R: +9, W: +8 | Init: +7 | Perc: +10, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/6 2nd 3/4 | Focus: Abjuration 3/4 Transmutation 7/7 | Active conditions: Resist Fire 10, Shield

Sap, Bless: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Nonlethal Bludgeoning damage: 1d6 + 3 ⇒ (6) + 3 = 9
Intimidate: 1d20 + 8 ⇒ (11) + 8 = 19

Torku swings at the warrior approaching him, but he is not quite used to his newly-lengthened arms and overshoots. "You'll be left here with not even the clothes on your back," he hisses to the human, "and it's getting cold at night. I wonder how long you can last." He takes advantage of the overshoot to swing at the back of his opponent's head before stepping back and creating a barrier of force around himself.

Sap, AP, Bless, SC: 1d20 + 2 + 1 + 1 - 2 ⇒ (20) + 2 + 1 + 1 - 2 = 22
Nonlethal Bludgeoning damage, AP: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Crit Confirmation: 1d20 + 2 + 1 + 1 - 2 ⇒ (5) + 2 + 1 + 1 - 2 = 7
Crit damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Intimidate: 1d20 + 8 ⇒ (9) + 8 = 17

Using Spell Combat to attack, 5 ft step, and cast shield.

Grand Lodge

male Half-elf Druid /1 [HP: 10/10] [Init: +2; perc: +10] [AC: 14/12/12] [saves: 3/3/6 ] [CMB: +0; CMD: 12/10] [Acid Dart Used: 0/7]

Erlandel would have Delayed until they got close enough

ranged attack vs. Leader (round 1): 1d20 + 3 + 1 + 1 - 4 ⇒ (10) + 3 + 1 + 1 - 4 = 11
possible Bludgeoning damage vs. Leader: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

ranged attack vs. Leader (round 2): 1d20 + 3 + 1 + 1 - 4 ⇒ (3) + 3 + 1 + 1 - 4 = 4
possible Bludgeoning damage vs. Leader: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Applying Point-Blank Shot bonus and penalty for not having Precise Shot. Please adjust for cover.

Silver Crusade

Init +0; Senses Perception +1 ————— Defense ————— AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 12 (1d10+2) Fort +3, Ref +0, Will +2

Seeing the barbarian arrive within range, the paladin strikes
Readied attack
1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26possible?
1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19

1d10 + 3 ⇒ (2) + 3 = 5 if no confirmed.
2d10 + 6 ⇒ (4, 5) + 6 = 15 if confirmed

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