The shattered Shield -Core
(Inactive)
Game Master
Helikon
Maps&More
does manage to calm the animal and it slowly gives you a chance to lead it away from the girl.
As Captain Free is pacified, Nulalla rushes to the southern door of the stable and begs you to save her mother, Inusi, from the burning building. If questioned, Nulalla can affirm that “Uncle Torvad” is in the manor “studying treasures.” Nulalla is astonished to discover the bloody footprints that stop mysteriously behind where she was playing cards and the smoldering fire consuming her home.
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Khargrom looks up at the smoke rolling outta the building, "how the heck did we miss tha! I'M ON MY WAY LADY PERSON IN DANGER!" He rushes inside the burning building, yelling for Inusi.
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
He will come back and perform a heal check on the girl to make sure she is alright
1d20 + 7 ⇒ (3) + 7 = 10
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
Tusk also rushes towards the flames, wondering if he will have to toss his precious applejack on it, and then wondering if it is alcholholic enough to cause the fire to get worse. Unfortunately there is no way to find out in the chaos.
@Riceak you are moderately sure the girl is alive.
Now that you know it, alas you can smell the faint smell of... fire.
You can see the easiest way to enter the mansion are the double doors ahead.
This large room is filled with lavish furnishings, including several expensive antique sofas, beautiful oil paintings, and hand-woven rugs, all spattered with the blood and remains of three house servants.
As you enter you see two strange enemys, completely golden 30 feet away.
Please roll for iniative.
Unfort I am unable to access my maps while in Thailand. We can do this with minds eye theater. I will utterly put this in your favor, of course!
IniAurus: 1d20 ⇒ 12
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
What kind of check do we need to know what the golden enemies are?
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Khargrom yells out the door, "GOLDEN DUDES IN HERE, COME HELP!"
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
init: 1d20 + 4 ⇒ (11) + 4 = 15
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
1d20 + 1 ⇒ (1) + 1 = 2 Initiative
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12
initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Male Half-Elf DEAD
Initiative: 1d20 + 4 ⇒ (14) + 4 = 18.
@riceak know religion
Khagrom
Vuldruk,
Kent
Tusk
Baddies
Riceak.
Team fast... go
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Khargrom charges forwards, warhammer slipping into his hand as he brings it down on the unprepared opponents, "MURDERERS GET NO QUARTER!"
MW Warhammer + Charge vs. FlatFooted: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 for Bludgeoning + Sneak Attack: 1d8 + 2 + 1d6 ⇒ (4) + 2 + (6) = 12
Current AC 15, Touch 10 w/ -2 from Charge.
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
Not to be outdone by a dwarf, Tusk also charges. He also likes the battle cry and borrows it.
"NO QUARTER!"
To hit Orc double axe: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11,
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
LOL. I think we both missed, flat footed or not.
AC 17 temprarily.
Male Half-Elf DEAD
Kent shrugs, and unleashes a flurry of arrows.
MW Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15, for1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7 damage.
MW Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26, for1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 damage.
Crit Confirmation: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14, for2d8 + 4 + 2 ⇒ (4, 3) + 4 + 2 = 13 *ADDITIONAL* damage.
male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12
Falchion Attack +Power Attack: 1d20 + 7 ⇒ (2) + 7 = 9
The pathfinders charge into melee, but alas the blood and carnage is too much for them.
Kent keeps his level headness and indeed manages to impale one of the undead with his arrows, slaying him utterly.
But alas, as he does so the three charging pathfinders are showered in gore and slime, as the arrows ripp opens pustules.
Please make a fortitude save.
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Fort Save: 1d20 + 3 ⇒ (6) + 3 = 9 (+2 vs. poisons/spells/spell-like)
Folio Re-Roll
Fort Save: 1d20 + 3 ⇒ (11) + 3 = 14 (+2 vs. poisons/spells/spell-like)
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
Know religion 1d20 + 6 ⇒ (20) + 6 = 26
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
Fort ST: 1d20 + 4 ⇒ (14) + 4 = 18
"Gotta love it when they splatter like that."
male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12
Fort TS: 1d20 + 6 ⇒ (5) + 6 = 11
@Riceak Those undead are festrogs, but bigger smarter tougher.
you have 3 questions
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
special attacks, special defenses, vulnerability?
@riceak If they charge they can make a trip attack if their charging bite connects. If they bite you they can feed from you, gaining temporary hitpoints.
Special defenses and vulnerability --> standard undead traits. Immun mind effect etc...
The last remaining festrog looks at the tasty barbarian fighter and attacks himself
Bite: 1d20 ⇒ 141d6 ⇒ 1
Claw: 1d20 ⇒ 61d4 ⇒ 2
Claw: 1d20 ⇒ 131d4 ⇒ 4
Unfortunately for the barbarian he lands a solid hit with his claw and also a powerful chunk of bite. For a total of 11 damage
Pathfinders
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Khargrom deftly steps around to the opposite side, flanking the last evil fiend with Tusk. He brings his warhammer to bear in a mighty swing at a suspected vital spot.
MW Warhammer + Flanking: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 for Bludgeoning + Sneak Attack: 1d8 + 2 + 1d6 ⇒ (7) + 2 + (2) = 11
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
He communicates what he knows to his group members.
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
He moves up to catch as many of the undead as he can and channels the power of Sheyln as his tattoo glows
DC 14 Will
2d6 ⇒ (2, 4) = 6 channel
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
Liking this whole flank thing, Tusk lights into the thing with lots of gusto but little skill.
To hit orc double axe, flank: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
To hit orc double axe: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Then steps to the side to make room for someone else to flank.
Male Half-Elf DEAD
Kent fires at the remaining target.
MW Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15, for 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 damage.
MW Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16, for 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6 damage.
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
What is a mighty longbow? I could not find it under the Nethys site for ranged weapon qualities.
Male Half-Elf DEAD
That would be because it is not a magical weapon property - it is straight out of the CRB - a bow with a strength rating.
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
Mighty bows allow the user to apply their strength damage to the damage of the arrow
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
Ahhh. I know about that ability, but not that it was called 'mighty'. Tusk even has it on his bow.
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
Under the combined blows and arrows the festrog dies.
male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12
plz npc me a couple of day i have a lot of fever and cant follow game
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
Did I need to use my channel?
@Riceak yes you did. You were before they unleashed arrow and steel
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
With a sickening thump, the dwarf caves in the abomination’s head as Kent and Tusk hack and pierce it to pieces. Wiping goo off the end of his hammer he keeps looking around for anyone that survived to get them out before the fire gets worse, ”Beasties are dead, anyone need help?!?”
But all characters in melee are showered in goo and pus.
Make a fortitude save.
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Fort Save: 1d20 + 3 ⇒ (11) + 3 = 14 (+2 vs. poisons/spells/spell-like)
"Heh, they go squish when ya hit em."
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
fort ST: 1d20 + 4 ⇒ (16) + 4 = 20
"Most things do. though these guys are ven more messy than most, huh!"
Tusk carefully wipes some goo from one of his tusks before it can drip into his mouth.
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
We need to be wary about these creatures. They can be deadly even in death the cleric states.
As the monsters are dead you move towards the fire, first through a hall then a solar. Fire is rampant in this room.
Make a reflex safe or get burnt.
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Reflex + bonus vs. Fire from boon: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
Reflex 1d20 + 3 ⇒ (19) + 3 = 22 reflex
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
reflex: 1d20 + 4 ⇒ (10) + 4 = 14
male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12
reflex ts: 1d20 + 2 ⇒ (2) + 2 = 4
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