[Outpost II] PFS 0-20 King Xeros of Old Azlant (Inactive)

Game Master Andrew Harasty

PFS 0-20 King Xeros of Old Azlant Maps


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Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Gameplay start. Dot and delete for now.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The summons was sudden and unexpected. One moment news was traveling around Absalom of the strange crystalline ship that appeared in Absalom’s harbor, defying the Harbor Guard’s defenses and attempts at interdiction, and the next instant a young Pathfinder, acting as courier, brought Venture-Captain Adril Hestram. The meeting occurred in the streets outside the Grand Lodge even as Hestram was coming. The facts of the matter were that a strange, seemingly derelict ship had indeed appeared in the harbor, it appeared to be of ancient Azlanti make, and the Pathfinders wanted the first crack at it. A clandestine meeting was set up at Harbormaster’s Grange with Hestram and the First Harbormaster.

Upon arrival, Goodman Hugen of House Candren, a Grand Councilman and First Harbormaster, looks up from his cluttered. He quickly shoos away his secretary and walks around his desk to point out his window towards an ominously shaped vessel floating far out in the harbor.

Thank you for bringing them Adril. The vessel first appeared at second watch. No one saw it enter the harbor and there was no warning of its approach through the Flotsam Graveyard. One instant the harbor was clear and the next instant it was there. According to the few eye witnesses we could find, it seemingly just faded into existence there in the water. Our gillmen and Wave Rider scouts reconnoitered it initially and reported there to be no signs of life on its decks and that it was seemingly constructed of a single piece of seamless, opaque white crystal. The Harbor Guard and Wave Riders immediately set up a cordone around the vessel to contain any threat it represented and the First Guard and Starwatch were placed on alert.

When no threat appeared imminent we sent a Harbor Guard boarding party. They reported the top decks to be completely deserted and all access to the ship’s interior to be blocked off by a single sealed portal. Indecipherable glyphs are incised all throughout the ship’s hull but there is actual writing on the bow. We took copies from the bow to the city’s sages, and the script was identified as Azlanti. It translates as King Xeros, which we believe to be the ship’s name. Old travelers’ tales tell of a ghost ship that wanders the Great Beyond; it is sometimes referred to as the King Xeros of Old Azlant, a magical vessel launched by the Azlanti shortly before Earthfall. We think this may be the very same vessel here in our own harbor.

This is where you Pathfinders come in. We believe the ship to be the self-same King Xeros and an artifact of the ancient Azlanti. We need to get inside the ship and find out what secrets it holds and if any danger exists. Since it’s old Azlanti, we figure it’s all kinds of magic and mysteries six ways to Oathday. The sages want a crack at it, but we think it’ll take more than just brains to get into it as it might be trapped or guarded. You Pathfinders are known for your ability to deal with this kind of prehistoric stuff and handle yourselves in a tight spot, so that’s why I’m turning to you. The last thing I need is a dozen dead scholars and some monstrosity from beyond time unleashed on the city. I need you to get on board that ship, find a way inside, do a bit of poking around, and figure out if this is something I should be worried about or if it just happens to be the discovery of the millennium. Your lodge has graciously extended the offer of your services if you’re agreeable, and you will of course have the opportunity to investigate and report on this phenomenon in your chronicles. I haven’t got a lot of time here, so I need your answer relatively quickly before this mystery turns into a fullblown crisis.

While you digest the big wall of text, feel free to introduce yourselves and ask any questions

Grand Lodge

Female CG Gnome Wizard 11 | HP 82/82 | AC 20 T 16 FF 18 | CMB +0, CMD 12 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +0 | Speed 20ft | Blinding Ray: 7/7 | Invisibility Field 11/11 | reroll: 1/1 | Active conditions: None.

Standing before you, is the smallest gnome you've ever seen, riding a fairy. Her skin is all blue, but her hair is currently the colour of a rainbow.

"Oh how exciting! I've never actually seen any azlanti artifacts, but i have studied the language extensively. I hope i'll be able to provide you with any translations needed, and of course a vast knowledge of the Arcane Arts"

notes for the GM

Spoiler:
Tje is diminutive, by using the rod of wonder extensively every time she wakes. she is currently riding her familiar, which is tiny. Also, every time one of her allies eats or drinks, Tje Presgiditates the taste into something random.

I hope i figured out how to do the formatting.

Liberty's Edge

Monk7/Brawl3/Sorc1|HP 78/78|AC 40, T 30, FF 29|F: +14, R: +21, W: +16|CMD 39 (42 Grap, Trip 41 Disarm)|Perc. +17|Init. +7|Ki 6/8 StFist 10/11|Active: m. armor, shield, haste, insp cour, heroism, combat exp

A woman of clear Vudran heritage sits near the window, observing the harbor below. She is dressed very moderately in flowing mustard robes and orange cloak, with only an inscribed silvery kama strapped to her belt. She smiles politely at the gnome's clear enthusiasm.

"I look forward to your contributions. I hope to add my own of course. Probably more of the martial variety, I must admit, but I intend to learn from you nonetheless."

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

A pale eye and almost vampiric looking elf sits in the most luxurious chair available, wearing robes of crimson and black that almost make his appearance as a vampire complete. He sits in the most bemused position he can, one hand holding his chin up by the knuckle and his legs crossed. A Strange cat that walks on its hind legs is standing at his side.

Upon finishing the briefing, he sits up and claps his hands. "Ahhhh so the King Xeros is a ghost ship that needs to be busted.. Very good." He stands at his feet and bows deeply, which the cat bows also. "Hello, good friends. I am The Eldritch, and I have come to offer my talents and vast skill variety to you all. When this is all said and done, let's go visit that cute little tavern on the corner and have ourselves a few drinks, shall we?"

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

The woman in front of you is not beautiful, though her white bright hair, like the snow under the Sun, is exotic enough to claim your attention, and her soft voice and delicate moves make all of a charming one "Name is Pandora. Interesting... I wonder how it managed to pass trough the Flotsam Graveyard undamaged, or teleport itself through the planes... Whatever it was, we really need to know more about that artifact"

Pandora smiles warmly at Tje "As the Harbormaster was speaking I was a bit scared to not have an Azlanti expert among us. I am happy you are to join us Tje"

"Hello Therisah and Eldritch, nice to work with you" then turning back to the Harbormaster she asks "How are we going to reach the ship? Do you have a boat for us? What if the ship comes back to its previous plane of existence while we are researching? Can you provide us with the magic to come back to Golarion?"

Pandora attempts to remember if she does know anything about the King Sheros or this kind of plane shifting vessels.
K. history: 1d20 + 9 ⇒ (4) + 9 = 13
K. nobility: 1d20 + 9 ⇒ (1) + 9 = 10
K. planes: 1d20 + 9 ⇒ (13) + 9 = 22

Grand Lodge

Female CG Gnome Wizard 11 | HP 82/82 | AC 20 T 16 FF 18 | CMB +0, CMD 12 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +0 | Speed 20ft | Blinding Ray: 7/7 | Invisibility Field 11/11 | reroll: 1/1 | Active conditions: None.

Whoa! You look super intimidating! I can help you with that!

Dark Archive

Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
Spells:
5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

A tall, lithe tiefling speaks without looking up from his book in the corner. Ghost ship, huh? Sounds interesting. I speak Ancient Azlanti, so that will probably help with understanding what's going on here. He stops for a moment, turns a page, then speaks again. I'm Zanice. His eyes never deviate from the page.

Suddenly shifting his attitude, acting like an entirely different person, he stands up, looks directly at you, then draws and presents his sword before speaking in a much more assured tone. I am Nephilim. We will find all enemies of the Pathfinder Society on this obviously cursed ship and slay them!

Like a switch, Zanice reverts to himself, averts his gaze from everyone, quickly sheaths his sword and sits back down, reopening his book before mumbling Damn Neph, you lost my page again... He pages through the book until he finds his place and carefully places a small scrap of paper into the book before stopping.
What do we know about the period from whence this ship came? Knowledge(History): 1d20 + 6 ⇒ (15) + 6 = 21

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

"The ship is very real. It has signs of traveling though the Etheral Plane, but what it has found there is still a mystery"

Though you are not able to determine any more.

You have one last chance to get any supplies before being shuttled off to the ship.

Dark Archive

Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
Spells:
5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

What sorts of things should we expect the ship to have carried here from the Ethereal Plane?
Knowledge(Planes): 1d20 + 19 ⇒ (2) + 19 = 21

Dark Archive

Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
Spells:
5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

Tje, before we part ways, we should chat and discuss spells. It's rare enough that I see someone worth talking to, I'm not letting it go.

The Exchange

Male Tengu Rogue (Swordmaster/Scout) 10 | HP: 31/73 | AC: 26 | T: 20 | FF: 19 | CMD: 28| Fort: +6 | Ref: +15 (Evasion)| Will: +9 | Init: +8 | Perc: +17 (+22 traps), Low-light vision | Sense Motive: +8 | Trance: 12/12

Rushing late into the briefing is a tengu. With black shiny feathers, powerful talons and a broad beak, Garmit appears similar to the rest of his crow-like race. The only distinguishing feature, however, is that he has painted the cheeks on both sides of his face with yellow. He wears a shiny, mithril chain shirt and has two very sharp looking wakazaki blades strapped across his back.

"Sorry guys! You know how it is. People kept offering me drinks down at the tavern and it's rude to say no...so what did I miss?" He casts his beady eyes around the rest of the group, summing up his next set of companions, clicking his beak in appreciation of what looks to be a fine bunch. "So ghost ship, huh? Ooookaaay! Get inside the ship, sneak around and dig up any secrets...oh and be alert for danger. Sounds like my kind of mission. Wen do we get going? Oh...name's Garmit by the way. This should be fun!"

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

"Perhaps you would like to see my spells as well, Zanice." Eldritch says, as the cat produces the Warlock's grimoire. "I do have quite a collection."

Grand Lodge

Female CG Gnome Wizard 11 | HP 82/82 | AC 20 T 16 FF 18 | CMB +0, CMD 12 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +0 | Speed 20ft | Blinding Ray: 7/7 | Invisibility Field 11/11 | reroll: 1/1 | Active conditions: None.

Zanice and Eldricht, I would absolutely love to study your spellbook! it's rare to meet spellcasters who are so different, but I can tell by the look of you that you might kknow something that'snew to me, and I certainly have something you could use.
Would you prefer my spell list in a google docs or in the discussion tab?

As to the matter of the Ghost Ship, Perhaps I know something that's useful?
Knowledge(all): 1d20 + 12 ⇒ (8) + 12 = 20

Otherwise i might want to do some quick shopping, and then i'm ready to set out

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The ship is old an it has signs of the old Azlanti Empire, but more than that you can't really tell. Gathering your supplies you take the launch out to the vessel.

Your Harbor Guard sloop makes its way slowly and cautiously out toward the mysterious visitor. As the sloop draws nearer, details of the vessel become clear. It only superficially resembles a ship, with a symbol-covered hull of quartz glowing with a rosy tint in the wan light of evening. A tall aft castle of strangely faceted crystal rises from its stern sprouting from its sides giant, winglike sails of the same crystal that hang parallel to the water. It bears a split bow, between which rises a gigantic black spike towering over 60 feet into the air. It is the only portion of the ship that does not seem to made of the same opaque crystal. The main deck is uneven, broken into several subdecks. From a distance, one can make out the faint lines of decks and compartments through the crystal hull, but these these fade quickly upon closer inspection.

Arrayed around the vessel at a distance of perhaps a quarter mile is a ring of other Harbor Guard vessels, from sloops to cutters to dinghies; they seem to have turned out everything that could float in order to contain this potential menace. Within this cordone of vessels can be seen the forms of hippocampus-mounted Wave Riders patrolling closer in and even under the derelict hulk. A single accomodation ladder hangs over the port side just abaft of the fore deck, a shallowdraft barge moored at its foot, a sign that at least one patrol of the Harbor Guard still remains on board keeping watch over the upper decks of the mystery ship.

The lapping of water against the ship’s hull is drowned out by the sounds of sudden screams from the ship’s main deck, and flaring bursts from fiery explosions suddenly illuminate its superstructure. The Harbor Guards already aboard appear to have come under attack and cries of pain echo over the waters of the harbor.

See next post...

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Your launch is just off the top of map 30 feet from the side of the ship. Next turn it will be aside the ship and you can climb up. Keep in mind each full square is 10 feet so place yourselves in a corner.

King Xeros Top Deck

A top deck are two turrets as well as the large constructs that are attacking the current Harbor guard. The Guard is just defending an not otherwise in the way. But without intervention they will all be killed

Also while approaching you could have cast any other long term buffs, so include that on your first post.

Initiative:

Init, Pandora: 1d20 + 6 ⇒ (20) + 6 = 26
Init, Therisah: 1d20 + 7 ⇒ (14) + 7 = 21
Init, Zanice: 1d20 + 12 ⇒ (11) + 12 = 23
Init,The Eldritch: 1d20 + 9 ⇒ (5) + 9 = 14
Init,Garmit: 1d20 + 8 ⇒ (8) + 8 = 16
Init,Tje: 1d20 + 5 ⇒ (17) + 5 = 22

Init, Fire Projectors: 1d20 + 0 ⇒ (7) + 0 = 7
Init, Defensive Construct: 1d20 - 1 ⇒ (17) - 1 = 16

You may all act.

Status Card wrote:

Room -- Current Time (0:00)

Group conditions:
Round 1
Current remaining Guardsmen on ship: 11
Launch at 30 feet from ship. Yellow dotted box

Pandora - dmg;
Therisah - dmg;
Zanice - dmg;
The Eldritch - dmg;
Garmit Kee-ow - dmg;
Tje - dmg;

Construct, Blue - dmg;
Construct, Red - dmg;
Turret, Blue - dmg;
Turret, Red - dmg;

Grand Lodge

Female CG Gnome Wizard 11 | HP 82/82 | AC 20 T 16 FF 18 | CMB +0, CMD 12 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +0 | Speed 20ft | Blinding Ray: 7/7 | Invisibility Field 11/11 | reroll: 1/1 | Active conditions: None.

Tje Looks at the deck, looks at Therisah I can get you over there if you'd like?"

If Therisah is willing Tje will Telekinetic Charge her to the deck, landing preferably close to an enemy.

so i can launch you anywhere within 50 feet of me, and if you land next to an enemy, you can spend an immediate action on an attack with a +2

Dark Archive

Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
Spells:
5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

Discussion tab works for me. I'll post my list when I get home from work tonight
Zanice mumbles to himself.The Eldritch. I will look at your spellbook. Didn't realize you had one.Zanice suddenly stands up and comes over to The Eldritch and Tje. What Zanice meant to say was that he would be honored to share spells with both of you. And that he doesn't speak Ancient Azlanti, I doZanice seems embarrassed by this outburst and goes back to his corner and his book, mumbling to himself.

Sorry, didn't realize we had entered initiative. Zanice has Dimensional Agility.

Zanice perks up, looking around the launch before taking a 5ft step closer, then reaching out and touching Therisa and Pandora and casting dimension door, bringing all three onto the deck. Then he draws his sword and quickly studies the creature

Knowledge(Arcana): 1d20 + 19 ⇒ (13) + 19 = 32

before spending a swift to enhance his sword.
Waiting on results of Knowledge before I choose what enchantments to add

Grand Lodge

Female CG Gnome Wizard 11 | HP 82/82 | AC 20 T 16 FF 18 | CMB +0, CMD 12 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +0 | Speed 20ft | Blinding Ray: 7/7 | Invisibility Field 11/11 | reroll: 1/1 | Active conditions: None.

Oh Well, i guess i'll just thorw you instead Garmin

Liberty's Edge

Monk7/Brawl3/Sorc1|HP 78/78|AC 40, T 30, FF 29|F: +14, R: +21, W: +16|CMD 39 (42 Grap, Trip 41 Disarm)|Perc. +17|Init. +7|Ki 6/8 StFist 10/11|Active: m. armor, shield, haste, insp cour, heroism, combat exp

Therisah would have cast mage armor from a wand prior, and shield from a wand as the boat approached and a boarding action was imminent.

Going in hot, combat expertise gives AC 39. Using Flurry of Maneuvers.

Therisah appears on the ship and immediately tries to subdue the foe.

trip: 1d20 + 19 - 2 - 3 ⇒ (1) + 19 - 2 - 3 = 15
Unarmed strike: 1d20 + 10 - 3 ⇒ (12) + 10 - 3 = 19
Damage: 2d6 + 1 ⇒ (4, 1) + 1 = 6
grapple: 1d20 + 23 - 2 - 3 ⇒ (19) + 23 - 2 - 3 = 37

Also due to Practiced Strangler, she does not take some of the penalties associated with the grapple and pin conditions.

Practiced Strangler:
At 2nd level, when a strangler has the grappled condition, she does not take a –4 penalty to Dexterity and does not lose her Dexterity bonus to AC. At 9th level, a grappling or grappled strangler still threatens an area and is still able to make attacks of opportunity while grappling or grappled; when pinned, she is not denied her Dexterity bonus and does not take a –4 penalty to Armor Class.

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

On the approach, Eldritch will cast Heroism, Mage Armor, and False Life on himself.

False Life: 1d10 + 9 ⇒ (3) + 9 = 12
Eldritch will begin the first round of combat by casting Fly upon himself, then after flying up 30ft above the deck, will attempt to identify the constructs.

Knowledge Arcana: 1d20 + 16 ⇒ (6) + 16 = 22
If 22 works, Energy Resistances please.

Dark Archive

Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
Spells:
5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

Sorry, posting from work so a little scattered. Zanice will spend his swift in the first round giving his sword +2 and Keen. Assuming a 32 works, DR or Hardness, Special Attacks, Special Defences, SR in that order. Can ask more if needed.
Zanice used all his actions. Standard to cast DD, Move to draw his sword, Swift to use Arcane Pool to enhance. I failed to say I was using spell combat, so my fault and I won't go back and change it now.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The turrets are effectively animated objects. They have hardness, immune to fire but vulnerable to cold.

The larger constructs are similar to Stone Golems. DR 10/adamantine, And Immune to Magic :

Stone Golem immune to magic:

A stone golem is immune to any spell or spell-like ability that
allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

• A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

• A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.

Therisah lands, the first strikes miss, but she is able to land the grab on the one construct.

Bold can still act, Zanice has a single action left

Status Card wrote:

Room -- Current Time (0:00)

Group conditions:
Round 1

Pandora - dmg;
Therisah - dmg; Mage Armor (1:00); Shield (0:01); Grabbing Red
Zanice - dmg;
The Eldritch - dmg; 12 tmp hp; Heroism (1:30); False Life (9:00); Mage armor (9:00); Fly (0:09)
Garmit Kee-ow - dmg;
Tje - dmg;

Construct, Blue - dmg;
Construct, Red - dmg; Grabbed
Turret, Blue - dmg;
Turret, Red - dmg;

Grand Lodge

Female CG Gnome Wizard 11 | HP 82/82 | AC 20 T 16 FF 18 | CMB +0, CMD 12 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +0 | Speed 20ft | Blinding Ray: 7/7 | Invisibility Field 11/11 | reroll: 1/1 | Active conditions: None.

on approach Tje would've cast mage armor as well, as that is her only buff

Move: Tje flies close on her familiar
standard: Telekentic charge Garmin closer

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Prior to boarding the ship Pandora casts heroism on Therisah and herself "It seems we will have to save them"

As the assault begins, Pandora steps back looking to a safer spot and casts haste then calmly starts whistling an inspiring song.
Standard: haste (+1 to hit, +1 dodge to AC and Reflex, +30' movement and extra attack when full-attacking
Move: inspire courage (+2 competence to hit and damage, +2 morale vs charm and fear)

The Exchange

Male Tengu Rogue (Swordmaster/Scout) 10 | HP: 31/73 | AC: 26 | T: 20 | FF: 19 | CMD: 28| Fort: +6 | Ref: +15 (Evasion)| Will: +9 | Init: +8 | Perc: +17 (+22 traps), Low-light vision | Sense Motive: +8 | Trance: 12/12

"Thanks Reeeeeeed!" Garmit sqwawks as the little wizard telekinetically flings him up and onto the deck next to the big golem. He takes advantage of the prime landing spot behind the big creature by launching into a breath-taking series of attacks on the construct.

Free free to fling Garmit into combat like this any time that you like! :D

Immediate Action Sneak Attack:
Cold Iron +1 Agile Wakizashi: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22 Damage: 1d6 + 7 + 5d6 ⇒ (1) + 7 + (2, 6, 6, 3, 5) = 30

Full Round Attacks
Cold Iron +1 Agile Wakizashi #1: 1d20 + 13 ⇒ (6) + 13 = 19 Damage: 1d6 + 7 + 5d6 + 1 ⇒ (6) + 7 + (2, 1, 2, 1, 2) + 1 = 22
Cold Iron +1 Agile Wakizashi #2: 1d20 + 13 ⇒ (19) + 13 = 32 Damage: 1d6 + 7 + 5d6 + 1 ⇒ (6) + 7 + (3, 3, 5, 1, 3) + 1 = 29
Cold Iron +1 Agile Wakizashi Iterative #1: 1d20 + 8 ⇒ (10) + 8 = 18 Damage: 1d6 + 7 + 5d6 + 1 ⇒ (1) + 7 + (2, 6, 1, 6, 5) + 1 = 29
Cold Iron +1 Agile Wakizashi Iterative #2: 1d20 + 8 ⇒ (16) + 8 = 24 Damage: 1d6 + 7 + 5d6 + 1 ⇒ (1) + 7 + (2, 3, 6, 2, 4) + 1 = 26
Beak: 1d20 + 8 ⇒ (9) + 8 = 17 Damage: 1d3 + 1 + 5d6 + 1 ⇒ (2) + 1 + (3, 6, 1, 3, 6) + 1 = 23
Wakizashi #2 Crit Confirm: 1d20 + 13 ⇒ (1) + 13 = 14 Damage: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13

If any of those attacks hit and the target is still alive, Garmit gains +5AC against that creature for the next round from Offensive Defense feat.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Tje flies the tengu over to the deck. He lands and begins to cut in to construct. However, only two of the many strikes connect to do any damage even some of it is resisted.

The defenses then counter the new arrivals:
Red Turret on The Eldrich
Fire Projector Atk, Touch : 1d20 + 5 ⇒ (17) + 5 = 22
Fire Projector Dmg: 6d6 + 1 ⇒ (3, 2, 6, 5, 3, 1) + 1 = 21 Fire
And burns the Warlock

Blue Turret on Garmit
Fire Projector Atk, Touch: 1d20 + 5 ⇒ (4) + 5 = 9
Fire Projector Dmg: 6d6 + 1 ⇒ (1, 2, 2, 4, 6, 1) + 1 = 17 Fire
But the nimble Tengu dodges the blast.

A wave of slowness bursts from the red golem
Will,Therisah: 1d20 + 14 ⇒ (15) + 14 = 29
Will,Zanice: 1d20 + 10 ⇒ (3) + 10 = 13
Will,Garmit : 1d20 + 9 ⇒ (7) + 9 = 16
And Zanice looses her haste effect.

The construct not feeling too restricted but the grab slams Therisah
Construct Slam Atk: 1d20 + 19 - 2 ⇒ (9) + 19 - 2 = 26
Construct Slam Atk: 1d20 + 19 - 2 ⇒ (4) + 19 - 2 = 21
But does not hit the brawler.

The other construct on the top deck stomps on the guards.

Everyone is back up.

Status Card wrote:

Room -- Current Time (0:00)

Group conditions: Haste, Inspire Courage +2/+2
Round 2
Current remaining Guardsmen on ship: 9

Pandora - dmg;
Therisah - dmg; Mage Armor (1:00); Shield (0:01); Heroism (1:40); Grabbing Red
Zanice - dmg; NO Haste
The Eldritch - 9 dmg; Heroism (1:30); Mage armor (9:00); Fly (0:09)
Garmit Kee-ow - dmg;
Tje - dmg; Mage Armor (11:00)

Construct, Blue - dmg;
Construct, Red - 35 dmg; Grabbed
Turret, Blue - dmg;
Turret, Red - dmg;

Dark Archive

Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
Spells:
5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

Zanice will cast an Arcane Mark defensively and full attack with his +5 Keen Scimitar. I believe I get flanking on the construct as well. If not, subtract 2 from each of my attack rolls. +5 Enhancement bonus on the sword means it bypasses DR/Adamantine

Black Blade Spellstrike attack: 1d20 + 17 + 2 ⇒ (1) + 17 + 2 = 20(Crit threat 15+),1d6 + 11 ⇒ (1) + 11 = 12 + 1d6 ⇒ 4 acid,
Black Blade: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30(Crit threat 15+),1d6 + 11 ⇒ (3) + 11 = 14 + 1d6 ⇒ 3 acid,
Black Blade iterative: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23(Crit threat 15+),1d6 + 11 ⇒ (4) + 11 = 15 + 1d6 ⇒ 3 acid
Concentration: 1d20 + 20 ⇒ (2) + 20 = 22

Liberty's Edge

Monk7/Brawl3/Sorc1|HP 78/78|AC 40, T 30, FF 29|F: +14, R: +21, W: +16|CMD 39 (42 Grap, Trip 41 Disarm)|Perc. +17|Init. +7|Ki 6/8 StFist 10/11|Active: m. armor, shield, haste, insp cour, heroism, combat exp

"I've got this one. Bring down the other, quickly." Therisah shouts as she wrestles the automation into a backwards grip and lashes out with her silk rope around its circumference.

Greater grapple to attempt to pin and tie up this round. Swift to apply Meditative Maneuver (+3) to first attack.

move action to pin: 1d20 + 5 + 24 + 3 ⇒ (4) + 5 + 24 + 3 = 36
move action to tie up: 1d20 + 5 + 24 - 10 ⇒ (20) + 5 + 24 - 10 = 39
Strangle damage on pin: 2d6 ⇒ (6, 4) = 10

AC 40 with haste

Grand Lodge

Female CG Gnome Wizard 11 | HP 82/82 | AC 20 T 16 FF 18 | CMB +0, CMD 12 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +0 | Speed 20ft | Blinding Ray: 7/7 | Invisibility Field 11/11 | reroll: 1/1 | Active conditions: None.

Tje moves closer, and casts a Threatening Ghost Sound behind the other construct (blue).

Will DC 20 to disbelieve, otherwise everyone can use that square for flanking.

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

The Eldritch targets that turret with his own barrage of attacks.
Swift Action Arcane Strike

Mystic Bolt:

Super Natural ability. Not subject to Spell Resistance, but subject to Energy Resistance. Ranged Touch Attack that can be wielded as Two-Weapon Fighting. Source: Ultimate Intrigue Page 60.

All Attacks VS Touch AC
Mystic Bolt Left Hand 1: 1d20 + 13 ⇒ (3) + 13 = 16
Mystic Bolt Right Hand 1: 1d20 + 13 ⇒ (19) + 13 = 32
Mystic Bolt Left Hand 2: 1d20 + 8 ⇒ (19) + 8 = 27
Mystic Bolt Right Hand 2: 1d20 + 8 ⇒ (10) + 8 = 18

Bolt 1 Acid Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Bolt 2 Acid Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Bolt 3 Acid Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Bolt 4 Acid Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Therisah pins the large construct which allows Zanice to heavily damage it.

Will Construct blue: 1d20 + 4 ⇒ (11) + 4 = 15

The other construct looks to the sound that Tje created and takes a pose against it.

Eldritch, The turrets have hardness 10. Considering that they are made of the same crystalline material as the rest of the ship, you would know that the damage of your bolt would not have affect it. Due to the nature of the turret, cold would bypass the hardness completely. You can adjust your actions

Bold can still act.

Status Card wrote:

Room -- Current Time (0:00)

Group conditions: Haste, Inspire Courage +2/+2
Round 2
Current remaining Guardsmen on ship: 9

Pandora - dmg;
Therisah - dmg; Mage Armor (1:00); Shield (0:01); Heroism (1:40); Grabbing Red
Zanice - dmg; NO Haste
The Eldritch - 9 dmg; Heroism (1:30); Mage armor (9:00); Fly (0:09)
Garmit Kee-ow - dmg;
Tje - dmg; Mage Armor (11:00)

Construct, Blue - dmg;
Construct, Red - 86 dmg; Grabbed
Turret, Blue - dmg;
Turret, Red - dmg;

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

Eldritch instead targets the golem.

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Note you get +3 to hit +2 to damage for haste+inspire courage

Pandora changes her weight to the other foot and shots two arrows at the golem. She performs a success of attacks that rain arrows charged with arcane power and electrical magic on the golem.
First BAB: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (6) + 13 + 1 + 2 - 2 - 2 + 2 + 1 = 21
P/Magical damage+PB+IC+AS+DA+shock (manyshot): 2d8 + 6 + 2 + 4 + 6 + 8 + 2d6 ⇒ (5, 2) + 6 + 2 + 4 + 6 + 8 + (1, 2) = 36 3 is electrical

Rapid Shot: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (8) + 13 + 1 + 2 - 2 - 2 + 2 + 1 = 23
P/Magical damage+PB+IC+AS+DA+shock: 1d8 + 3 + 1 + 2 + 3 + 4 + 1d6 ⇒ (5) + 3 + 1 + 2 + 3 + 4 + (1) = 19 1 is electrical

2nd BAB: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 8 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (20) + 8 + 1 + 2 - 2 - 2 + 2 + 1 = 30
P/Magical damage+PB+IC+AS+DA+shock: 1d8 + 3 + 1 + 2 + 3 + 4 + 1d6 ⇒ (2) + 3 + 1 + 2 + 3 + 4 + (5) = 20 5 is electrical

Haste: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (16) + 13 + 1 + 2 - 2 - 2 + 2 + 1 = 31 No crits on a golem I guess...
P/Magical damage+PB+IC+AS+DA+shock: 1d8 + 3 + 1 + 2 + 3 + 4 + 1d6 ⇒ (5) + 3 + 1 + 2 + 3 + 4 + (3) = 21 3 is electrical

The shooting is calm and artistic like a dance and during all the time she just keeps whistling a beautifully inspiring song.

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

So with Haste and Inspire Courage, my lowest to hit is 19, and my damage total is 43 before the hasted attack I am about to roll.

Hasted Attack: 1d20 + 13 + 1 + 2 ⇒ (8) + 13 + 1 + 2 = 24
Hasted Damage Acid: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Overall, 56 damage if all my attacks hit.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

@Pandora You can crit the Golems. Roll to confirm

The Eldrich finishes off the one that was held.
The your range is 30 feet so the blue one is just outside of range even with a 5 foot step

Garmit still can act

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora takes good aim with one of her arrows "Are these golems of Azlanti manufacture?"
Crit?: 1d20 + 8 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (14) + 8 + 1 + 2 - 2 - 2 + 2 + 1 = 24
P/Magical damage+PB+IC+AS+DA+shock: 2d8 + 6 + 2 + 4 + 6 + 8 ⇒ (3, 8) + 6 + 2 + 4 + 6 + 8 = 37
Total damage of this arrow: 20 + 37 = 57 5 is electrical

The Exchange

Male Tengu Rogue (Swordmaster/Scout) 10 | HP: 31/73 | AC: 26 | T: 20 | FF: 19 | CMD: 28| Fort: +6 | Ref: +15 (Evasion)| Will: +9 | Init: +8 | Perc: +17 (+22 traps), Low-light vision | Sense Motive: +8 | Trance: 12/12

With the big golem down, Garmit leaps over to the nearest turret, slashing it with his blade.

Skirmisher ability to apply Sneak Attack damage if moving more than 10' in the round. Inspire Courage. Haste.
Cold Iron Wakizashi +1: 1d20 + 15 + 1 + 2 ⇒ (20) + 15 + 1 + 2 = 38 Damage: 1d6 + 7 + 5d6 + 2 ⇒ (1) + 7 + (5, 1, 3, 5, 5) + 2 = 29
Crit Confirm?: 1d20 + 15 + 1 + 2 ⇒ (17) + 15 + 1 + 2 = 35 Damage: 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12
If hits, Garmit's AC vs this opponent +5AC for next round (plus the haste bonus), so likely AC32

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The construction of the Golems is old. And they are similar in style of the vessel of the combined strange wood and crystal.

As good as the one arrow of Pandora was, not good enough to critically hit. Still pieces fly off.

Garmit leaps towards the turret and then cuts out a large chunk of the turret. it then returns the favor.

With the Tengu jumping on the main deck the Golem stomps over and swings at Garmit
Construct Slam Atk: 1d20 + 22 ⇒ (3) + 22 = 25
But misses.

The Turret fires back at the Tengu Not provoking
Fire Projector Atk, Touch: 1d20 + 5 ⇒ (4) + 5 = 9

The other one fires at Tje
Fire Projector Atk, Touch: 1d20 + 5 ⇒ (8) + 5 = 13

And the turrets go wide.

Everyone is back up

Status Card wrote:

Room -- Current Time (0:00)

Group conditions: Haste, Inspire Courage +2/+2
Round 3
Current remaining Guardsmen on ship: 9

Pandora - dmg;
Therisah - dmg; Mage Armor (1:00); Shield (0:01); Heroism (1:40);
Zanice - dmg; NO Haste
The Eldritch - 9 dmg; Heroism (1:30); Mage armor (9:00); Fly (0:09)
Garmit Kee-ow - dmg;
Tje - dmg; Mage Armor (11:00)

Construct, Blue - 21 dmg;
Construct, Red - DESTROYED
Turret, Blue - 31 dmg;
Turret, Red - dmg;

Dark Archive

Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
Spells:
5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

Zanice moves up to the Red turret and swings at it. Not penetrating hardness. Skipping the acid damage as that will also not get through.

Black Blade: 1d20 + 17 ⇒ (8) + 17 = 25(Crit threat 15+),1d6 + 11 ⇒ (2) + 11 = 13

forgot the inspire, so a 27 to hit and 15 damage before hardness.

Grand Lodge

Female CG Gnome Wizard 11 | HP 82/82 | AC 20 T 16 FF 18 | CMB +0, CMD 12 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +0 | Speed 20ft | Blinding Ray: 7/7 | Invisibility Field 11/11 | reroll: 1/1 | Active conditions: None.

Tje Casts another Threatening Ghost sound, for flanking purposes. DC 20 to ignore.

Liberty's Edge

Monk7/Brawl3/Sorc1|HP 78/78|AC 40, T 30, FF 29|F: +14, R: +21, W: +16|CMD 39 (42 Grap, Trip 41 Disarm)|Perc. +17|Init. +7|Ki 6/8 StFist 10/11|Active: m. armor, shield, haste, insp cour, heroism, combat exp

Therisah races down to the other automation and half-slides in with a scissor move to take it off its feet.

60 foot move due to haste, swift action (and ki point) to Reliable Maneuver (take best of two attack rolls), standard to trip

trip attack: 1d20 + 21 ⇒ (7) + 21 = 28 trip attack: 1d20 + 21 ⇒ (15) + 21 = 36

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Zanice chips in to the other turret.

Will, Construct: 1d20 + 4 ⇒ (9) + 4 = 13
The construct fends off its invisible attacker but still swings at Therisah as she closes.

Construct Slam: 1d20 + 22 ⇒ (16) + 22 = 38
Missing before it is knocked down with her kick.

Bold may still act

Status Card wrote:

Room -- Current Time (0:00)

Group conditions: Haste, Inspire Courage +2/+2
Round 3
Current remaining Guardsmen on ship: 9

Pandora - dmg;
Therisah - dmg; Mage Armor (1:00); Shield (0:01); Heroism (1:40);
Zanice - dmg; NO Haste
The Eldritch - 9 dmg; Heroism (1:30); Mage armor (9:00); Fly (0:09)
Garmit Kee-ow - dmg;
Tje - dmg; Mage Armor (11:00)

Construct, Blue - 21 dmg;
Construct, Red - DESTROYED
Turret, Blue - 31 dmg;
Turret, Red - 5 dmg;

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

"Can anyone attempt to disable device the turrets?" Pandora shots another wave of arrows at the now knocked prone construct.
BAB: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (13) + 13 + 1 + 2 - 2 - 2 + 2 + 1 = 28
P/Magical damage+PB+IC+AS+DA+shock (manyshot): 2d8 + 6 + 2 + 4 + 6 + 8 + 2d6 ⇒ (3, 2) + 6 + 2 + 4 + 6 + 8 + (3, 5) = 39

Rapid Shot: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (3) + 13 + 1 + 2 - 2 - 2 + 2 + 1 = 18
P/Magical damage+PB+IC+AS+DA+shock: 1d8 + 3 + 1 + 2 + 3 + 4 + 1d6 ⇒ (4) + 3 + 1 + 2 + 3 + 4 + (6) = 23

BAB: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 8 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (2) + 8 + 1 + 2 - 2 - 2 + 2 + 1 = 12
P/Magical damage+PB+IC+AS+DA+shock: 1d8 + 3 + 1 + 2 + 3 + 4 + 1d6 ⇒ (8) + 3 + 1 + 2 + 3 + 4 + (6) = 27

Haste: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (20) + 13 + 1 + 2 - 2 - 2 + 2 + 1 = 35
P/Magical damage+PB+IC+AS+DA+shock: 1d8 + 3 + 1 + 2 + 3 + 4 + 1d6 ⇒ (3) + 3 + 1 + 2 + 3 + 4 + (5) = 21

Haste: Crit?: 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (17) + 13 + 1 + 2 - 2 - 2 + 2 + 1 = 32
P/Magical damage+PB+IC+AS+DA+shock: 2d8 + 6 + 2 + 4 + 6 + 8 ⇒ (4, 1) + 6 + 2 + 4 + 6 + 8 = 31
Crit total damage: 21 + 31 = 52 5 is electrical

The woman archer sidesteps and keeps whistling her inspiring song.

The Exchange

Male Tengu Rogue (Swordmaster/Scout) 10 | HP: 31/73 | AC: 26 | T: 20 | FF: 19 | CMD: 28| Fort: +6 | Ref: +15 (Evasion)| Will: +9 | Init: +8 | Perc: +17 (+22 traps), Low-light vision | Sense Motive: +8 | Trance: 12/12

"Disable them? But it's so much fun hacking at these things...oh, very well!"

If it looks like this will be possible, Garmit lets his swords drop and tries to disable the turret right in front of him.

Disable Device: 1d20 + 19 ⇒ (13) + 19 = 32

If the thing look like fighting it is the only option, Garmit continues to hack at the thing.

Cold Iron Wakizashi +1: 1d20 + 15 ⇒ (18) + 15 = 33 Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Iterative: 1d20 + 10 ⇒ (6) + 10 = 16 Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Crit Confirm: 1d20 + 15 ⇒ (5) + 15 = 20 Damage: 1d6 + 7 ⇒ (1) + 7 = 8

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Unfortunately they are Animated Objects, so just have to smash them

Only one of Pandora's arrows hit. One just missed wizzing over the fallen body. But the critical arrow confirms.

Garmit chips away at the solid turret, but with very little progress. The crit did not confirm

The Eldrich can take an action before this assualt

Zanice: Fire Projector Atk, Touch: 1d20 + 5 ⇒ (20) + 5 = 25
Fire Projector Dmg: 6d6 + 1 ⇒ (4, 1, 1, 4, 5, 6) + 1 = 22 Fire

Garmit: Fire Projector Atk, Touch: 1d20 + 5 ⇒ (1) + 5 = 6
Fire Projector Dmg: 6d6 + 1 ⇒ (3, 5, 1, 6, 6, 2) + 1 = 24 Fire
Garmit is untouchable!

A burst of Slow eminates from the fallen guardian.

Therisah Will: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
Will,Zanice: 1d20 + 10 ⇒ (10) + 10 = 20
Will,Garmit : 1d20 + 9 ⇒ (16) + 9 = 25
However, you all resist the effect.

The Golem flails from the ground at Therisah

Construct Slam Atk: 1d20 + 22 - 4 ⇒ (19) + 22 - 4 = 37
Construct Slam Atk: 1d20 + 22 - 4 ⇒ (15) + 22 - 4 = 33
But although very skilled the monk is better and keeps out of the way of the flailing limbs.

Everyone can act again.

Status Card wrote:

Room -- Current Time (0:00)

Group conditions: Haste, Inspire Courage +2/+2
Round 3
Current remaining Guardsmen on ship: 9

Pandora - dmg;
Therisah - dmg; Mage Armor (1:00); Shield (0:01); Heroism (1:40);
Zanice - 26 dmg; NO Haste
The Eldritch - 9 dmg; Heroism (1:30); Mage armor (9:00); Fly (0:09)
Garmit Kee-ow - dmg;
Tje - dmg; Mage Armor (11:00)

Construct, Blue - 63 dmg;
Construct, Red - DESTROYED
Turret, Blue - 33 dmg;
Turret, Red - 5 dmg;

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

"We had to try Garmit!" Pandora offers a wide smile to the tengu just before picking to more arrows and continuing her personal rain over the golem!
BAB: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (14) + 13 + 1 + 2 - 2 - 2 + 2 + 1 = 29
P/Magical damage+PB+IC+AS+DA+shock (manyshot): 2d8 + 6 + 2 + 4 + 6 + 8 + 2d6 ⇒ (8, 8) + 6 + 2 + 4 + 6 + 8 + (3, 3) = 48

Rapid Shot: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (1) + 13 + 1 + 2 - 2 - 2 + 2 + 1 = 16
P/Magical damage+PB+IC+AS+DA+shock: 1d8 + 3 + 1 + 2 + 3 + 4 + 1d6 ⇒ (5) + 3 + 1 + 2 + 3 + 4 + (2) = 20

BAB: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 8 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (6) + 8 + 1 + 2 - 2 - 2 + 2 + 1 = 16
P/Magical damage+PB+IC+AS+DA+shock: 1d8 + 3 + 1 + 2 + 3 + 4 + 1d6 ⇒ (4) + 3 + 1 + 2 + 3 + 4 + (6) = 23

Haste: +1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR+haste: 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (20) + 13 + 1 + 2 - 2 - 2 + 2 + 1 = 35
P/Magical damage+PB+IC+AS+DA+shock: 1d8 + 3 + 1 + 2 + 3 + 4 + 1d6 ⇒ (1) + 3 + 1 + 2 + 3 + 4 + (4) = 18

Crit?: 1d20 + 13 + 1 + 2 - 2 - 2 + 2 + 1 ⇒ (11) + 13 + 1 + 2 - 2 - 2 + 2 + 1 = 26
P/Magical damage+PB+IC+AS+DA+shock: 1d8 + 3 + 1 + 2 + 3 + 4 + 1d6 ⇒ (7) + 3 + 1 + 2 + 3 + 4 + (1) = 21
Crit total: 18 + 21 = 39

She keeps whistling an inspiring song of Pathfinder heroics!
Sing rounds: 22/26

Dark Archive

Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
Spells:
5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

Zanice has Fire Resist 5 so would only take 19 from the turret.

Abadar's beard. Sorry Neph, we're taking a break. Zanice drops his sword, draws his Adamantine scimitar, uses an arcane pool point to make it +2 and keen, casts Frigid Touch, then swings at the turret to deliver.
Concentration: 1d20 + 20 ⇒ (16) + 20 = 36, Frigid Touch: 4d6 ⇒ (2, 3, 3, 1) = 9 Cold
Adamantine Scimitar Spellstrike attack: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22(Crit threat 15+),1d6 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Can an animated object be staggered?

Liberty's Edge

Monk7/Brawl3/Sorc1|HP 78/78|AC 40, T 30, FF 29|F: +14, R: +21, W: +16|CMD 39 (42 Grap, Trip 41 Disarm)|Perc. +17|Init. +7|Ki 6/8 StFist 10/11|Active: m. armor, shield, haste, insp cour, heroism, combat exp

Therisah pummels the downed construct with clenched fists.

unarmed strike #1: 1d20 + 17 ⇒ (3) + 17 = 20
unarmed strike #2: 1d20 + 17 ⇒ (6) + 17 = 23
unarmed strike #3: 1d20 + 12 ⇒ (15) + 12 = 27
unarmed strike #4 (haste): 1d20 + 17 ⇒ (18) + 17 = 35
unarmed strike damage #1: 2d6 + 3 ⇒ (3, 6) + 3 = 12
unarmed strike damage #2: 2d6 + 3 ⇒ (3, 4) + 3 = 10
unarmed strike damage #3: 2d6 + 3 ⇒ (6, 3) + 3 = 12
unarmed strike damage #4: 2d6 + 3 ⇒ (4, 1) + 3 = 8

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

The Eldritch flies closer towards the last remaining golem, and blasts it with an Arcane Mystic Bolt!
Swift Action: Arcane Strike
Non-Two Weapon Fighting Attack Roll: 1d20 + 15 + 3 ⇒ (17) + 15 + 3 = 35
Shocking Damage: 1d6 + 5 + 3 ⇒ (2) + 5 + 3 = 10

Riving Strikes will lower the Golem's saves by 2 for 1 round due to Arcane Strike.

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