GM Otha's Wonders in the Weave Series (Inactive)

Game Master Otha

Slides/Maps


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Sovereign Court

Human Male UC Monk 1/Pal 6 | HP 44/53 (0 nl, 0 temp)| AC 23 T 18 FF 17 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 5/7 (3d6) Smite 2/2 Active conditions: 10 ft reach, Mage Armor

Ischell looks at the gate, looks at the ropes, and then back to the party.

"Dude, I could knock this down in a second. I have no aversion to climbing- but if you want me to break it down- like, just say the word, man."

Breakdown door:

+1 DC Kama, PA, Flurry: 1d20 + 11 ⇒ (15) + 11 = 26
Adamantine, S, PA: 1d6 + 14 ⇒ (3) + 14 = 17

+1 DC Kama, PA, Flurry: 1d20 + 11 ⇒ (1) + 11 = 12
Adamantine, S, PA: 1d6 + 14 ⇒ (4) + 14 = 18

Ischell votes to break down the gate

Grand Lodge

M Elf warpriest/7 [hp: 52/52] [ac: 17/13/14] [init: +3; perc: +7] [saves: 8/:8/:11(+2 vs. ench)] [CMB: 6; CMD: 19/16] [Fervor used: 0/6] [Sacred Armor used: 0/7] [Sacred Weapon used: 0/7] [Blessing used: 0/6]

"Perhaps a bit of stealth would be prudent at this time. Does anyone have any climbing gear?"

Grand Lodge

The Paths We Choose

At the moment, looks like 2 for climbing and 1 for breaking down the gate (from his wording, I'm guessing Azrael would prefer climbing but is not averse to breaking it down)...we'll go with the first one to 3...

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah tries to climb over as well.

Climb: 1d20 - 3 ⇒ (19) - 3 = 16

Liberty's Edge

active effects:
mage armour, barkskin +3, antiplague, antitoxin, heroism, haste
Vanara Monk (Qinggong Drunken Sensei of the Four Winds) 7 | AC 28 T 21 FF 24 | HP 64/73 | F +14 R +14 W +15 | CMD 24 | Init +3 | Perc +16 lowlight, demon seeking (30') | drunken ki 2/3 | ki 6/8 | advice 8/12 | elemental fist 3/8

"Break it? It's not even as big as a small tree."

Poh activates Barkskin and climbs. Climb speed 20

Grand Lodge

M Elf warpriest/7 [hp: 52/52] [ac: 17/13/14] [init: +3; perc: +7] [saves: 8/:8/:11(+2 vs. ench)] [CMB: 6; CMD: 19/16] [Fervor used: 0/6] [Sacred Armor used: 0/7] [Sacred Weapon used: 0/7] [Blessing used: 0/6]

Phosdlon tries to climb as well...

Climb(Untrained): 1d20 + 1 ⇒ (7) + 1 = 8

Grand Lodge

The Paths We Choose

GM Rolls:
Phosdlon: 1d20 + 1 ⇒ (10) + 1 = 11
?: 1d20 + 6 ⇒ (5) + 6 = 11

As the gate has rope with tied logs, there are ample handholds and Azrael, Zaarah, and Poh easily climb over the gate to the other side...Phosdlon, after a slight slip, makes it over on his next attempt...

It's a climb DC10 check...

Once on the other side, the four Pathfinders find themselves in a very cramped cave area, sort of like an alcove, with a very narrow path leading further north into the cave. While you can fit through, you'll have to go single file...and as this alcove is quite full at the moment, a couple of you will have to move out before the last two can climb over...

You notice the caves have earned their moniker; as its name suggests, the Muckmouth features a thick coating of mud along all its walls, and its floors are particularly muddy.

Traveling in the Muckmouth:
The sticky and slippery ground is not difficult terrain, but the DC of Acrobatics checks increases by 5. Additionally, walking through the mud produces a noticeable squelching sound and leaves visible footprints, so anyone walking through the mud takes a –2 penalty on Stealth checks. Creatures relying solely on invisibility or similar sorts of magical concealment to make the Stealth check instead suffer a –10 penalty, since observers can easily locate them by way of the visible footprints that are left behind. The cavern’s slick, mud-coated walls have a Climb DC of 30.

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

If this mud would not smell so aweful it would almost be funny to do a little mud ball game! she thinks and continues to walk forward while trying to stay vigilant.

Perception: 1d20 + 11 ⇒ (1) + 11 = 12

Sovereign Court

Human Male UC Monk 1/Pal 6 | HP 44/53 (0 nl, 0 temp)| AC 23 T 18 FF 17 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 5/7 (3d6) Smite 2/2 Active conditions: 10 ft reach, Mage Armor

Ischell would take 10 for a 19

"No worries, dudes. Just giving us some options, ya know?" and he clears the gate in a few simple steps. Landing on the other side, he presses forward with the front of the pathfinders, using the light from his glowing ioun stone to guide his steps.

"This place is, like, pretty nasty! Good on the lizard folk for being able to live here, I say"

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Grand Lodge

The Paths We Choose

Musing about the stench and mudball, Zaarah makes her way through the narrow path...

This small cave is relatively dry. Only a small rivulet with a source deeper within the cavern complex winds its way toward the cavern’s gate. A small turtle shell serving as a stew pot sits beside an unused fire pit, next to a small pile of fish. On the wall hangs a garland of glittering flower blossoms.

There are also what appears to be two Muckmouth guards standing alert and weapons ready as Zaarah enters. "Te nem Aspis! Meg kell halnia!"

Draconic:
"You're not Aspis! You must die!"

They move 5' and launch their javelins at Zaarah...

Javelin: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Javelin: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

...and both hit the flat-footed Magus...

Initiative:

Azrael: 1d20 + 6 ⇒ (20) + 6 = 26
Poh: 1d20 + 3 ⇒ (1) + 3 = 4
Ridley: 1d20 + 4 ⇒ (8) + 4 = 12
Zaarah: 1d20 + 6 ⇒ (4) + 6 = 10
Phosdlon: 1d20 + 3 ⇒ (18) + 3 = 21
Ischell: 1d20 + 4 ⇒ (9) + 4 = 13
Muckmouth Sentries: 1d20 + 1 ⇒ (7) + 1 = 8

Ischell, since you couldn't climb over till Zaarah moved and her moving initiated the encounter, climbing over took up your first round move...

Combat! Round 1 - The bold may post!

Azrael
Phosdlon

Ischell
Ridley
Zaarah (-16)

Muckmouths
Poh

Muckmouths Cave Map - Slide 2

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah is bleeding and hurt but she knows that these people are forced to do what they do!

Zaarah raises her arms and tries to show that they mean no harm. In draconic she says, "Please let us speak! We are here to save your eggs and defeat the evil Aspis!"

Diplomacy: 1d20 + 13 ⇒ (5) + 13 = 18

The Exchange

Human M Human Alchemist 8 |Current AC: 23 AC Base: 21 T 14 FF 20 | HP 58/58 | F +9 R +12 W +5| CMD 13 | Init +8 (12wHA)| Perc +19 | Spells: Level 1 5/6 Level 2 3/5 Level 3 2/3| Bombs 19/19 | Active Buffs: SeeInvis, Heroism, DrkVsn, BrkSkn, Cog

Ridley will attempt to climb over once a spot clears up...

Climb: 1d20 - 2 ⇒ (19) - 2 = 17

Grand Lodge

The Paths We Choose

Ridley makes it to the top of the gate, waiting for a spot below to clear before climbing down...

Taking us out of initiative temporarily as Zaarah hit the Diplomacy DC exactly...

The Muckmouths stop their advance, looking at Zaarah in surprise as she speaks their language. While they do not drop their guard, one asks doubtfully, "You strong enough to kill Aspis? If fail, they smash eggs..."

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah nods and is grateful that her words had any effect.

"We are Pathfinders. We already defeated the Aspis agent that controlled your fellow Muckmouths near the temple. We want to help you!"

Grand Lodge

The Paths We Choose

"You kill Jur-Ban? Who is we? Only see you..."

While not aggressive, they seem doubtful...

Zaarah, give me another Diplomacy check, please...

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

"My companions are in the back. Believe me! We are strong! Do you allow my fellow Pathfinders to come forward?" she asks the lizard folk.

Diplomacy: 1d20 + 13 ⇒ (16) + 13 = 29

Grand Lodge

The Paths We Choose

Convinced by Zaarah, the sentries nod their head. "We allow..."

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah nods too and looks back to her companions.

In common she says.

"Guys, you can come forward now. They will hopefully not attack."

Grand Lodge

The Paths We Choose

The sentries relax a bit, lowering their weapons as the other Pathfinders join Zaarah. They look nervously towards the east passage leading out of this chamber, one of them whispering conspiratorially...

I'll forego spoilers and assume Zaarah translates

"You strong fighters? You kill Aspis, return eggs?"

Grand Lodge

M Elf warpriest/7 [hp: 52/52] [ac: 17/13/14] [init: +3; perc: +7] [saves: 8/:8/:11(+2 vs. ench)] [CMB: 6; CMD: 19/16] [Fervor used: 0/6] [Sacred Armor used: 0/7] [Sacred Weapon used: 0/7] [Blessing used: 0/6]

Phosdlon tells Zaarah..."Please tell them I am coing to cast a spell to heal you. This is not an attack against them."...once she does..."Great Goddess Yuelral, please heal my companion."

Fervor vs. Zaarah: 2d6 ⇒ (3, 5) = 8

Bleh. Dropping 1 Sanctuary for CLW

CLW vs. Zaarah: 1d8 + 5 ⇒ (7) + 5 = 12

ERVOR(Su): (2d6): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

The Exchange

Human M Human Alchemist 8 |Current AC: 23 AC Base: 21 T 14 FF 20 | HP 58/58 | F +9 R +12 W +5| CMD 13 | Init +8 (12wHA)| Perc +19 | Spells: Level 1 5/6 Level 2 3/5 Level 3 2/3| Bombs 19/19 | Active Buffs: SeeInvis, Heroism, DrkVsn, BrkSkn, Cog

Yea, we can take care of the Aspis. And get your eggs back. We're from the Pathfinder society. Hopefully we can establish a slightly more functional and beneficial relationship with you guys than the Aspis have. Point us in their direction and we'll get to clearing them out.

Liberty's Edge

active effects:
mage armour, barkskin +3, antiplague, antitoxin, heroism, haste
Vanara Monk (Qinggong Drunken Sensei of the Four Winds) 7 | AC 28 T 21 FF 24 | HP 64/73 | F +14 R +14 W +15 | CMD 24 | Init +3 | Perc +16 lowlight, demon seeking (30') | drunken ki 2/3 | ki 6/8 | advice 8/12 | elemental fist 3/8

"Oh, well done Zaarah. Much better to share a few ales rather than stick pointy things in each other. But first, we need to know a few things."

Poh clears his throat and addresses the lizards in their own tongue. Because Pathfinders master new languages faster than anyone.

"Nǐmen de huǒbànmen zài zhèlǐ fàngle shénme xiànjǐng ma? Qiánmiàn yǒu duōshǎo zhǐ chóngzi?"

Translation from Draconic: Have you fellows laid any traps in here? How many aspis are ahead?

Poh refills his tankard and drains it.

Grand Lodge

The Paths We Choose

The Muckmouths nod as Poh speaks. "Several Aspis in room east of here...lady Boss in room further north...she tough. We no trap...not know if Aspis set.

"We let you go...cannot fight with you...fear for eggs."

They both shrug.

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

Azrael eventually catches up with the party blade and shield in hand. "Good work, bloodshed was avoided." In attempting to keep up, the Talon takes point momentarily.

Perception: 1d20 + 11 ⇒ (9) + 11 = 20

Grand Lodge

The Paths We Choose

Just a note that I had to turn the map sideways so it'd fit better. North is to the right and east is down. Also, the areas in the Muckmouth are normal lighting as the Aspis have tried to adapt it to their needs.

Azrael boldly takes point and eases to the east; after traveling just 15' or so, to the north it opens into a roughly semi-circular chamber containing a number of bedrolls clinging to the shore, as far away from the knee-deep water as possible, though a number of them are still muddy and moist. These bedrolls are obviously of human make, rather than the typical mud and reed nests of lizardfolk. He sees no one here, neither Aspis nor Lizardfolk...

The Talon also sees the path he's currently on bending around a bit and continue to the east; it appears might open into another chamber. He hears a commanding voice coming from this direction; it sounds Draconic but doesn't seem to him to be a native speaker...

Muckmouth Cave Map - Slide 2

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

"I suggest we take the eastern path and investigate the source of the noise. Does anyone speak the tongue of dragons?"

The Exchange

Human M Human Alchemist 8 |Current AC: 23 AC Base: 21 T 14 FF 20 | HP 58/58 | F +9 R +12 W +5| CMD 13 | Init +8 (12wHA)| Perc +19 | Spells: Level 1 5/6 Level 2 3/5 Level 3 2/3| Bombs 19/19 | Active Buffs: SeeInvis, Heroism, DrkVsn, BrkSkn, Cog

Sounds good to me - I don't speak it, but I have an extract that can let me understand it.

Liberty's Edge

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active effects:
mage armour, barkskin +3, antiplague, antitoxin, heroism, haste
Vanara Monk (Qinggong Drunken Sensei of the Four Winds) 7 | AC 28 T 21 FF 24 | HP 64/73 | F +14 R +14 W +15 | CMD 24 | Init +3 | Perc +16 lowlight, demon seeking (30') | drunken ki 2/3 | ki 6/8 | advice 8/12 | elemental fist 3/8

"Between Zaarah and my new scaly friends, I have gained an understanding. Did you know there are twelve different words for beer in Draconic?"

Sovereign Court

Human Male UC Monk 1/Pal 6 | HP 44/53 (0 nl, 0 temp)| AC 23 T 18 FF 17 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 5/7 (3d6) Smite 2/2 Active conditions: 10 ft reach, Mage Armor

As they move, Ischell's eyes glaze over with a soft white light. Detect Evil. The room darkens ever so slightly, though aura's of evil pop into his vision. He continues to move forward, near the front of the party.

"I don't, man. But I agree that we should, like, follow the noises. Where there is noise, there are things- ya know?"

Grand Lodge

The Paths We Choose

GM Roll:
?: 1d20 + 7 ⇒ (19) + 7 = 26

Azrael and Ischell warily lead the party to the sound of the voices, Ischell sensing evil just around the corner...

This relatively dry cavern is abuzz with activity. A group of lizardfolk is busy packing artifacts into crates and barrels, toiling under the watchful eyes and amid the stern orders of four humans, obviously Aspis, who bark out their demands and rebukes in Draconic.

The evil Ischell senses emanates from the four humans...

Hearing footsteps in the mud, the nearest goon looks up. "Gerban? Is that you? What took you so long?"

Upon seeing the frontliners of the party, the same Aspis grins wickedly and then spits in the mud. "Pathfinders? Been wondering when you nosey bastards might show. Come in and die!"

Sensing a fight, the lizardfolk flee to the back of the cave and hover there...

Initiative:

Azrael: 1d20 + 6 ⇒ (10) + 6 = 16
Poh: 1d20 + 3 ⇒ (6) + 3 = 9
Ridley: 1d20 + 4 ⇒ (3) + 4 = 7
Zaarah: 1d20 + 6 ⇒ (2) + 6 = 8
Phosdlon: 1d20 + 3 ⇒ (20) + 3 = 23
Ischell: 1d20 + 4 ⇒ (1) + 4 = 5
Aspis Goons: 1d20 + 4 ⇒ (15) + 4 = 19

COMBAT! Round 1 - The bold may post!

Phosdlon
Aspis Goons
Azrael
Poh
Ridley
Zaarah
Ischell

Muckmouths Cave Map - Slide 2

Sovereign Court

Human Male UC Monk 1/Pal 6 | HP 44/53 (0 nl, 0 temp)| AC 23 T 18 FF 17 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 5/7 (3d6) Smite 2/2 Active conditions: 10 ft reach, Mage Armor

Combat Reflexes, AoO x3 even if flat footed, Reach 10 feet:

Trip: 1d20 + 11 ⇒ (17) + 11 = 28

+1 DC Kama, PA: 1d20 + 11 ⇒ (17) + 11 = 28 Or trip, same modifier
Adamantine, S, PA: 1d6 + 14 ⇒ (1) + 14 = 15

+1 DC Kama, PA: 1d20 + 11 ⇒ (17) + 11 = 28 Or trip, same modifier
Adamantine, S, PA: 1d6 + 14 ⇒ (1) + 14 = 15

First AoO against any specific target will be a trip

I think the RNG is broken...

Grand Lodge

M Elf warpriest/7 [hp: 52/52] [ac: 17/13/14] [init: +3; perc: +7] [saves: 8/:8/:11(+2 vs. ench)] [CMB: 6; CMD: 19/16] [Fervor used: 0/6] [Sacred Armor used: 0/7] [Sacred Weapon used: 0/7] [Blessing used: 0/6]

Phosdlon calls out.."Blessed Goddess Yuelral, please instill your humble servant's bow with your Goodness."...as he moves forward and back against the rock.

Standard to activate Blessing: GOOD: Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Swift action while moving to activate: SACRED ARMOR:(Su): At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive. These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–4 on page 463 of the Core Rulebook). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added. The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield. When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor. AC now +1.

Grand Lodge

The Paths We Choose

As Phosdlon prays for blessings upon his bow and armor while he moves to get LOS, the Aspis line up and draw their longbows...

"Form ranks and fire away, boys!"

The Aspis bring up their bows and fire at the two flat-footed Pathfinders in front...

Longbow (Azrael): 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 2d6 ⇒ (8) + (1, 6) = 15

Longbow (Ischell): 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d8 + 2d6 ⇒ (8) + (1, 1) = 10

Longbow (Azrael): 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 2d6 ⇒ (5) + (2, 3) = 10

Longbow (Ischell): 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 2d6 ⇒ (1) + (5, 6) = 12

...two arrows find their mark, while the other two miss high...

COMBAT! End Round 1 / Begin Round 2 - The bold may post!

Phosdlon
Aspis Goons
Azrael (-10)
Poh
Ridley
Zaarah
Ischell (-12)

Muckmouths Cave Map - Slide 2

The Exchange

Human M Human Alchemist 8 |Current AC: 23 AC Base: 21 T 14 FF 20 | HP 58/58 | F +9 R +12 W +5| CMD 13 | Init +8 (12wHA)| Perc +19 | Spells: Level 1 5/6 Level 2 3/5 Level 3 2/3| Bombs 19/19 | Active Buffs: SeeInvis, Heroism, DrkVsn, BrkSkn, Cog

So nice of you to form ranks!

Ridley will wait for Poh to (probably) give him some helpful advice on how to best dispatch the Aspis, then move to toss a bomb.

Range Touch Attack vs. Green: 1d20 + 7 + 1 + 2 + 2 ⇒ (1) + 7 + 1 + 2 + 2 = 13
Damage: 3d6 + 8 + 1 + 2 ⇒ (3, 6, 4) + 8 + 1 + 2 = 24

Scatter: 1d8 ⇒ 2

Green and purple both take 11 damage, DC 21 reflex for half.

Liberty's Edge

active effects:
mage armour, barkskin +3, antiplague, antitoxin, heroism, haste
Vanara Monk (Qinggong Drunken Sensei of the Four Winds) 7 | AC 28 T 21 FF 24 | HP 64/73 | F +14 R +14 W +15 | CMD 24 | Init +3 | Perc +16 lowlight, demon seeking (30') | drunken ki 2/3 | ki 6/8 | advice 8/12 | elemental fist 3/8

"Not like that, Ridley! Their heads are more flammable!"

Poh enters his fighting stance and moves in front of Ridley, to prevent retaliation. He draws a sai as he moves.

Swift to enter Marid Style, move to move (draw weapon for free), standard to activate Advice (inspire courage +2)

Bodyguard AoOs:

AoO 1: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
AoO 2: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
AoO 3: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
AoO 4: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
+4 AC vs a melee attack except on a nat 1

Silver Crusade

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Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

OMG OMG OMG! My time to shine. Azrael can take AoO (while flat footed) due to combat reflexes, and can take an AoOs (up to 6 due to high Dex) to deflect arrows (thanks to the feat Cut from the Air) with his sword. Since Ishell is adjacent to him, he can also do it for Ishcell! My attack roll or regular AC, whichever highest vs enemies attack.

I technically should roll all as the roll is made before GM reveals results. Ischell and Azrael take no damage from arrows!

AoO, Cut From the Air: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
AoO, Cut From the Air: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
AoO, Cut From the Air: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
AoO, Cut From the Air: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23

I technically should roll all as the roll is made before GM reveals results. Ischell and Azrael take no damage from arrows!

And with lightning like reflexes, as the arrows fly towards Azrael and Ischell, the Talon moves his blade fluidly between them to deflect every attack.

*Looks cool*

Grand Lodge

The Paths We Choose

The Aspis curse loudly as Azrael, at the last possible second with both grace and flair, artfully deflects both arrows that they previously assumed had struck the Pathfinders...

Azrael, since this move was AoO based, I assume you still have your standard move/action this round, correct?

As Poh moves up to provide his signature defensive moves in support of this students, Ridley tosses a bomb that, even while missing its target, splashes across a couple of the Aspis...

Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Reflex: 1d20 + 7 ⇒ (20) + 7 = 27

...but they both manage to dodge the worst of the splash...

COMBAT! End Round 1 / Begin Round 2 - The bold may post!

Phosdlon
Aspis Goons (Purple -5, Green -5)
Azrael
Poh
Ridley
Zaarah
Ischell

Muckmouths Cave Map - Slide 2

Grand Lodge

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M Elf warpriest/7 [hp: 52/52] [ac: 17/13/14] [init: +3; perc: +7] [saves: 8/:8/:11(+2 vs. ench)] [CMB: 6; CMD: 19/16] [Fervor used: 0/6] [Sacred Armor used: 0/7] [Sacred Weapon used: 0/7] [Blessing used: 0/6]

@Azrael: We are not worthy, we are not worthy!!!!"

Sovereign Court

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Human Male UC Monk 1/Pal 6 | HP 44/53 (0 nl, 0 temp)| AC 23 T 18 FF 17 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 5/7 (3d6) Smite 2/2 Active conditions: 10 ft reach, Mage Armor

Ishell's reaction

Bouyed by the incredible display of athleticism demonstrated by Azrael, Ischell rushes forward into the very center of the fray- where each of the enemies are within his reach. As he sets his feet, he uses his momentum to carry the adamantine end of his Kama into the red Aspis agent.

+1 Kama, Inspire: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Adamantine, Slash, Inspire: 1d6 + 14 + 2 ⇒ (2) + 14 + 2 = 18

AoO x3, 10 ft reach:

First AoO against any given target as a trip

Trip: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21

+1 Kama, Inspire: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 Or trip, same modifiers
Adamantine, Slash, Inspire: 1d6 + 14 + 2 ⇒ (5) + 14 + 2 = 21

+1 Kama, Inspire: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 Or trip, same modifiers
Adamantine, Slash, Inspire: 1d6 + 14 + 2 ⇒ (3) + 14 + 2 = 19

Grand Lodge

The Paths We Choose

Ischell, on reprieve from being arrow-struck by Azrael's radiant athleticism, strides confidently forward, sending his kama slashing into the chest of the red Aspis agent...

COMBAT! End Round 1 / Begin Round 2 - The bold may post!

Phosdlon
Aspis Goons (Purple -5, Green -5, Red -18)
Azrael
Poh
Ridley
Zaarah
Ischell

Muckmouths Cave Map - Slide 2

Grand Lodge

M Elf warpriest/7 [hp: 52/52] [ac: 17/13/14] [init: +3; perc: +7] [saves: 8/:8/:11(+2 vs. ench)] [CMB: 6; CMD: 19/16] [Fervor used: 0/6] [Sacred Armor used: 0/7] [Sacred Weapon used: 0/7] [Blessing used: 0/6]

Phosdlon concentrates for a moment before launching 2 arrows towards one of the Aspis...

Rapid Shot #1 vs. Green Aspis: 1d20 + 10 - 2 + 2 ⇒ (15) + 10 - 2 + 2 = 25
possible Piercing damage vs. Green Aspis: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
possible Good damage vs. Green Aspis(if Evil): 1d6 ⇒ 1

Rapid Shot #2 vs. Green Aspis: 1d20 + 10 - 2 + 2 ⇒ (12) + 10 - 2 + 2 = 22
possible Piercing damage vs. Green Aspis: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11
possible Good damage vs. Green Aspis(if Evil): 1d6 ⇒ 4

Applying Precise and Rapid Shot feats and Inspire Courage. Not Adjusting for Cover. Also applying: SACRED WEAPON(su): to add Keen to his bow. If details of Sacred Weapon are needed, ask and I will post in discussion.

Grand Lodge

The Paths We Choose

Phosdlon continues the wave of Pathfinder momentum, as both his arrows fly true, stiking the green Aspis goon in leg and shoulder...

COMBAT! End Round 1 / Begin Round 2 - The bold may post!

Phosdlon
Aspis Goons (Purple -5, Green -30, Red -18)
Azrael
Poh
Ridley
Zaarah
Ischell

Muckmouths Cave Map - Slide 2

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

After the dazzling display of swordsmanship, Azrael braces himself as he gets into a snake like stance, flings his shield at enemies feet and immediately closes in to follow through.

Swift: Snake Style, Std:Throw Shield to Trip Purple, Move:20ft

Throwing Shield, vs CMD to trip: 1d20 + 12 ⇒ (11) + 12 = 23

SM for AC: 1d20 + 17 ⇒ (16) + 17 = 33

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

”Don’t end the fight before I’v arrived... “ Zaarah says giggling.

Double move.

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

Also drawing my second kukri part of the move

Grand Lodge

The Paths We Choose

While Zaarah giggles excitingly as she moves towards the fighting, Azrael follows up his acrobatic arrow-deflecting display by tripping up the purple agent with a deft toss of his shield and then advancing to engage...

The purple agent stands and draws his rapier while his comrades draw their rapiers, mover 5' and attack. (AoO for Azrael)

Rapier (Zaarah): 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Rapier (Ishcell): 1d20 + 7 ⇒ (18) + 7 = 25
Confirm: 1d20 + 7 ⇒ (15) + 7 = 22
Damage+Crit: 2d6 + 4 ⇒ (5, 6) + 4 = 15

Ischell, not sure what your AC is right now...assuming 20, but if it's 24, let me know and you'll only take 7 damage.

Rapier (Azrael): 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

...the attacks against Zaarah and Azrael go awry, but Ishcell's opponent seems somewhat more skilled and his thrust hits its mark, striking him in the upper right leg...

COMBAT! End Round 2 / Begin Round 3 - The bold may post!

Phosdlon
Aspis Goons (Purple -5, Green -30, Red -18)
Azrael
Poh
Ridley
Zaarah
Ischell (-15)

Muckmouths Cave Map - Slide 2

Grand Lodge

M Elf warpriest/7 [hp: 52/52] [ac: 17/13/14] [init: +3; perc: +7] [saves: 8/:8/:11(+2 vs. ench)] [CMB: 6; CMD: 19/16] [Fervor used: 0/6] [Sacred Armor used: 0/7] [Sacred Weapon used: 0/7] [Blessing used: 0/6]

Phosdlon sends 2 arrows towards one of the Aspis...

Rapid Shot #1 vs. Yellow Aspis: 1d20 + 10 - 2 + 2 ⇒ (15) + 10 - 2 + 2 = 25
possible Piercing damage vs. Yellow Aspis: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10
possible Good damage vs. Yellow Aspis(if Evil): 1d6 ⇒ 1

Rapid Shot #2 vs. Yellow Aspis: 1d20 + 10 - 2 + 2 ⇒ (3) + 10 - 2 + 2 = 13
possible Piercing damage vs. Yellow Aspis: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7
possible Good damage vs. Yellow Aspis(if Evil): 1d6 ⇒ 3

Applying Precise and Rapid Shot feats, as well as Inspire Courage. Not Adjusting for Cover. Used another round of Sacred Weapon.

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

"You should have stayed down." Azrael remarks as he swings his Kukri in the direction of the assailant as he attempts to pick himself up.

AoO, kukri +2: 1d20 + 14 ⇒ (17) + 14 = 31 S, Magic: 1d4 + 5 ⇒ (4) + 5 = 9

Sovereign Court

Human Male UC Monk 1/Pal 6 | HP 44/53 (0 nl, 0 temp)| AC 23 T 18 FF 17 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 5/7 (3d6) Smite 2/2 Active conditions: 10 ft reach, Mage Armor

I think that Ischell would have an AoO on purple, based on his 10ft reach. Unless Azrael is providing cover? AC is currently 24 with mage armor

If Ischell gets an AoO on purple:

First attack roll in the last the last spoiler was 21, but no damage was rolled

To hit: 21
Damage: 1d6 + 14 + 2 ⇒ (6) + 14 + 2 = 22

The rapier slips just inside of Ischell's guard, piercing through the magical field and sticking him firmly in his rib cage. Could have been much worse without that magic, man. His left hand glows in a bright white light, which he effortlessly touches against his side. The energy swells over the wound and the bleeding comes to a stop- the gash having completely healed over.

LoH, Fey Foundling: 2d6 + 4 ⇒ (5, 4) + 4 = 13

Surveying the battle field, he takes a calculated step back and then focuses all of his energy on tripping the Aspis agents.

Trip, Inspire: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
Trip, Inspire: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
Trip, Inspire: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Target Priority: Green, then yellow, then red. Move to the next target after a successful trip

AoO x3, 10ft reach:

Going for damage this time...
+1 Kama, PA, Inspire: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Adamantine, S, Inspire: 1d6 + 14 + 2 ⇒ (4) + 14 + 2 = 20

+1 Kama, PA, Inspire: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Adamantine, S, Inspire: 1d6 + 14 + 2 ⇒ (6) + 14 + 2 = 22

+1 Kama, PA, Inspire: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Adamantine, S, Inspire: 1d6 + 14 + 2 ⇒ (6) + 14 + 2 = 22

Confirm for AoO #1: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Damage: 1d6 + 14 + 2 ⇒ (2) + 14 + 2 = 18

Sorry for the confusion GM. I will now add a strike through for my old AC like what Azrael is doing. Also- if there is a better way for my to denote my AoO, please let me know. I am trying to roll them in advance since I often use trips and don't want to cause a ton of retcon.

The Exchange

Human M Human Alchemist 8 |Current AC: 23 AC Base: 21 T 14 FF 20 | HP 58/58 | F +9 R +12 W +5| CMD 13 | Init +8 (12wHA)| Perc +19 | Spells: Level 1 5/6 Level 2 3/5 Level 3 2/3| Bombs 19/19 | Active Buffs: SeeInvis, Heroism, DrkVsn, BrkSkn, Cog

Ridley will try again, tossing a bomb at yellow.

Range Touch Attack: 1d20 + 7 + 1 + 2 + 2 ⇒ (10) + 7 + 1 + 2 + 2 = 22
Damage: 3d6 + 8 + 1 + 2 ⇒ (4, 6, 4) + 8 + 1 + 2 = 25

Orange and Green take 11 damage, DC 21 reflex for half.

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