GM ZD [Gameday VIII] The Green Market (Inactive)

Game Master Z...D...


51 to 100 of 169 << first < prev | 1 | 2 | 3 | 4 | next > last >>

CN (male) Elf (Cavern Elf) | Ranger level 1 | HP 17/17 | AC 18 | F +6 R +9 W +5 | Perc +7 | Stealth +6 | speed 30ft| focus #/# | spells | Active Conditions: ---

GM what is with Malark and running guy?


Knowledge Checks -Sky Key Solution Aid Token

Well both of the guys are running away now. The one you shouted at has not had a chance to act again. So you do not know if he is going to keep running or not. Were you trying to demoralize him or actually get him to stop?


CN (male) Elf (Cavern Elf) | Ranger level 1 | HP 17/17 | AC 18 | F +6 R +9 W +5 | Perc +7 | Stealth +6 | speed 30ft| focus #/# | spells | Active Conditions: ---

get him to stop


Knowledge Checks -Sky Key Solution Aid Token

Ok, we will see what he does on his turn

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric is about to roll the flaming ball into the mage, when he realizes he's been put the sleep. He moves it away for the moment, then rushes toward Zeeva. "Are you alright, my dear?"

He calls out to the others. "Tie him up, and let's see if we can get some answers."

Dark Archive

male nagaji Paladin 2 Oracle 3 initiative + 1 bmc +4 dmc +19 ts fort 10 ref +6 will +8 pg 33 ac 22/25 flat 21/24 touch 12

Korandil uses the time he has to reduce and gag the enemy on the ground with his rope. I'm not the one to go out there with someone in this armor I'm wearing.

Dark Archive

CG Female Samsaran Spellslinger Wizard 1/ Invoker Witch 5 | HP: 43 / 43 ( Current AC: 13 / 12 Tch / 11 FF | Current CMB: +0, CMD: 12 | F: +5, R: +5, W: +7 | Init: +6 | Perc: +5, SM: -1 Speed 30ft | Invoke patron:4/5 | SPELLS: Spellslinger 1st: Color Sprayx 2of2, Grease | Witch: 1st: BurnHands, M.M.x1/2, Snoballx2 | 2nd: BurnArc, Flurry of Snowballs, Glitterdust, MirrorIm |3rd: LtngBolt, Haste | Active Conditions:

Calamity will activate her flight hex then take off after the other fleeing Aspis.

She calls after the agent upon whom she's rapidly closing, pistol in hand. "I reckon you outta surrender 'bout now, young fella. It'll go alot easier if'n you did"

Standard action to activate. Move 55' while gaining 5' of elevation


CN (male) Elf (Cavern Elf) | Ranger level 1 | HP 17/17 | AC 18 | F +6 R +9 W +5 | Perc +7 | Stealth +6 | speed 30ft| focus #/# | spells | Active Conditions: ---

Are we stuck?


Knowledge Checks -Sky Key Solution Aid Token

No, it appears my last post was eaten by the Paizo goblins.

The man that Malark chases down realizes he will not be able to outrun someone who can fly. He raises his hands and stops.

This part of the encounter is finished.`

As Korandil ties up the robed man, produce from the market starts flying around, as if a supernatural food fight is in progress.

Everyone but Belinda hears the sound of Shaonti chanting and inanimate objects begin to stir to life.

That is right. It is a haunt. Everyone gets one round of actions before the haunt finishes manifesting.

Perception:

Calamity: 1d20 + 5 ⇒ (12) + 5 = 17
Malark: 1d20 + 11 ⇒ (10) + 11 = 21
Teric Cain: 1d20 + 3 ⇒ (13) + 3 = 16
Daedîn: 1d20 + 18 ⇒ (2) + 18 = 20
Korandil: 1d20 + 6 ⇒ (12) + 6 = 18
Belinda: 1d20 + 2 ⇒ (6) + 2 = 8

Dark Archive

CG Female Samsaran Spellslinger Wizard 1/ Invoker Witch 5 | HP: 43 / 43 ( Current AC: 13 / 12 Tch / 11 FF | Current CMB: +0, CMD: 12 | F: +5, R: +5, W: +7 | Init: +6 | Perc: +5, SM: -1 Speed 30ft | Invoke patron:4/5 | SPELLS: Spellslinger 1st: Color Sprayx 2of2, Grease | Witch: 1st: BurnHands, M.M.x1/2, Snoballx2 | 2nd: BurnArc, Flurry of Snowballs, Glitterdust, MirrorIm |3rd: LtngBolt, Haste | Active Conditions:

Calamity shrieks in panic; she's had baaad experiences with haunts in the past.

"Quickly, channel all the positive energy and/or healing you can muster!" Lacking anything with more firepower for this, Calamity whips out a holy water flask and throws it at the area from where the chanting seems to be emerging.

Range Touch attack (haunts usually AC:10): 1d20 + 4 ⇒ (7) + 4 = 11
holy dmg: 2d4 ⇒ (2, 4) = 6

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Not sure if Belinda is still flying Daedîn out of the pit so I'll make this a conditional post...

If Belinda is still flying Daedîn out of the pit:
Once Belinda sets Daedîn down, he'll thank her as he quickly draws his bow.

If Daedîn is already out of the pit:
Quick to react, Daedîn will follow suit, drawing a holy water flask from his bandolier and chucking it at the haunt...

Holy Water: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 2d4 + 1 ⇒ (4, 3) + 1 = 8

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

"Zeeva! What is this?!" Teric yells. He moves to her and then casts a spell, bringing mists up and surrounding them with fog. Although she can only see the Varasian, he seems to be watching things outside, as he tracks several pieces of flying food.

Cast Obscuring Mist. Teric can see through mist via his Water Sight ability.


Knowledge Checks -Sky Key Solution Aid Token

Belinda was approx 10 feet from the edge of the pit. It would be another move action to get all the way out of it.


CN (male) Elf (Cavern Elf) | Ranger level 1 | HP 17/17 | AC 18 | F +6 R +9 W +5 | Perc +7 | Stealth +6 | speed 30ft| focus #/# | spells | Active Conditions: ---

I don't have holy water and I can't create positive energy. Malark flies closer to others.

Dark Archive

Female LN Human (Cheliax) Warpriest (Champion of the Faith) 7 | HP 24/53 | AC 27 T 12 FF 26 | CMB +11, CMD 22 | F: +7, R: +3, W: +7, +4 resist Divination, +1 vs Chaos descriptor | Init: +0| Perc: +2, SM: +6 | Speed 30, 20ft in armor | Smite Chaotic: 1/1, Fervor 3/5, Blessing 6/6 | Spells: 0 5, 1 5/5 2 3/4, 3 0/1 | Active conditions: Haste, Bull's Strength, Deific Obedience, Hellknight Obedience, This Girl Is On Fire!

Belinda flys the rest of the height of the pit. After noticing everyone tied up, she sets down Daedîn. "Don't mention it,"Belinda states, letting out of sight of relief. As the chaos of battle continues, and news of a haunt, she follows suit of pulling out a holy water. "Where is the haunt?"

Champion of the Faith loses the ability to channel


Knowledge Checks -Sky Key Solution Aid Token

the holy energy does not do enough damage to disrupt the haunt.

The plant life on the stage area begins to move with life. The tree suddenly gains a mouth and its roots start tearing from the ground. A bushes vines begin to animate has it moves towards the PC's

The tree lashes out with a trio of roots to strike Korandil. Only one connects of the roots connects. It wraps around his torso and pulls him 10 ft closer to the awaiting mouth.

combat rolls:

tree vs kornadil: 1d20 ⇒ 51d6 ⇒ 31d20 ⇒ 9
tree vs korandil: 1d20 ⇒ 161d6 ⇒ 31d20 ⇒ 6
tree vs korandil: 1d20 ⇒ 71d6 ⇒ 11d20 ⇒ 12

Party may act

What are you looking at

Red Tree, knowledge nature DC 18:
It is a Quickwood. A huge plant. A DC 23 gets you a question. additional question for every 5 you get over 23

Pink vines, knowledge nature DC 16:
It is a shambling vine. A large plant. A DC 21 gets you a question. An additional question for every five you get over 21


Knowledge Checks -Sky Key Solution Aid Token

"It must be the Shaonti spirits. They must be angered by the violence." Zeeva shouts out loud.


CN (male) Elf (Cavern Elf) | Ranger level 1 | HP 17/17 | AC 18 | F +6 R +9 W +5 | Perc +7 | Stealth +6 | speed 30ft| focus #/# | spells | Active Conditions: ---

rage

Malek flies to the Purple one and tries to strike.

+2 bastard sword: 1d20 + 15 ⇒ (10) + 15 = 25
damage: 2d8 + 12 ⇒ (3, 2) + 12 = 17

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Knowledge, Nature (tree): 1d20 + 6 ⇒ (17) + 6 = 23 Resistances/immunities
Knowledge, Nature (vines): 1d20 + 6 ⇒ (12) + 6 = 18

Hidden to all but Zeeva, Teric twists reality to on magic. Like a conductor, he moves his hands to orchestrate destruction. With a simple wave, the cold flaming sphere rolls toward the smaller plant. Then he twists his hand and an explosion of Frost erupts between the plants.

Move action to direct the cold flaming sphere. Reflex save DC20 to negate the damage. Failure means slowed and entangled. Then cast a cold modified fireball to catch both plants. DC 21 reflex save for half. Failure means slowed for 1 round.

Cold flaming sphere (DC20 reflex negates): 3d6 ⇒ (5, 4, 3) = 12

Cold fireball(DC21 Reflex for half): 8d6 ⇒ (5, 5, 3, 3, 1, 3, 6, 1) = 27

Dark Archive

Female LN Human (Cheliax) Warpriest (Champion of the Faith) 7 | HP 24/53 | AC 27 T 12 FF 26 | CMB +11, CMD 22 | F: +7, R: +3, W: +7, +4 resist Divination, +1 vs Chaos descriptor | Init: +0| Perc: +2, SM: +6 | Speed 30, 20ft in armor | Smite Chaotic: 1/1, Fervor 3/5, Blessing 6/6 | Spells: 0 5, 1 5/5 2 3/4, 3 0/1 | Active conditions: Haste, Bull's Strength, Deific Obedience, Hellknight Obedience, This Girl Is On Fire!

"Well, ain't that a crazy turn of events..." Belinda comments, before charging forward, towards the purple one.

No Shield Charging AC 20, in case it has reach and an AoO still

As she draws near, she pulls her handy Adamantine dagger out, and makes an attack, focusing more on getting a clean strike as opposed to accuracy. She chants a quick prayer before striking, quickly calling on Pharasma's favor

Charging + Power Attack cancels each other out. Swift cast Divine Favor using 1 fervor

+1 Adamantine Evil Outsider Bane Dagger 1d20 + 14 ⇒ (18) + 14 = 32
Damage Roll 1d8 + 12 ⇒ (7) + 12 = 19
If Evil Outsider 2d6 + 2 ⇒ (4, 2) + 2 = 8

Dark Archive

male nagaji Paladin 2 Oracle 3 initiative + 1 bmc +4 dmc +19 ts fort 10 ref +6 will +8 pg 33 ac 22/25 flat 21/24 touch 12

Korandil attack the purple vine
cold iron morningstar: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d8 + 9 ⇒ (4) + 9 = 13

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Daedîn backs up 5' NW and fires twice at the pink vines...

To hit: Base/Dex, Weapon Focus, Magic, Rapid Shot, Deadly Aim
Damage: Magic, Strength, Deadly Aim, Sneak

Magic Composite Longbow: 1d20 + 11 + 1 + 2 - 2 - 2 ⇒ (10) + 11 + 1 + 2 - 2 - 2 = 20
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 4 + 4d6 ⇒ (5) + 2 + 1 + 4 + (1, 5, 3, 2) = 23

Magic Composite Longbow: 1d19 + 11 + 1 + 2 - 2 - 2 ⇒ (17) + 11 + 1 + 2 - 2 - 2 = 27
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 4 + 4d6 ⇒ (7) + 2 + 1 + 4 + (1, 4, 4, 1) = 24

As a sniper, my sneak attack range has increased to 50'

Dark Archive

CG Female Samsaran Spellslinger Wizard 1/ Invoker Witch 5 | HP: 43 / 43 ( Current AC: 13 / 12 Tch / 11 FF | Current CMB: +0, CMD: 12 | F: +5, R: +5, W: +7 | Init: +6 | Perc: +5, SM: -1 Speed 30ft | Invoke patron:4/5 | SPELLS: Spellslinger 1st: Color Sprayx 2of2, Grease | Witch: 1st: BurnHands, M.M.x1/2, Snoballx2 | 2nd: BurnArc, Flurry of Snowballs, Glitterdust, MirrorIm |3rd: LtngBolt, Haste | Active Conditions:

Kn-Nature Red: 1d20 + 10 ⇒ (4) + 10 = 14
Kn-Nature Pink: 1d20 + 10 ⇒ (8) + 10 = 18

"I'm not entirely certain what both of these plants may be, though that purple one looks a bit like a shambling vine. Let's see if they burn." She flies to over the top of the obscuring mist surrounding Teric then takes careful aim with Martha.
"In the name of BES, let there be a Reckonin'!" She unleashes a burning arc at the creatures.

move action, now 20' high. Swift action, invoke patron for Reckoning (curiosity invocation now gone). Standard action cast Burning Arc (really wish I hadn't used her other Burning Arc for arcane bullets...)
Fire dmg on Purple, DC 22 Ref for half: 8d6 + 8 ⇒ (5, 4, 4, 2, 4, 3, 1, 3) + 8 = 34
Fire dmg on Red, DC 20 Ref for half: 4d6 + 4 ⇒ (5, 6, 5, 5) + 4 = 25


Knowledge Checks -Sky Key Solution Aid Token

Teric relays that the tree is a quickwood. And they are immune to electricity and fire.

Teric then manievers the flaming sphere onto the mound, with no effect. The fireball Coldball? explodes and covers both targets.

The mound is able to withstand most of it.

The tree seems to absorb some of the magical energy, but otherwise is not effected at all.

Malark flies in. He is greeted by the mounds vine, coming across his face. It fiercely wraps around his waist and grabs hold of him. It quickly squeezes down, constricting him. Malark ate an AOO. 14 damage from the strike. He is then grappled and constricted for an additional 15 damage. Already counted for you DR. Also, you can change your standard action, since you are grappled, you can not make a strike with you greatsword

Belinda charges in and drives he dagger into the mound.

Korandil attempts to strike the mound, but can not get a clean hit.

Deadin takes aim and fires at the vine mound. The first arrow just missed, but the second lands solid. Not sure how you got sneak attack in. They were not flat footed.

Calamity casts her burning arc. The vines seems to dodge and resist the flames, doing minimum damage. The tree however seems unaffected by the flames.[/ooc]

Before I continue with the GM's turn. Need to have Malark retcon his attack. He was grappled by the AOO. Also calamity. If you could please let me know what you caster level totals are, they are not in you statblock.

combat rolls:

Teric Caster level fireball: 1d20 + 9 ⇒ (7) + 9 = 16

purple vs flaming sphere: 1d20 ⇒ 14
purple vs fireball: 1d20 ⇒ 14

purple AOO vs Malark: 1d20 ⇒ 82d6 ⇒ (2, 2) = 41d20 ⇒ 112d6 ⇒ (5, 4) = 9

Calamity caster level burning arc: 1d20 ⇒ 10
purple reflex burning arc: 1d20 ⇒ 20

GM:

Shambling Mound: 32/85


CN (male) Elf (Cavern Elf) | Ranger level 1 | HP 17/17 | AC 18 | F +6 R +9 W +5 | Perc +7 | Stealth +6 | speed 30ft| focus #/# | spells | Active Conditions: ---

Malark tries to escape.

CMB: 1d20 + 14 ⇒ (10) + 14 = 24


Knowledge Checks -Sky Key Solution Aid Token

Malark tries to pull himself free from the vines, but can not.

The vine squeezes even tighter, forcing the wind from the barbarians lungs. Marlark takes another 13 damage from the grapple and 11 damage from constrict. DR already counted in.

The tree lets loose a shock wave of fear and despair. Korandil, Belinda and Malark all end up in its blast. It seems to only affect Belinda. [ooc]Belinda you are panicked for 1 minute. Unless you have a reroll to use.

Panicked::
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to f lee; indeed, the creature must use such means if they are the only way to escape.

Pathfinder May Act

GM:

Purple maintain grapple: 1d20 ⇒ 162d6 ⇒ (4, 3) = 72d6 ⇒ (3, 2) = 5

korandil: 1d20 + 8 ⇒ (16) + 8 = 24
belinda: 1d20 + 7 ⇒ (6) + 7 = 13
malark: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22

Dark Archive

Female LN Human (Cheliax) Warpriest (Champion of the Faith) 7 | HP 24/53 | AC 27 T 12 FF 26 | CMB +11, CMD 22 | F: +7, R: +3, W: +7, +4 resist Divination, +1 vs Chaos descriptor | Init: +0| Perc: +2, SM: +6 | Speed 30, 20ft in armor | Smite Chaotic: 1/1, Fervor 3/5, Blessing 6/6 | Spells: 0 5, 1 5/5 2 3/4, 3 0/1 | Active conditions: Haste, Bull's Strength, Deific Obedience, Hellknight Obedience, This Girl Is On Fire!

would like to use me reroll

Will Save +3 GM Stars: 1d20 + 10 ⇒ (19) + 10 = 29


Knowledge Checks -Sky Key Solution Aid Token

Belinda digs down deep in her reserves and fights off the fear.

Pathfinders go

Dark Archive

Female LN Human (Cheliax) Warpriest (Champion of the Faith) 7 | HP 24/53 | AC 27 T 12 FF 26 | CMB +11, CMD 22 | F: +7, R: +3, W: +7, +4 resist Divination, +1 vs Chaos descriptor | Init: +0| Perc: +2, SM: +6 | Speed 30, 20ft in armor | Smite Chaotic: 1/1, Fervor 3/5, Blessing 6/6 | Spells: 0 5, 1 5/5 2 3/4, 3 0/1 | Active conditions: Haste, Bull's Strength, Deific Obedience, Hellknight Obedience, This Girl Is On Fire!

Belinda sees Malark losing consciousness, move action stores her holy water, and chants the incantation of Cure Serious Wounds. Before releasing, she clutches her holy symbol of Pharasma tightly. A glowing light of healing releases from her hand, as she grabs hold of Malark's arm.

Move store item, Swift Healer's Blessing, Standard Spontaneous Cast Cure Serious, using the prepared Prayer spell. The store and spell technically provokes, however, the creature has the grappled condition as well as Malark, cannot AoO. AC back to 22

Cure Serious Wounds 3d8 + 7 ⇒ (3, 3, 6) + 7 = 19
Healer's Blessing+50% 9
Total Healing to Malark 28

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

GM, does Teric know what happened to the spell vs the Quickwood? It's not immune to cold, so SR? Or a protective spell vs cold?

Spellcraft (just in case): 1d20 + 10 ⇒ (13) + 10 = 23

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

My bad GM, ignore the sneak damage...I saw where the tree attacked but missed that the vines had acted by moving so I thought it was FF. Also, did my first shot miss due to cover? Just asking as I have Deadeye Bowman as a trait (forgot to include it in my to hit header) and didn't know if that might make a difference...

Daedîn moves into point blank range and fires at the vines...

To hit: Base/Dex, Weapon Focus, Magic, PBS, Deadeye Bowman, Deadly Aim
Damage: Magic, Strength, PBS, Deadly Aim, Sneak

Magic Composite Longbow: 1d20 + 11 + 1 + 1 + 2 - 2 ⇒ (14) + 11 + 1 + 1 + 2 - 2 = 27
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (3) + 2 + 1 + 1 + 4 = 11


CN (male) Elf (Cavern Elf) | Ranger level 1 | HP 17/17 | AC 18 | F +6 R +9 W +5 | Perc +7 | Stealth +6 | speed 30ft| focus #/# | spells | Active Conditions: ---

"Thank you Belinda!"

Malark again tries to escape.

CMB: 1d20 + 14 ⇒ (14) + 14 = 28

Dark Archive

male nagaji Paladin 2 Oracle 3 initiative + 1 bmc +4 dmc +19 ts fort 10 ref +6 will +8 pg 33 ac 22/25 flat 21/24 touch 12

Korandil moves 5ft and attack with morningstar to purple vine
cold iron morningstar+flank+power attack: 1d20 + 8 ⇒ (20) + 8 = 28
crit confirmation: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 2d8 + 18 ⇒ (6, 7) + 18 = 31

Dark Archive

CG Female Samsaran Spellslinger Wizard 1/ Invoker Witch 5 | HP: 43 / 43 ( Current AC: 13 / 12 Tch / 11 FF | Current CMB: +0, CMD: 12 | F: +5, R: +5, W: +7 | Init: +6 | Perc: +5, SM: -1 Speed 30ft | Invoke patron:4/5 | SPELLS: Spellslinger 1st: Color Sprayx 2of2, Grease | Witch: 1st: BurnHands, M.M.x1/2, Snoballx2 | 2nd: BurnArc, Flurry of Snowballs, Glitterdust, MirrorIm |3rd: LtngBolt, Haste | Active Conditions:

Calamity is caster level 6. Spell Specialization feat with Burning Arc makes that spell Caster Level 8. If Teric had informed Calamity of the Quickwood's resistances before she acted, she would not have targeted the quickwood and simply used Burning Arc on Shambling Vine. (don't know initiative order)

Dark Archive

CG Female Samsaran Spellslinger Wizard 1/ Invoker Witch 5 | HP: 43 / 43 ( Current AC: 13 / 12 Tch / 11 FF | Current CMB: +0, CMD: 12 | F: +5, R: +5, W: +7 | Init: +6 | Perc: +5, SM: -1 Speed 30ft | Invoke patron:4/5 | SPELLS: Spellslinger 1st: Color Sprayx 2of2, Grease | Witch: 1st: BurnHands, M.M.x1/2, Snoballx2 | 2nd: BurnArc, Flurry of Snowballs, Glitterdust, MirrorIm |3rd: LtngBolt, Haste | Active Conditions:

Calamity casts haste on herself, Korandil, Malark, & Belinda
I don't believe anyone else is within range.
Haste for 6 rounds


Knowledge Checks -Sky Key Solution Aid Token

Teric saw the freezing flames do no damage at all and the some of the energy absorbed. So maybe SR?

@Deadin, it just missed. Honestly. I didn't even count in for cover to its AC, only the grapple penalty.

Belinda lays a healing hand on Malark.

Daedin fires another arrow, it impacts on the mound.

Malark finally breaks the hold.

Korandil slams his morningstar into the mound. It ceases to move.

Calamity hastens the pace.

Teric Go

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

"Don't bother with electricity or fire on this one!" Teric flicks a finger and the ball of cold fire bounces towards the giant tree. Then he explodes another frostball overhead, catching the upper portion of the tree.

Move action to direct the cold flaming sphere. Then cast cold fireball again.

Cold flaming sphere (DC20 reflex negates): 3d6 ⇒ (1, 2, 4) = 7
Cold fireball (Reflex DC 21 for half): 9d6 ⇒ (3, 5, 3, 1, 5, 3, 1, 6, 6) = 33

Failing the save from the flaming sphere means Slow 1 and Entangle 2, the fireball only carries Slow 1.


Knowledge Checks -Sky Key Solution Aid Token

The bouncing cold ball brushes into the tree. It absorbs some of the energy from the spell.

The frostball explode overhead like a firework. It rocks the tree like creature. The creature slows.

The tree manages to snap out a single root towards belinda. It snaps her around the waist and yanks her forward, it lurches forward with its mouth open. Belinda manages to dodge the wooden maw. You take 10 damage and pulled 10 feat towards it. It then triggered its free bite attack. Which misses. Thankfully so.

Combat rolls:

Flaming Sphere SR: 1d20 + 9 ⇒ (2) + 9 = 11
fire ball SR: 1d20 + 9 ⇒ (5) + 9 = 14

reflex: 1d20 ⇒ 11

quickwood vs belinda: 1d20 ⇒ 141d6 ⇒ 31d20 ⇒ 9
quickwood vs belinda bite: 1d20 ⇒ 82d6 ⇒ (4, 6) = 10

Pathfinders Go

GM:

Quickwood 82/115

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

No worries, GM. I forgot to note my Deadeye Bowman trait earlier and thought I’d mention it just in case...and I had forgotten all about the grapple penalty...I’m getting old...


CN (male) Elf (Cavern Elf) | Ranger level 1 | HP 17/17 | AC 18 | F +6 R +9 W +5 | Perc +7 | Stealth +6 | speed 30ft| focus #/# | spells | Active Conditions: ---

Malark flies again but now toward the tree and tries to hit with his sword.

+2 bastard sword:: 1d20 + 15 ⇒ (13) + 15 = 28
damage:: 2d8 + 12 ⇒ (6, 2) + 12 = 20

Dark Archive

male nagaji Paladin 2 Oracle 3 initiative + 1 bmc +4 dmc +19 ts fort 10 ref +6 will +8 pg 33 ac 22/25 flat 21/24 touch 12

morning star/flank/power: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d8 + 10 ⇒ (6) + 10 = 16
haste attack: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d8 + 10 ⇒ (6) + 10 = 16

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Daedîn moves 5’ south and fires twice at the tree...

To hit: Base/Dex, Weapon Focus, Magic, PBS, Deadeye Bowman, Deadly Aim, Rapid Shot
Damage: Magic, Strength, PBS, Deadly Aim

Magic Composite Longbow: 1d20 + 11 + 1 + 2 + 1 - 2 - 2 ⇒ (19) + 11 + 1 + 2 + 1 - 2 - 2 = 30
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (5) + 2 + 1 + 1 + 4 = 13

Magic Composite Longbow: 1d20 + 11 + 1 + 2 + 1 - 2 - 2 ⇒ (15) + 11 + 1 + 2 + 1 - 2 - 2 = 26
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (6) + 2 + 1 + 1 + 4 = 14

Dark Archive

CG Female Samsaran Spellslinger Wizard 1/ Invoker Witch 5 | HP: 43 / 43 ( Current AC: 13 / 12 Tch / 11 FF | Current CMB: +0, CMD: 12 | F: +5, R: +5, W: +7 | Init: +6 | Perc: +5, SM: -1 Speed 30ft | Invoke patron:4/5 | SPELLS: Spellslinger 1st: Color Sprayx 2of2, Grease | Witch: 1st: BurnHands, M.M.x1/2, Snoballx2 | 2nd: BurnArc, Flurry of Snowballs, Glitterdust, MirrorIm |3rd: LtngBolt, Haste | Active Conditions:

Seeing the strange effect magic can have on the creature, Calamity decides to try a SPELL that is more difficult to RESIST.

She aims her Glitterdust at to avoid affecting her allies, targeting the rear of the creature.

DC 18 Will save or blinded. SR=NO

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

If it's SR that kept the flaming sphere from having affect, I think it no longer can hurt the tree.

Teric allows the flaming ball of cold to continue to roil against the tree, despite its lack of effectiveness. He mutters a word and an unheard shriek coats the tree with frost.

Cast Ear-Piercing Scream, modified to cold. Failing the save gives daze 1, slow 1.

Scream (DC19 Fort Save for half): 4d6 ⇒ (2, 1, 4, 2) = 9

Dark Archive

Female LN Human (Cheliax) Warpriest (Champion of the Faith) 7 | HP 24/53 | AC 27 T 12 FF 26 | CMB +11, CMD 22 | F: +7, R: +3, W: +7, +4 resist Divination, +1 vs Chaos descriptor | Init: +0| Perc: +2, SM: +6 | Speed 30, 20ft in armor | Smite Chaotic: 1/1, Fervor 3/5, Blessing 6/6 | Spells: 0 5, 1 5/5 2 3/4, 3 0/1 | Active conditions: Haste, Bull's Strength, Deific Obedience, Hellknight Obedience, This Girl Is On Fire!

Belinda snaps forward, pulling out her shield as she charges forward to make a swing!

+1 Weapon, BAB+Str 8, Weapon Focus 1, Deific Obedience 2, 1 Haste, 2 Luck Divine Favor, 2 Charge, -2 Power Attack, AC 25 while charging with shield

+1 Adamantine Evil Outsider Bane Dagger 1d20 + 15 ⇒ (16) + 15 = 31
Damage Roll 1d8 + 12 ⇒ (1) + 12 = 13
If Evil Outsider 2d6 + 2 ⇒ (3, 2) + 2 = 7

If I was within 5 ft step range, full round pa so 23 ac, and above is -2 to hit

+1 Adamantine Evil Outsider Bane Dagger 1d20 + 13 ⇒ (15) + 13 = 28
Damage Roll 1d8 + 12 ⇒ (4) + 12 = 16
If Evil Outsider 2d6 + 2 ⇒ (1, 6) + 2 = 9

I understand this provokes, but at least it can't attempt a grab or bite for free, since that takes a free action, and you can't take free actions when it is not your turn


Knowledge Checks -Sky Key Solution Aid Token

@Korandil, you would only get the first attack. It is only when you full attack, you get the extra hasted attack

Malark flies in and the tree attempts to slap him down, but it misses. Malark brings the greatsword around and caves in a section of wood, showering the area with splinters.

Korandil moves around to the other side of the tree and strikes the tree, but does no do any damage to the tree.

Daedin puts two arrows into the tree.

Calamity coats the tree in a fine golden powder. If it actually blinded, you are uncertain.

Teric screams a cold scream, but it does not seem to bother the tree. It is not corn after all...no ears

Belinda, you had to move another 10ft to get to him. So only one attack. Belinda moves forward and stabs the tree, driving it deep into the bark.

The tree opens its maw and another pulse of despair washes over the area. Korandil and belinda are panicked for 1 minute. Belinda you have already used a reroll, so unless you have something that aides you, like a chronicle boon. Korandil, if you have a reroll you may use it.

Combat rolls:

tree AOO: 1d20 ⇒ 11d6 ⇒ 4

tree will: 1d20 ⇒ 2

teric cl: 1d20 + 9 ⇒ (3) + 9 = 12

korandil will: 1d20 + 8 ⇒ (2) + 8 = 10
belinda will: 1d20 + 7 ⇒ (14) + 7 = 21
malark will: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24

Pathfinders go

GM:

Quickwood 42/115

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Daedîn fires twice again...

To hit: Base/Dex, Weapon Focus, Magic, PBS, Deadeye Bowman, Deadly Aim, Rapid Shot
Damage: Magic, Strength, PBS, Deadly Aim

Magic Composite Longbow: 1d20 + 11 + 1 + 2 + 1 - 2 - 2 ⇒ (11) + 11 + 1 + 2 + 1 - 2 - 2 = 22
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (7) + 2 + 1 + 1 + 4 = 15

Magic Composite Longbow: 1d20 + 11 + 1 + 2 + 1 - 2 - 2 ⇒ (8) + 11 + 1 + 2 + 1 - 2 - 2 = 19
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (6) + 2 + 1 + 1 + 4 = 14


CN (male) Elf (Cavern Elf) | Ranger level 1 | HP 17/17 | AC 18 | F +6 R +9 W +5 | Perc +7 | Stealth +6 | speed 30ft| focus #/# | spells | Active Conditions: ---

Malark continues slashing the tree.

+2 bastard sword - power attack: 1d20 + 15 - 2 ⇒ (4) + 15 - 2 = 17
damage: 2d8 + 12 + 6 ⇒ (4, 8) + 12 + 6 = 30

+2 bastard sword - power attack: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
damage: 2d8 + 12 + 6 ⇒ (5, 2) + 12 + 6 = 25

crit. Confirm - power attack: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28
damage - Killer: 2d8 + 12 + 6 + 2 ⇒ (3, 1) + 12 + 6 + 2 = 24

Dark Archive

Female LN Human (Cheliax) Warpriest (Champion of the Faith) 7 | HP 24/53 | AC 27 T 12 FF 26 | CMB +11, CMD 22 | F: +7, R: +3, W: +7, +4 resist Divination, +1 vs Chaos descriptor | Init: +0| Perc: +2, SM: +6 | Speed 30, 20ft in armor | Smite Chaotic: 1/1, Fervor 3/5, Blessing 6/6 | Spells: 0 5, 1 5/5 2 3/4, 3 0/1 | Active conditions: Haste, Bull's Strength, Deific Obedience, Hellknight Obedience, This Girl Is On Fire!

Usually creatures with that type of ability is a save immune 24 hours, but assuming this isn't this case

Belinda drops her dagger and shield free action, and flies away. "I am not ready to die yet! I'm sorry!"

I'm not sure if running is possible while using a fly speed.

80 feet is fly+haste, 55 with Heavy Armor. Withdraw 110 feet back if can't run, 165 ft if can

Dark Archive

CG Female Samsaran Spellslinger Wizard 1/ Invoker Witch 5 | HP: 43 / 43 ( Current AC: 13 / 12 Tch / 11 FF | Current CMB: +0, CMD: 12 | F: +5, R: +5, W: +7 | Init: +6 | Perc: +5, SM: -1 Speed 30ft | Invoke patron:4/5 | SPELLS: Spellslinger 1st: Color Sprayx 2of2, Grease | Witch: 1st: BurnHands, M.M.x1/2, Snoballx2 | 2nd: BurnArc, Flurry of Snowballs, Glitterdust, MirrorIm |3rd: LtngBolt, Haste | Active Conditions:

Calamity takes careful aim with Martha and uncorks a Ray of Enfeeblement at the critter.

range TOUCH attack: 1d20 + 5 + 2 + 1 - 4 ⇒ (12) + 5 + 2 + 1 - 4 = 16
accounted for no Precise Shot
Strength penalty: 1d6 + 3 ⇒ (2) + 3 = 5
SR check, if nec?: 1d20 + 6 ⇒ (9) + 6 = 15
Essentially takes strength damage (as a penalty). Fortitude save DC: 17 to reduce penalty by half.

51 to 100 of 169 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM ZD [Gameday VIII] The Green Market All Messageboards

Want to post a reply? Sign in.