GM Jhaeman's The Dark Menagerie (Inactive)

Game Master Jhaeman

Thornkeep: The Dark Menagerie

Maps & Handouts


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Grand Lodge

AC:30 T:19 F:29| HP 66/66 | CMD:27 | F:+11 R:+5 W:+12 | Init:+1 | Perc: +21, |
Vocab:
Yes,no,big,stick,ears,truth,magic,here,good,bad,go,ok,danger,person,stop,he lp,5w's,maybe,up,down

Dat points at the sword and then points at the wall. "Here"

Stone has a hardness of 8. At least the chains will not be attached to the wall. Can no one roll over 20 on damage? Dat can change int hippo and eventually get through the chains but it's going to take some time.


The sphinx considers the various proposals and says "Yes, teleportation would be the fastest! If you can take can me far away, all the better, but even just to the other end of this room so the chains are left behind would be enough. I can fight my way free of any sentinels that Athemon has left to guard his menagerie."

She is size large, but you will need to take yourself along with her if using dimension door.

Grand Lodge

Active:
Lead blades Boots of Friendly Terrrain (Underground) Longstrider 1h, Shield Companion 1h, Mage Armor (Uflur) 1h, Heightened Awareness 10m
Human (Ulfen) 43870-4 | Ranger 6 | AC 21 T 12 FF 19 | HP / 58| F +8 R +8 W +6 | Init +5* | Perc +13*; Survival +13*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 49 (HD6) | AC 25 T:16 FF:22 CMD 20| F:+8; R:+8; W:+2 | Bite +6 (1d6+3)

Bom's brow wrinkles at the creature's bossiness. "Not exactly in a position to be making demands, are you? What exactly are we getting out of this and risking this Athernon's wrath?"

Bom turn's to Xilt,
"I see no reason to waste a spell if it just requires a few swing of my sword."

The Exchange

Male Half-Orc Wizard (Exploiter) 7
Timer:
None
| HP 50/50 Tmp 15 Convert 5 Lethal| AC 18 T 14 FF 15| CMB +4 CMD 14 | F +10 R +10 W +11| INIT +12| PER +13/+15 (Traps/Secret Doors) Darkvision 60' SM+5|30'|Reduce Person, Heroism, D. Poison, A. Barrier, H.Awareness, F. Life,Mage Armor, Bl. Boil.
Resources:
Slush Fund 0/50 gold , Arcane Reservoir 3/6, Pearl of Power 1st 0/6, Rods (lesser): Intensify 2/3, Extend 0/3 | Spells 1st 2/6 2nd 4/5 3rd 1/3 4th 1/2

Xilt nods at the Sphinx speaking to Bom.

"The issue is that she will still be stuck with her manacles and she will have to drag them out of this dungeon."

"I am willing to take a leap of faith here. Literally."

Xilt turns to Melabdara.

"Alright. Ready?"

Xilt readies to cast Dimension Door when the Sphinx is ready to go.


Innate Abilities:
Breath Weapon 1/1, Glitterdust 0/1, Dehyrdate 0/1
| HP 25/25 Temp 11 DR 5/Magic FH 2 Arid Env.| AC 27 T 14 FF 24| CMB +3 CMD 15| F +3 R +5 W +5| PER +9 Darkvision 60' SM+0| Speed 30' Fly 40' +14 Stealth +12|Active Conditions Improved Evasion, Mage Armor, False Life

Tzleztor grins and is taken back by this uncharacteristically risky behavior by his master.

"I guess you really never know what a person is going to do."

Grand Lodge

AC:30 T:19 F:29| HP 66/66 | CMD:27 | F:+11 R:+5 W:+12 | Init:+1 | Perc: +21, |
Vocab:
Yes,no,big,stick,ears,truth,magic,here,good,bad,go,ok,danger,person,stop,he lp,5w's,maybe,up,down

Dat applauds the heroic move, "Good, Good. Yes! Good."


Xilt and Melabdara disappear for the briefest instant in a flash of light, only to reappear across the room before the adamantine chains that had held the sphinx in place even hit the floor! The sphinx lowers her proud head to Xilt. "You have my thanks, wizard. As promised, a down payment of my debt." She offers Xilt the ioun stone. She then turns towards the rest of you. "I must depart before Nhur Athemon returns. But I keep my word. At some point in the future, when you need assistance, call upon me and I will be there." Flexing her wings for the first time in years, the sphinx takes awkwardly to the air and flies out of the room.

The Exchange

Male Half-Orc Wizard (Exploiter) 7
Timer:
None
| HP 50/50 Tmp 15 Convert 5 Lethal| AC 18 T 14 FF 15| CMB +4 CMD 14 | F +10 R +10 W +11| INIT +12| PER +13/+15 (Traps/Secret Doors) Darkvision 60' SM+5|30'|Reduce Person, Heroism, D. Poison, A. Barrier, H.Awareness, F. Life,Mage Armor, Bl. Boil.
Resources:
Slush Fund 0/50 gold , Arcane Reservoir 3/6, Pearl of Power 1st 0/6, Rods (lesser): Intensify 2/3, Extend 0/3 | Spells 1st 2/6 2nd 4/5 3rd 1/3 4th 1/2

Xilt accepts the payment of the stone and nods at Melabdara before she departs.

"Well, we still have a few rooms left to clear out and then we are done. I have always wanted to field test that spell and today I had a most excellent opportunity to try it out."

"Say we should try the locked door we passed to the North. I am certain that the key will work there."

Grand Lodge

Perform Rounds: 22/22 Gnome Bard/7 AC 19 {T 13, FF 17} HP: 50/50 | Fort +3, Ref +8, Will +5; +4 | Init +3; Darkvision 60 ft.; Perception +11

"Ah 'gree we should give that a goin' over. Nice work there lad."

Just curious, was I even close on the chains?


There wasn't a lock to pick--the chains were literally bolted into the floors and walls. There was a (very) high Strength check to break them, otherwise it would be a weapon capable of overcoming considerable hardness to sever them. As the module hyperbolically puts it "The process of freeing the sphinx from Thornkeep is no trifling matter, and could make for an entire adventure by itself!"

Sovereign Court

Bard/1 - Rogue/4 |HP: 48/48 Fort/Ref/Will: +3/+9/+4 - Initiative: +8 - Perception: +8 - AC: 22 - Touch: 18 - Flatfooted: 17 (Can't be caught flatfooted) |BP: 6/7

"Well, that went well. Good for her. I hate to see someone chained up. Barbaric."

Hal looks around. "We almost done here? What's next? A few rooms? We got this."


The delve-team returns to the room with the tunnels of air that somehow cut through a veritable aquarium. On the western side of the room is a locked heavy wooden door. The loud sound of ticking can be heard coming from somewhere beyond the door.

Sovereign Court

Bard/1 - Rogue/4 |HP: 48/48 Fort/Ref/Will: +3/+9/+4 - Initiative: +8 - Perception: +8 - AC: 22 - Touch: 18 - Flatfooted: 17 (Can't be caught flatfooted) |BP: 6/7

"Well this sounds promising."

Hal readies with dual weapons drawn.

Grand Lodge

Male Gnome Inquis 7| HP 47 | AC 24; Tch 12; FF 19 | F +6; R +4; W +9 | CMB +4; CMD 15 | Speed 15 ft | Init +5 | Stealth +1 | Perc +15 Inquisitor 7

Deldri readies his hammer.

"Are you ready Hal?"

He turns to the party.

"Nice job everyone getting the lady out!"


Innate Abilities:
Breath Weapon 1/1, Glitterdust 0/1, Dehyrdate 0/1
| HP 25/25 Temp 11 DR 5/Magic FH 2 Arid Env.| AC 27 T 14 FF 24| CMB +3 CMD 15| F +3 R +5 W +5| PER +9 Darkvision 60' SM+0| Speed 30' Fly 40' +14 Stealth +12|Active Conditions Improved Evasion, Mage Armor, False Life

The Mephit gives the thumbs up.

"Let us do this."

Grand Lodge

Perform Rounds: 22/22 Gnome Bard/7 AC 19 {T 13, FF 17} HP: 50/50 | Fort +3, Ref +8, Will +5; +4 | Init +3; Darkvision 60 ft.; Perception +11

In cast the key we found does not work.

Disable Device: 1d20 + 16 ⇒ (14) + 16 = 30

Perception {traps}: 1d20 + 7 ⇒ (7) + 7 = 14
Will also cast Detect Magic before going to work

Grand Lodge

AC:30 T:19 F:29| HP 66/66 | CMD:27 | F:+11 R:+5 W:+12 | Init:+1 | Perc: +21, |
Vocab:
Yes,no,big,stick,ears,truth,magic,here,good,bad,go,ok,danger,person,stop,he lp,5w's,maybe,up,down

Dat double-checks for traps to warn Spackle. Then take up his position at the front.

Percpetion: 1d20 + 21 ⇒ (7) + 21 = 28

GM could you dm me the DC of the chains? There is no official break dc for chains made of special materials but I can back-calculate one from the number.

Grand Lodge

Active:
Lead blades Boots of Friendly Terrrain (Underground) Longstrider 1h, Shield Companion 1h, Mage Armor (Uflur) 1h, Heightened Awareness 10m
Human (Ulfen) 43870-4 | Ranger 6 | AC 21 T 12 FF 19 | HP / 58| F +8 R +8 W +6 | Init +5* | Perc +13*; Survival +13*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 49 (HD6) | AC 25 T:16 FF:22 CMD 20| F:+8; R:+8; W:+2 | Bite +6 (1d6+3)

If it's been more than one minute since Bom casts Lead Blades, he recasts it.

"Ready."


With key in hand Dat opens the door to a room full of massive rusty cogs and enormous, toothed clockwork wheels that move in rhythmic, clanking “ticks” like a gigantic clock. The huge mechanism is powered by water streaming down into the buckets of a mill wheel; it pours from a chute near the ceiling in the northwest corner of the room. The wheel turns an axle along which most of the cogs turn, and these cogs then turn other, smaller cogs and cams that seem to mark out time. At intervals, they trigger rods that direct water into channels in the floor, which run in various directions out from under the room through narrow gratings in the floors

The groaning, squeaking din of this mechanism is deafening and constant, and a fishy carrion reek emanates from the water. The axle with all the cogs turns in two huge sockets, above a dark pool of water; only the two largest cogs are big enough to reach into the water

A series of stone catwalks spans the room thirty feet above the churning waterways below. On the catwalk in the center of the room, a horrid mass of eyes, mouths, and formless flesh stares in all directions, its countless maws yammering ceaselessly; as it notices you, it starts to move toward you!

None of the mechanism is depicted on the grid, so you just have to imagine it. The key bits to keep in mind is that you’re on a catwalk 30’ above the churning water below, and, if you fall in, you might get caught in the gears.

Identify aberration (DC 15 Knowledge: Dungeoneering):
This is a gibbering mouther! Foul beasts that lurk in sewers and underground caves, they have no ecological or social significance. Scholars speculate about the origin of these disgusting, voracious creatures.

Identify aberration (DC 20 Knowledge: Dungeoneering):
You know an additional piece of useful information: The cacophony of maddening sound from their mouths can drive listeners temporarily insane!

Identify aberration (DC 25 Knowledge: Dungeoneering):
You know an additional piece of useful information: The many toothy maws of this creature can drain the blood of victims and even swallow them whole!

Identify aberration (DC 30 Knowledge: Dungeoneering):
You know an additional piece of useful information: The mouths can spit acidic spittle—don’t let it hit your face, or you might be blinded!

Identify aberration (DC 35 Knowledge: Dungeoneering):
Bludgeoning weapons are the best type of weapons to use against this thing.


Initiative (Round 1)

Deldri
Xilt

aberration
Hal
Dat
Bom
Spackle

Bold may go!

GM Dice:

Initiative (Dat): 1d20 + 1 ⇒ (18) + 1 = 19
Initiative (Hal): 1d20 + 8 ⇒ (14) + 8 = 22
Initiative (Xilt): 1d20 + 12 ⇒ (11) + 12 = 23
Initiative (Bom): 1d20 + 9 ⇒ (2) + 9 = 11
Initiative (Deldri): 1d20 + 5 ⇒ (20) + 5 = 25
Initiative (Spackle): 1d20 + 2 ⇒ (8) + 2 = 10
Initiative (aberration): 1d20 + 3 ⇒ (20) + 3 = 23

The Exchange

Male Half-Orc Wizard (Exploiter) 7
Timer:
None
| HP 50/50 Tmp 15 Convert 5 Lethal| AC 18 T 14 FF 15| CMB +4 CMD 14 | F +10 R +10 W +11| INIT +12| PER +13/+15 (Traps/Secret Doors) Darkvision 60' SM+5|30'|Reduce Person, Heroism, D. Poison, A. Barrier, H.Awareness, F. Life,Mage Armor, Bl. Boil.
Resources:
Slush Fund 0/50 gold , Arcane Reservoir 3/6, Pearl of Power 1st 0/6, Rods (lesser): Intensify 2/3, Extend 0/3 | Spells 1st 2/6 2nd 4/5 3rd 1/3 4th 1/2

Xilt rushes up to examine the creature but in the excitement of the moment he fails to remember much about what he studied about the beast.

k-dungeoneering: 1d20 + 17 ⇒ (2) + 17 = 19

Perhaps his trusty sidekick might remember more.

k-dungeoneering: 1d20 + 3 ⇒ (8) + 3 = 11

Or not.

With little to go on and not wishing to be a snack for the many mouths if his spell were to fail Xilt moves back to his original position.

Double Move


Innate Abilities:
Breath Weapon 1/1, Glitterdust 0/1, Dehyrdate 0/1
| HP 25/25 Temp 11 DR 5/Magic FH 2 Arid Env.| AC 27 T 14 FF 24| CMB +3 CMD 15| F +3 R +5 W +5| PER +9 Darkvision 60' SM+0| Speed 30' Fly 40' +14 Stealth +12|Active Conditions Improved Evasion, Mage Armor, False Life

The mephit tries to blind his opponent in a sparkling cloud of salt particles. He then moves to hover over his master's head.

Glitterdust Will Save 14 or be blinded.


Tzleztor's sparkling cloud settles over the aberration, but doesn't seem to have any other effect on it!

GM Dice:

Will save: 1d20 + 5 ⇒ (11) + 5 = 16

Grand Lodge

Perform Rounds: 22/22 Gnome Bard/7 AC 19 {T 13, FF 17} HP: 50/50 | Fort +3, Ref +8, Will +5; +4 | Init +3; Darkvision 60 ft.; Perception +11

Dungeoneering: 1d20 + 8 ⇒ (11) + 8 = 19

Grand Lodge

Male Gnome Inquis 7| HP 47 | AC 24; Tch 12; FF 19 | F +6; R +4; W +9 | CMB +4; CMD 15 | Speed 15 ft | Init +5 | Stealth +1 | Perc +15 Inquisitor 7

Deldri casts shield of faith on himself and moves up.

AC 22 now

Dungeoneering: 1d20 + 9 ⇒ (13) + 9 = 22

"It's a gibbering mouther! Watch out for when it talks"


The gibbering mouther spits a glob of viscous acid at Deldri’s face, before lumbering closer. Suddenly, a maddening cacophony of sound emanates from all of its mouths at once!

Deldri, you need to make a DC 18 Fortitude save or be blinded for 1 round.

I need everyone, and your animal companions & familiars, to roll a DC 13 Will saving throw to avoid becoming confused for 1 round. This is a mind-affecting compulsion insanity effect. If you or your pet is confused, please roll a d100 to consult what happens: 1-25 (act normally), 26-50 (do nothing but babble incoherently), 51-75 (deal 1d8+Str damage to self), 76-100 (attack nearest creature; for this purpose, a familiar counts as part of the subject’s self). If you roll this last category and more than one creature is equally near, roll randomly to see which is targeted; to head off disputes, please attack using a melee weapon in hand if you’re primarily a melee character or a mid-level offensive spell if you’re primarily a spellcaster.

The creature is doing a spit attack as a free action, a double move to get closer to Deldri (it’s very slow!), and then another free action to let loose the cacophony of sound.

GM Dice:

Spit attack vs. Deldri’s touch AC: 1d20 + 6 ⇒ (18) + 6 = 24
Blindness: 1d4 ⇒ 1


Initiative (Round 1)

Deldri
Xilt
Gibbering Mouther
Hal
Dat
Bom
Spackle

Bold may go!

Please remember to roll your save versus the cacophony effect before taking any actions.

Grand Lodge

Perform Rounds: 22/22 Gnome Bard/7 AC 19 {T 13, FF 17} HP: 50/50 | Fort +3, Ref +8, Will +5; +4 | Init +3; Darkvision 60 ft.; Perception +11

Save vs CRAZY!: 1d20 + 5 ⇒ (3) + 5 = 8
How crazy?: 1d100 ⇒ 69

"Itsa what now, a gibbery...a..uh...dibbery..." Spackle looks down at his hand. He giggles slightly as he wiggles each finger. The gnome starts squeezing his hand tightly, until the knuckles turn white. In a sudden flash, he slams the fist directly into his face once, twice, then a third time. A wide smile shows blood-stained teeth. Drooling, he mutters the word, "Mouther" repeatedly as he stares at his fist.

Damage: 1d8 ⇒ 8

Grand Lodge

AC:30 T:19 F:29| HP 66/66 | CMD:27 | F:+11 R:+5 W:+12 | Init:+1 | Perc: +21, |
Vocab:
Yes,no,big,stick,ears,truth,magic,here,good,bad,go,ok,danger,person,stop,he lp,5w's,maybe,up,down

Will Dat: 1d20 + 12 ⇒ (19) + 12 = 31
Will Ears: 1d20 + 12 ⇒ (12) + 12 = 24

Dat case pale flame then dives underground and moves in a position to be able to 5ft into a flank next round.

I highly considered an aqueous orb to quite the gibbering or the creature would possible drown a die.

Grand Lodge

Active:
Lead blades Boots of Friendly Terrrain (Underground) Longstrider 1h, Shield Companion 1h, Mage Armor (Uflur) 1h, Heightened Awareness 10m
Human (Ulfen) 43870-4 | Ranger 6 | AC 21 T 12 FF 19 | HP / 58| F +8 R +8 W +6 | Init +5* | Perc +13*; Survival +13*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 49 (HD6) | AC 25 T:16 FF:22 CMD 20| F:+8; R:+8; W:+2 | Bite +6 (1d6+3)

Will save Bom: 1d20 + 6 ⇒ (16) + 6 = 22
Will save Ulfur w Devotion: 1d20 + 6 ⇒ (10) + 6 = 16

K. Dungeon: 1d20 + 8 ⇒ (4) + 8 = 12

Bom wil delay to see if anyone has more info on the creature. If not, he proceeds as follows.

Bom ignores the cacophony from the creature and tries to talk over it.
"A GIBBERING WHAT? Alas, I do not recognize many of the creatures in this dungeon."

Bom commands Uflur to stay put. Total Defense

As Bom passes the punchy gnome, "ARE YOU FEELING ALRIGHT?"

Bom shrugs and proceeds to move forward, drawing his sword and attacking with conviction.
Longsword wPA and Flank: 1d20 + 11 ⇒ (19) + 11 = 30

Damage wLead Blades: 2d6 + 8 ⇒ (2, 1) + 8 = 11

Grand Lodge

Male Gnome Inquis 7| HP 47 | AC 24; Tch 12; FF 19 | F +6; R +4; W +9 | CMB +4; CMD 15 | Speed 15 ft | Init +5 | Stealth +1 | Perc +15 Inquisitor 7

Deldri tries to ward off the mouther's effect.

Fort: 1d20 + 6 ⇒ (16) + 6 = 22

He looks at spit on his armor.

"Ewwww...it looks worse than ogre boogers!"


As Spackle punches himself in the face and Dat moves into position, Bom advances and cuts into the strange mass of the gibbering mouther.

Bom, your attack hit and hurt the creature, but you noticed some resistance in the ability of your blade to cut through the rubbery flesh.

Hal is up, and then we start round 2

Sovereign Court

Bard/1 - Rogue/4 |HP: 48/48 Fort/Ref/Will: +3/+9/+4 - Initiative: +8 - Perception: +8 - AC: 22 - Touch: 18 - Flatfooted: 17 (Can't be caught flatfooted) |BP: 6/7

Will: 1d20 + 4 ⇒ (17) + 4 = 21

Hal, undeterred by the creature, draws his crossbow, loads, and fires.

Range: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 ⇒ 4


Hal's crossbow bolt goes awry.


Initiative (Round 2)

Deldri
Xilt

Gibbering Mouther
Hal
Dat
Bom
Spackle

Bold may go!


Innate Abilities:
Breath Weapon 1/1, Glitterdust 0/1, Dehyrdate 0/1
| HP 25/25 Temp 11 DR 5/Magic FH 2 Arid Env.| AC 27 T 14 FF 24| CMB +3 CMD 15| F +3 R +5 W +5| PER +9 Darkvision 60' SM+0| Speed 30' Fly 40' +14 Stealth +12|Active Conditions Improved Evasion, Mage Armor, False Life

Xilt's familiar tries to resist the gibbering.

Will save: 1d20 + 5 ⇒ (8) + 5 = 13

The Mephit is able to hang on to his sanity. Tzleztor then picks up Xilt and flies him over Spackle and Ulfur.

The Exchange

Male Half-Orc Wizard (Exploiter) 7
Timer:
None
| HP 50/50 Tmp 15 Convert 5 Lethal| AC 18 T 14 FF 15| CMB +4 CMD 14 | F +10 R +10 W +11| INIT +12| PER +13/+15 (Traps/Secret Doors) Darkvision 60' SM+5|30'|Reduce Person, Heroism, D. Poison, A. Barrier, H.Awareness, F. Life,Mage Armor, Bl. Boil.
Resources:
Slush Fund 0/50 gold , Arcane Reservoir 3/6, Pearl of Power 1st 0/6, Rods (lesser): Intensify 2/3, Extend 0/3 | Spells 1st 2/6 2nd 4/5 3rd 1/3 4th 1/2

Xilt steels himself against the noise.

Will Save: 1d20 + 11 ⇒ (5) + 11 = 16

He resists as well. With his Mephit in charge of movement Xilt draws forth his wand of Magic Missile and shows his familiar the right way to use it targeting the strange aberration.

Magic Missile Wand: 3d4 + 3 ⇒ (3, 1, 3) + 3 = 10


The magical spheres of force slam into the aberration and seem to hurt it.

Grand Lodge

Male Gnome Inquis 7| HP 47 | AC 24; Tch 12; FF 19 | F +6; R +4; W +9 | CMB +4; CMD 15 | Speed 15 ft | Init +5 | Stealth +1 | Perc +15 Inquisitor 7

Deldri takes a step back and uses his copy cat ability to create another image of himself.

It's getting crowded up here!"


Deldri, I need you to please roll your Will save vs. the cacophony effect (you rolled your Fort save vs the blinding spittle, but not the other one).


Just botting Deldri's save--success.

GM Dice:

Will save: 1d20 + 9 ⇒ (7) + 9 = 16


The terrible cacophony of sound continues as the monster’s multiple maws try to chomp down on Bom!

The monster is making six attacks on Bom and if it hits with the last attack, will try a Grab. [b]Bom, you take 9 points of damage but the grab doesn't work.

If you *failed* the save against the cacophony last round, you need to make another save at the beginning of your turn this round or be confused again. (even if the mouther gets killed)

Bom and Dat, the monster is immune to flanking.

GM Dice:

Attack # 1: 1d20 + 7 ⇒ (19) + 7 = 26
Attack # 2: 1d20 + 7 ⇒ (7) + 7 = 14
Attack # 3: 1d20 + 7 ⇒ (16) + 7 = 23
Attack # 4: 1d20 + 7 ⇒ (10) + 7 = 17
Attack # 5: 1d20 + 7 ⇒ (17) + 7 = 24
Attack # 6: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 4d4 ⇒ (1, 4, 2, 2) = 9
Grab: 1d20 + 7 ⇒ (11) + 7 = 18


Initiative (Round 2)

Deldri
Xilt
Gibbering Mouther
Hal
Dat
Bom
Spackle

Bold may go!

Please remember to make the Will save vs confusion again if you failed your save last time.

Grand Lodge

Active:
Lead blades Boots of Friendly Terrrain (Underground) Longstrider 1h, Shield Companion 1h, Mage Armor (Uflur) 1h, Heightened Awareness 10m
Human (Ulfen) 43870-4 | Ranger 6 | AC 21 T 12 FF 19 | HP / 58| F +8 R +8 W +6 | Init +5* | Perc +13*; Survival +13*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 49 (HD6) | AC 25 T:16 FF:22 CMD 20| F:+8; R:+8; W:+2 | Bite +6 (1d6+3)

Bom curses under his breath as the creature focuses on him. Having taking note of the mouther's resistance to his sword attack. He steps back, sheaths his sword, and draws his morningstar.

"Okay big mouth. Let's see if you like having your face pounded in."

Grand Lodge

AC:30 T:19 F:29| HP 66/66 | CMD:27 | F:+11 R:+5 W:+12 | Init:+1 | Perc: +21, |
Vocab:
Yes,no,big,stick,ears,truth,magic,here,good,bad,go,ok,danger,person,stop,he lp,5w's,maybe,up,down

Dat pops up fists bathed in pale flame and he starts swinging at the flanked opponent.

Flurry 1 : 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23

Flurry 2 : 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25

Damage + Pale flame: 1d4 + 8 ⇒ (1) + 8 = 92d6 + 5 ⇒ (6, 2) + 5 = 13
Damage + Pale flame: 1d4 + 8 ⇒ (4) + 8 = 122d6 + 5 ⇒ (5, 1) + 5 = 11

Grand Lodge

Perform Rounds: 22/22 Gnome Bard/7 AC 19 {T 13, FF 17} HP: 50/50 | Fort +3, Ref +8, Will +5; +4 | Init +3; Darkvision 60 ft.; Perception +11

Will vs DC 13: 1d20 + 5 ⇒ (15) + 5 = 20

Shaking his head clear of the disturbing cacophony, the gnome's eyes go wide at the sight of his own blood dribbling onto the stone work. "Dregs! Ifin' that ain't'n the worst noise my ears 'ave been hearin'! Let's wrp this up so's we kin go find a tavern 'n start praying ta Cayden"

Inspire Courage +2 to HIt, Damage, saves vs FEAR & CHARM


Dat, as I understand it, you can use produce flame/pale flame to do fire damage as a melee touch attack or you can straight up punch stuff to do your unarmed attack damage, but not both. If I'm misunderstanding things, please let me know.

Sovereign Court

Bard/1 - Rogue/4 |HP: 48/48 Fort/Ref/Will: +3/+9/+4 - Initiative: +8 - Perception: +8 - AC: 22 - Touch: 18 - Flatfooted: 17 (Can't be caught flatfooted) |BP: 6/7

"I'm getting tired of this guy's chattering..."

Hal flies another bolt.

Range: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Confirm Crit: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Damage: 1d8 + 2 ⇒ (2) + 2 = 4


@GM Jhaeman - You are absolutely right. Produce Flame is very unusual spell mechanically but great in the right circumstances. You need to spend a standard action casting the spell beforehand as well and do not get a free attack on the round of casting as it is not a touch spell either. Generally my pfs Druids cast it before combat and thus have a useful range attack that lasts many rounds during a combat. Very useful if you are wild shaped into an eagle or something smaller. You can also benefit from Haste or high bab for multiple attacks as it is a weapon-like spell. TL;DR - It does not stack with normal melee attacks.

Grand Lodge

AC:30 T:19 F:29| HP 66/66 | CMD:27 | F:+11 R:+5 W:+12 | Init:+1 | Perc: +21, |
Vocab:
Yes,no,big,stick,ears,truth,magic,here,good,bad,go,ok,danger,person,stop,he lp,5w's,maybe,up,down

GM :
Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

Rationale goes like this, it is a 0 range spell. Ok so you cast it on yourself. Then you get a range touch attack from a spell. The section of the rules covering spells with a range of touch is called "touch spells in combat." The section defeines the spells as "Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject." The problem with produce flame is it only becomes a spell with a touch range once you cast it unlike say frostbite. So no free attack but then it's is a spell with a range of touch.

If it is a problem we can just say he cast frost bite last turn. Drop the second d6 and the creature is fatigued. If that works better. Or just do the produce flame damage.

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