[PFS1] 10-01 Oathbreakers Die (GM Watery Soup) (Inactive)

Game Master Watery Soup

Maps


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(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Pemak examines the fragments, smelling them.

"No ... No!" She rushes into the counter and opens a case. Several vials are missing. "I'm going to kill those bastards. I've been working on a new special medicine. It works and it's resistant to magic, but the problem is that it has a distinctive odor so no respecting doctor would use it. The Ghostknives found out about it and they stole it."

+1 Approval Point

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

"Resistant to magic? As it Healing magic? Well then, I guess it's a good thing we killed that shapeshifter and got to Timinic first. Sounds as if that would have killed him for certain."

Silver Crusade

Female NG Half-elf Cleric(Cardinal) 5/Inquisitor1 | HP 54/54 | AC 17(T 12 FT 16 ) |CMB:+5, CMD:17 | F:+11 R:+3 W:+10(+2 vs Enchantment(Compulsion) | Init:+5|Perc:+10,SM:+10 | Speed: 30ft | Fire Bolt 4/6(1d6+3) | Channel Positive Energy 3/3(3d6) | Active conditions: None | Judgement 1/1

"Is there an antidote?" Catushlara asked.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

"I call it Arcane Amplex," Pemak describes. "When exposed to magic, it swells up and fills the lungs with foamy -" she looks around suspiciously "- medicine. The only remedy is called Violet Venom, a poison in its own right. The arcane amplex isn't ready for distribution - the smell gives it away."

+1 Approval for linking the poisons

"Timinic is alive? You defeated the doppleganger?" Pemak asks, incredulous. "You're more competent than you look. No offense," she sheepishly adds.

+1 Approval for saving Timinic.

Pemak goes on to describe how to locate the Ghostknives' hideout, which is redundant with the maps you already have. You can also buy any common supplies you think you may need from her.

Pemak also describes the Ghostknives a little. A cabal of Assassin’s Guild defectors called the Ghostknives sees the military exemption as a loophole it can use to overthrow the Guild and seize control of the city. By quietly eliminating army officers and replacing them with coconspirators, the Ghostknives could set the stage for a bloody coup. Bosk knew about the Ghostknives, but he swore an oath that he would not reveal the Ghostknives’ existence to anyone or interfere with their plots, which convinced the assassins to spare his life. Bosk was true to his word, though he continued to monitor the group’s activities, watching silently as Ghostknife assassins began targeting military officers.

When Bosk learned that Timinic, a Pathfinder agent who had been exploring the sewer complex below Daggermark, was marked for death, his loyalty to the Society overruled his oath to the assassins. He revealed the situation to his most trusted friend, Sergeant Brandur Clovesh, who promised to help hide Timinic until Bosk could request an evacuation from the Grand Lodge. Brandur was killed as a means to get to Bosk, and Bosk was killed for breaking his oath.

"The Ghostknives are not only enemies of the Pathfinder Society, but also of the Assassin's Guild - and now the Poisoner's Guild. If you kill the Ghostknives, I'll gladly sponsor membership for any of you that want to join the Poisoner's Guild."

This unlocks a boon on your Chronicle that allows your characters to take the Daggermark Poisoner prestige class.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

The sewers feature masonry walls and slippery flagstone floors (increasing the DCs of Acrobatics checks by 5). The arched ceiling is 5 feet high in passageways less than 15 feet wide, and 10 feet high in larger chambers. Waterways are roughly 4 feet deep and function as deep bogs.

Deep Bog Rules wrote:

A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.

The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren’t underwater.

Deep bog squares are usually clustered together and surrounded by an irregular ring of shallow bog squares.

Both shallow and deep bogs increase the DC of Stealth checks by 2.

The sound of rushing water echoes throughout this dank cistern as sleet-filled runoff pours in from northern, eastern, and southern channels before emptying through an outlet in the northeast corner. Stone walkways line the walls, with a large platform jutting out into the center of the room. Seven coffin-sized crates float on the water, tethered to the platform’s railings by short chains.

See Slide 5. I've placed you in the order that people usually explore the sewers - alphabetical. Place yourselves in the preferred order (and preferred terrain, if anyone would like to be in the water) and agree on where to go. You can use the color of the rectangles you'd like me to reveal.

Grand Lodge

Male Human (Chelaxian) Ranger (Sable Company Marine) 5 | HP 44/44 | AC 19/12/17 | Init+7; Perc+9 | Fort+6(+7) Ref +7 Will+3(+6)

Seldiir commands Beaky to wait by the sewer entrance and to eat anyone who tries to follow them in.
Then he nocks an arrow and follows the group.

Scarab Sages

F Sandkin Half-Orc | HP: 27/27| AC: 18 (12 Tch, 16 Fl) | CMB: +7, CMD: 19 | F: +2, R: +3, W: +4 | Init: +4 | Perc: +4, SM: +4 | Speed 20ft | Free Spirit Surge (0/3) Used | Influence: 1 | Active conditions: None

Efficiently done, at Peemak's!

"Maybe keep it on the down low?" Narla suggests as the group head into the sewers. "There's a chance they don't know they're being hunted."

Take 10 on Stealth for: 9 = 9 or Stealth: 1d20 ⇒ 11

Narla will glance at the crates, and decide discretion is likely more important than curiosity. Shaking her head at the waterlogged passageway she thumbs her way towards the second yellow opening.

"Objections?" she asks with a whisper.

Grand Lodge

Male Human (Chelaxian) Ranger (Sable Company Marine) 5 | HP 44/44 | AC 19/12/17 | Init+7; Perc+9 | Fort+6(+7) Ref +7 Will+3(+6)

Seldiir shrugs.

Dark Archive

Male Human Bounty Hunter Slayer 5 / Rake URogue 2 (HP: 63/63 | AC: 17/12/16 | F+7 R+9 W+5| Init +1 | Percep +10 SM +10) Speed: 40

Aiden grunts. He checks his wand sheath and draws one of his knives. "Good as any. Let's find these traitors and end them." He pulls out a vial of antitoxin that he bought from Pemek and drinks it. Then he looks around the room they are about to enter.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

50gp for a vial of antitoxin if we're going up against known poisoners.

Silver Crusade

Female NG Half-elf Cleric(Cardinal) 5/Inquisitor1 | HP 54/54 | AC 17(T 12 FT 16 ) |CMB:+5, CMD:17 | F:+11 R:+3 W:+10(+2 vs Enchantment(Compulsion) | Init:+5|Perc:+10,SM:+10 | Speed: 30ft | Fire Bolt 4/6(1d6+3) | Channel Positive Energy 3/3(3d6) | Active conditions: None | Judgement 1/1

Catushlara asks Pemak if she has any potions of Delay Poison she could buy before the group leaves.I'll buy 4 if they are available and drink 1 as we enter the sewers.

Catushlara follows behind the others, crossbow at the ready to shoot at anything that moves."I have no objections to this plan. Everyone has Delay Poison I hope?" she asked as she looks at the group.
Stealth: 1d20 + 1 ⇒ (17) + 1 = 18

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Sssmelly water isss not place for Sssquirrel. Sssquirrel go to nessst and wait.

Ok I will go, but you take your medicine. No that one and the root.

Dismiss eidolon, take barbarian chew, and drink anti-toxin.
Misss Sssquirrel.

Voices starts walking toward the opening Narla indicated. Voices is not introspective enough to hesitate, but anyone can easily get in front of him if they wish to do so. Stealth take 10 is 11.

For some reason, I can't load that map page. But until I can figure out what the problem is, someone else will have to move my icon.

Grand Lodge

Male Human (Chelaxian) Ranger (Sable Company Marine) 5 | HP 44/44 | AC 19/12/17 | Init+7; Perc+9 | Fort+6(+7) Ref +7 Will+3(+6)

Seldiir is skint. No potion shopping for him.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

A lantern hanging from a hook in the ceiling provides warm light to this musty chamber. A long table bearing a map of Daggermark stands at the room’s center, surrounded by mucky footprints.

The map doesn't reveal anything you didn't already know - the locations of Brandur, Bosk, Ramyla, and Pemak are circled, with possible locations for Timinic circled with question marks.

Red or orange?

Dark Archive

Male Human Bounty Hunter Slayer 5 / Rake URogue 2 (HP: 63/63 | AC: 17/12/16 | F+7 R+9 W+5| Init +1 | Percep +10 SM +10) Speed: 40

Aiden examines the map, then looks down at the footprints. "Looks like they were tracking everyone, just to see if they would lead them to Timinic." He moves to the rear door, but pulls out a wand to activate it before going in.

UMD: 1d20 + 11 ⇒ (12) + 11 = 23

Wand of Shield. +4 to Aiden's AC

Let's do Red

Silver Crusade

Female NG Half-elf Cleric(Cardinal) 5/Inquisitor1 | HP 54/54 | AC 17(T 12 FT 16 ) |CMB:+5, CMD:17 | F:+11 R:+3 W:+10(+2 vs Enchantment(Compulsion) | Init:+5|Perc:+10,SM:+10 | Speed: 30ft | Fire Bolt 4/6(1d6+3) | Channel Positive Energy 3/3(3d6) | Active conditions: None | Judgement 1/1

Catushlara offers the three remaining potions of Delay Poison to whoever wants it before crouching behind the table, ready to shoot anything that comes through.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

buffs:
antitoxin - dur 1 hr
shield - dur 3 min

Voices sees Aiden preparing, Oh, fight isss now? and he casts the same spell on himself.

Catissshlarara wantsss sssnakesss go in firssst?

GM, I will move the icon when I get home. I can't tell on my phone, are those openings or closed doors?
If you folks want, Voices is offering to send some summoned vipers into the room.

Silver Crusade

Female NG Half-elf Cleric(Cardinal) 5/Inquisitor1 | HP 54/54 | AC 17(T 12 FT 16 ) |CMB:+5, CMD:17 | F:+11 R:+3 W:+10(+2 vs Enchantment(Compulsion) | Init:+5|Perc:+10,SM:+10 | Speed: 30ft | Fire Bolt 4/6(1d6+3) | Channel Positive Energy 3/3(3d6) | Active conditions: None | Judgement 1/1

We are supposed to already be in the room with the table I think since it is the only area with a table.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Yes, sorry. I forgot to move you. I am phone only for the next day or two (homeschooling) so please have extra patience.

Just decide how you're going in to each room. Summoned vipers first is fine, just give me an idea of how far back everyone lags.

Scarab Sages

F Sandkin Half-Orc | HP: 27/27| AC: 18 (12 Tch, 16 Fl) | CMB: +7, CMD: 19 | F: +2, R: +3, W: +4 | Init: +4 | Perc: +4, SM: +4 | Speed 20ft | Free Spirit Surge (0/3) Used | Influence: 1 | Active conditions: None

I went ahead and moved us into the current room, but feel free to adjust placement accordingly.

"It's bad form to let your friends die," Narla says, shaking her head. "Even if they're just snakes. I'm not saying we don't send them in, just that we don't send them in alone. This room?" Narla asks, thumbing at the RED door.

If summoned vipers is the plan, Narla would want to be no more than a move away. Regardless of the plan, really.

Dark Archive

Male Human Bounty Hunter Slayer 5 / Rake URogue 2 (HP: 63/63 | AC: 17/12/16 | F+7 R+9 W+5| Init +1 | Percep +10 SM +10) Speed: 40

Aiden looks at Voices. "You can do that?" He glances at Narla. "Right, we send the snakes in and go hot on their heels. They're just something to take the initial focus. Besides, I want the satisfaction of shanking a few Ghostknives myself." He draws his second knife and nods to Voices to begin.

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

Malaz focuses on his axe for a moment. He quickly feels the weapon has a greater heft to it. He then invests energy into his armor.

Casting Lead Blades and Shield (CL5=5 minutes). Just a reminder that See Invisible is still up and running.

"Alright. Let us begin the end game."

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

buffs:
antitoxin - dur 1 hr
shield - dur 3 min
sum vipers - dur 3 min - red 3 hp, purple 3 hp

Voices sways in place hissing for a few moments.
summoning vipers: 1d3 ⇒ 2
And 2 brightly colored snakes appear before him.

Viper:

N Tiny celestial animal
Init +3; Senses darkvision 60 ft., low-light vision, scent;Perception +9
DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +5, Will +1
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Smite evil
 STATISTICS
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
 SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

He reaches over them to push the door open.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Red open.

Four open trunks are scattered around this room, each built in a different style. Broken lockpicks litter the floor in front of each trunk.

I'm going to move you on. Orange open.

Fine sand fills a shallow pit at the center of this room. Four straw dummies wearing padded armor stand at each corner of the pit. Solid wooden doors lead out to the north and east, while an arched hallway continues to the south.

Purple open.

Two long tables take up the center of this room. One is covered with scattered cutlery and scraps of leftover food while the other sports flasks, tubes, and other alchemical equipment. Two doors to the south lead to matching hallways lined with simple bunk beds.

The snakes move into the room, and are obliterated with a stink bomb.

Stink Bomb vs FFTAC: 1d20 + 5 ⇒ (13) + 5 = 18
Fire, Sneak: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (5) = 10

Voices and Narla, please make a Fortitude save. Will update map and list DC later (it's not listed sp I have to calculate it).

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

buffs:
antitoxin - dur 1 hr
shield - dur 3 min

fort save: 1d20 + 5 ⇒ (6) + 5 = 11 +7 if poison from antitoxin and race

I think absorbing 10 points of fire bomb damage is worth while ;)

Scarab Sages

F Sandkin Half-Orc | HP: 27/27| AC: 18 (12 Tch, 16 Fl) | CMB: +7, CMD: 19 | F: +2, R: +3, W: +4 | Init: +4 | Perc: +4, SM: +4 | Speed 20ft | Free Spirit Surge (0/3) Used | Influence: 1 | Active conditions: None

Fort Save: 1d20 + 2 ⇒ (2) + 2 = 4


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

DC 14 and it is a poison effect so Voices is okay but Narla is nauseated.

GM screen:
Aiden Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Catashlara Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Malaz Initiative: 1d20 + 0 ⇒ (5) + 0 = 5
Narla Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Seldiir Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Voices Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Cladara Initiative: 1d20 + 2 ⇒ (9) + 2 = 11

Round 1! Cloud of noxious gas persists until the end of Cladara's turn - you cannot see through the cloud (it functions as fog cloud and stinking cloud). You can run through but the people in the back don't know where Cladara is in the room.

Catashlara
Aiden
Seldiir
Narla (nauseated)
Voices

Cladara
Malaz

Scarab Sages

F Sandkin Half-Orc | HP: 27/27| AC: 18 (12 Tch, 16 Fl) | CMB: +7, CMD: 19 | F: +2, R: +3, W: +4 | Init: +4 | Perc: +4, SM: +4 | Speed 20ft | Free Spirit Surge (0/3) Used | Influence: 1 | Active conditions: None

Any comment Narla would make is broken off with a bout of horrible coughing, as she retreats out of the cloud. "Ugh," is all she can muster.

Single move backward.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Narla is nauseated for an additional Nauseated: 1d4 + 1 ⇒ (4) + 1 = 5 rounds.

That doesn't seem very fun. This is the final combat and I don't really like people sitting the whole combat out because of a single failed save. Unless someone objects to this obvious desecration of the game, I'm going to give Narla a new save at the end of every turn.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

buffs:
antitoxin - dur 1 hr
shield - dur 3 min

Voices strides through the smoke.
Hey! Bad mansss in here makesss firesss and sssmelly sssmoke! He points at the figure behind the table. Know sssome thingsss like fire. He begins to sway and hiss again. Soon a slimy blobby humanoid shape appears in behind the table and begins pummeling the figure there.

Lemure:

LE Medium outsider (devil, evil, extraplanar, lawful)
Init +0; Senses darkvision 60 ft., see in darkness;Perception +0
 DEFENSES
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10 
 OFFENSE
Speed 20 ft.
Melee 2 claws +2 (1d4)
 STATISTICS
Str 11, Dex 10, Con 12, Int --, Wis 11, Cha 5
Base Atk +2; CMB +2; CMD 12
My alchemist just finished struggling through a module with fire immune devils. So I thought I'd share the joy.

lemure claw attack 1: 1d20 + 2 ⇒ (12) + 2 = 14, if hits, claw damage 1: 1d4 ⇒ 1
lemure claw attack 2: 1d20 + 2 ⇒ (16) + 2 = 18, if hits, claw damage 2: 1d4 ⇒ 2

Voices appears to be getting very agitated as he prepares his hammer for splaterizing. rage

Dark Archive

Male Human Bounty Hunter Slayer 5 / Rake URogue 2 (HP: 63/63 | AC: 17/12/16 | F+7 R+9 W+5| Init +1 | Percep +10 SM +10) Speed: 40

Aiden reaches for his filter mask, but then curses and decides it's not worth it. He takes a deep breath and rushes into the fumes, coming out on the other side of the room. He take a moment to look around, finally spotting the Ghostknife. He rushes around the tables, flanking her with the newly-summoned lemure.

Double move into flanking position, avoiding the AOO


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Summon Monster has a casting time of 1 round - that means that it won't appear until the beginning of next round, and also that you can't both move and summon.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Summoner class gets standard action summons.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Wow, that is super powerful! Carry on, then.

Silver Crusade

Female NG Half-elf Cleric(Cardinal) 5/Inquisitor1 | HP 54/54 | AC 17(T 12 FT 16 ) |CMB:+5, CMD:17 | F:+11 R:+3 W:+10(+2 vs Enchantment(Compulsion) | Init:+5|Perc:+10,SM:+10 | Speed: 30ft | Fire Bolt 4/6(1d6+3) | Channel Positive Energy 3/3(3d6) | Active conditions: None | Judgement 1/1

Catushlara casts Protection of Evil, Communal on herself, Narla, Malaz and Seldiir.Duration: 1 min each


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Delaying Seldiir.

Catashlara buffs, and Aiden and Voices move into place. Narla can take a new save.

Cladara moves out of the flank. Both Aiden and the summoned animals get AoOs. Then, she whirls around and drops another stink bomb (green outline, for clarity), this time on Aiden.

Stink vs TAC: 1d20 + 5 ⇒ (6) + 5 = 11
Fire: 1d6 + 3 ⇒ (5) + 3 = 8

Aiden and the summoned animals need to make Fortitude saves vs nauseated.

The previous bomb (yellow) dissipates.

Catashlara
Aiden AoO, DC 14 Fort (-8 hp)
Narla (nauseated)
Voices AoO, DC 14 Fort
Cladara
Seldiir
Malaz

Grand Lodge

Male Human (Chelaxian) Ranger (Sable Company Marine) 5 | HP 44/44 | AC 19/12/17 | Init+7; Perc+9 | Fort+6(+7) Ref +7 Will+3(+6)

Is Cladara a human? If so, Seldiir gets +2 to these rolls.

Seldiir rounds the corner and snaps off a shot.
attack: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d8 + 4 ⇒ (1) + 4 = 5

Dark Archive

Male Human Bounty Hunter Slayer 5 / Rake URogue 2 (HP: 63/63 | AC: 17/12/16 | F+7 R+9 W+5| Init +1 | Percep +10 SM +10) Speed: 40

Ok, I think some fun stuff happens on this AOO, but please check me. The AOO goes off just as she moves, but before she actually does so. Aiden is still flanking her, so he gets sneak attack. Because he gets sneak attack, he uses an immediate action to Study Target, getting that bonus on the AOO per the ability. Since he is sneak attacking a studied target, he gets to Dirty Trick instead of the sneak attack damage (Bounty Hunter Dirty Trick) if the AOO hits. Assuming that's correct...

Just as the woman turns to move, Aiden spits in her face and slashes her with his knife.

AOO (flank, ST): 1d20 + 9 + 2 + 1 ⇒ (11) + 9 + 2 + 1 = 23
Damage (ST): 1d4 + 5 + 1 ⇒ (4) + 5 + 1 = 10

Dirty Trick, Blind (flank, ST): 1d20 + 10 + 2 + 1 ⇒ (11) + 10 + 2 + 1 = 24

If all that hits, then she's blind when she's tossing that bomb. Blindness lasts for 1 round, plus 1 for every 5 he exceeds the CMD. Removable with a move action.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

buffs:
antitoxin - dur 1 hr
shield - dur 3 min

lemure claw attack AoO: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6, if hits, claw damage AoO: 1d4 ⇒ 3
Lemures are immune to poison and fire. but I will make a save incase it is something different.
lemure fort save: 1d20 + 4 ⇒ (13) + 4 = 17

More sssmelly sssmoke not sssave bad mansss.

Dark Archive

Male Human Bounty Hunter Slayer 5 / Rake URogue 2 (HP: 63/63 | AC: 17/12/16 | F+7 R+9 W+5| Init +1 | Percep +10 SM +10) Speed: 40

Totally forgot the save...

Fort Save (antitoxin): 1d20 + 7 + 5 ⇒ (2) + 7 + 5 = 14


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

A few things.

1. I've been using the low tier Cladara by mistake. I'm not going to go back and revise anything, but from now on, Cladara will have a different AC and a different DC.

2. Aiden's AoO hits, and he also blinds Cladara for 1 round.

3. Cladara knows her laboratory well. She also auto-makes an Acrobatics check to move full speed. She will move to the same location.

4. She will not target Aiden. Instead, she'll throw a bomb against the far wall (DC 5 to hit her intended target). Aiden will not take direct damage; however, he will take 5 splash damage (DC 15 reflex for half).

5. Aiden and Voices (but not the summoned lemures) will need to make a DC 15 (not DC 14) Fortitude save vs. nauseated. I'm going to allow Voices to use the Fortitude save he posted for the lemures for himself. (Post edited with Aiden's save.)

6. Cladara is a half-elf, which I believe counts as human for the purposes of Favored Enemy. However, even with FE and against FFAC, Seldiir misses.

7. The green bomb will last 2 rounds (instead of 1).

Round 1:

Catashlara
Aiden (nauseated, -5 hp, DC 15 Reflex for half)
Narla (nauseated, DC 15 Fort)
Voices
Cladara (-10, blind until her turn)
Seldiir
Malaz

Dark Archive

Male Human Bounty Hunter Slayer 5 / Rake URogue 2 (HP: 63/63 | AC: 17/12/16 | F+7 R+9 W+5| Init +1 | Percep +10 SM +10) Speed: 40

Cant believe I failed that Fort save...

Reflex save: 1d20 + 8 ⇒ (17) + 8 = 25

Scarab Sages

F Sandkin Half-Orc | HP: 27/27| AC: 18 (12 Tch, 16 Fl) | CMB: +7, CMD: 19 | F: +2, R: +3, W: +4 | Init: +4 | Perc: +4, SM: +4 | Speed 20ft | Free Spirit Surge (0/3) Used | Influence: 1 | Active conditions: None

Fort: 1d20 + 2 ⇒ (13) + 2 = 15

Narla shakes off the cloud and heads back to the fight.

If I get a full round's worth of actions, I'll move to adjacency. If I'm nauseated this round, 20 feet towards the room. Either way, I'm on my phone, can someone move my token?


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺
Aiden Richter wrote:
Cant believe I failed that Fort save...

I didn't take stink bomb on my alchemist for exactly this reason - all the monsters that you need to fail the save usually make it, unless they roll nat 2s. :)

Narla Thickskull wrote:
Narla shakes off the cloud and heads back to the fight.

Your Fort save was at the end of last turn. You'll get a full-round action, but not quite yet.

---

Round 1:

Catushlara
Aiden (nauseated, -2 hp)
Narla
Voices
Cladara (-10 hp, blind until her turn)
Seldiir
Malaz

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

Malaz moves up, "You are unable to see this, so I shall assist you to envision it. Imagine the largest ax head you have ever seen crashing into your chest. The cracking you hear will be your rib cage...and maybe some of your own screaming in agony."

Axe of Your Days are Numbered {PA/Blind?}: 1d20 + 8 ⇒ (13) + 8 = 21
Damage {PA/Lead Blades}: 4d6 + 11 ⇒ (1, 1, 6, 6) + 11 = 25


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Cladara is defiant.

"You had to blind me in order to hit me. Once I get my sight back, you're all going to die."

Round 2

Catushlara
Aiden (nauseated, -2 hp, DC 15 Fort)
Narla
Voices

Cladara (-35 hp, blind until her turn)
Seldiir
Malaz

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

buffs:
antitoxin - dur 1 hr
shield - dur 3 min

The lemure follows the half-elf and attempts to claw him down.
lemure claw attack 1: 1d20 + 2 ⇒ (19) + 2 = 21, if hits, claw damage 1: 1d4 ⇒ 2
lemure claw attack 2: 1d20 + 2 ⇒ (16) + 2 = 18, if hits, claw damage 2: 1d4 ⇒ 3
I don't think a lemure is smart enough to move into flank.

Voices exits the cloud and moves toward the villain. If I use the lemure's fort save die roll, that makes a Fort save of 20 for Voices. Dang, with the cloud obscurement I need a double move to get around the tables to Cladara.

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

With a smile, "I should inform you that I like my odds. At least right now you have an excuse. What will you fall back on when your sight returns?"


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺
Malaz Bourreau wrote:
What will you fall back on when your sight returns?

"Stink bombs!"

Silver Crusade

Female NG Half-elf Cleric(Cardinal) 5/Inquisitor1 | HP 54/54 | AC 17(T 12 FT 16 ) |CMB:+5, CMD:17 | F:+11 R:+3 W:+10(+2 vs Enchantment(Compulsion) | Init:+5|Perc:+10,SM:+10 | Speed: 30ft | Fire Bolt 4/6(1d6+3) | Channel Positive Energy 3/3(3d6) | Active conditions: None | Judgement 1/1

Catushlara fires bolt at Cladara as she moves to cover. Firebolt(Ranged Touch): 1d20 + 3 ⇒ (3) + 3 = 6Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Dark Archive

Male Human Bounty Hunter Slayer 5 / Rake URogue 2 (HP: 63/63 | AC: 17/12/16 | F+7 R+9 W+5| Init +1 | Percep +10 SM +10) Speed: 40

Aiden winces at the pain and rushes out of the fumes. "Get used to it! You're gonna--" That's all he manages to get out before he hurls all over the floor at Cladara's feet. "--oh, gods..."

Single move

Fort Save: 1d20 + 7 + 5 ⇒ (11) + 7 + 5 = 23

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