World's Most Interesting Overflow Archives (003) [PFS Standard 6-15] (Inactive)

Game Master Great Green God

It is up to the PCs to investigate and stop a strange phenomenon before thousands of priceless documents are ruined forever.

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He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Technically, small PCs have to swim almost everywhere down here (because we all float down here) so specificity is kinda important. As it is Tofang's icon isn't in the room yet.

As a side note, if anyone is having trouble placing your icon on the map let the rest of us know, and someone can place it for you as needed.

The Concordance

Male N Wayang | Alchemist (gun chemist, mindchemist) 6 | HP 57/57 | With Barkskin & cogn.: AC 28 T 15 FF 25, Normal: AC 23 T 16 FF 18 | CMB +2, CMD 17 | F: +9, R: +12, W: +7 | Init: +5 | Perc: +11 | Alch. ordnance 11/11 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Darkvision | Speed 20ft, on riding dog 40ft | Riding Dog HP 13/13 | Familiar HP 28/28 | Active conditions: Heightened Awareness, Barkskin

My problem is that although I have slides on my phone I cannot move my icon. :-/ Would be great if you could move me. Assume he is swimming around once searching all areas.

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Fentar stays close to the halfling's light, "Let's get you out of the water."

The powerful Nagaji str18 lifts the halfling and carries him over to the bookshelves 40ft movement normally, moving quarter speed, "Hold up that light for me, don't get too far away."

Dark Archive

Male LN Elven Investigator/Swashbuckler 5 | HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13 | Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield
Tofang Siyaah wrote:
My problem is that although I have slides on my phone I cannot move my icon. :-/ Would be great if you could move me. Assume he is swimming around once searching all areas.

If you want to describe the movement of your icon (10 to the north then 20 to the east, etc.), then I will happily move it on the map for you.

The World's Most Interesting GM wrote:
Directly to the north [Rectitude], and the small paladin see a blue light zip between book shelves just above the water. It is there one moment and out of sight the next.
The World's Most Interesting GM wrote:
Ignoring the eerie light to the north....

I was assuming from the earlier post that Kolris didn't see the light. Regardless, he found something interesting...

Engrossed in the floating scroll tube that he finds, Kolris doesn't notice the light. He checks the seal on the tube and--if it appears safe--he attempts to open it, to see what the contents are.

Perception, whispers of evil, heightened awareness, trapfinding: 1d20 + 12 + 1 + 2 + 1 ⇒ (1) + 12 + 1 + 2 + 1 = 17

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

Thanks, GM and Fentar. Rectitude, I think I'll be taking you up on your offer sooner or later.

Managing to keep most of his dignity during the process, Derkhan nods sternly at Fentar in thanks, draws a gladius, and creeps forward toward the blue light he saw.

Stealth: 1d20 + 14 ⇒ (1) + 14 = 15
Perception if needed: 1d20 + 8 ⇒ (5) + 8 = 13

Well.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
Kolris Isimlothe wrote:
Tofang Siyaah wrote:
My problem is that although I have slides on my phone I cannot move my icon. :-/ Would be great if you could move me. Assume he is swimming around once searching all areas.
If you want to describe the movement of your icon (10 to the north then 20 to the east, etc.), then I will happily move it on the map for you.

Irony. :) I've got you both on the map.

Kolris carefully investigates his new find to make sure it is safe. It appears so.

Meanwhile, his fellows look about the room coming up with interesting, but currently unimportant waterlogged bits of literature, and scholarship.

Fentar hoists the flailing Derkhan out of the water and onto a bookcase. Who knew that paladins and water did not get along? Derkhan now standing atop a veritable benighted forest of cases walks along the case to the far end where he sees a series of iridescent shapes and squiggles whirling and dancing above the water.

What Derkhan Sees:
If you are reading this you may (if able) make a Knowledge (planes) check to identify the phenomenon your PC is seeing. Open all the spoilers below that apply.

    Knowledge (planes) DC 12+
    Spoiler:
    Among the tiny dancing lights, there is one particular swirl that is actually a creature known as voidworm. Voidworms are tiny iridescent outsiders native to the roiling chaos plane of Pandemonium.

    Knowledge (planes) DC 17+
    Spoiler:
    Voidworms are or are at least related to proteans amorphous beings of raw chaos and novelty.

    Knowledge (planes) DC 22+
    Spoiler:
    The slap of a voidworm's tail can induce confusion in a struck target.

Derkhan can also see a number of exits around the perimeter of the round room.

Note the room is dark except for the strange light show in the far end and the party's own light sources. The book shelves block most light so much of the room is considered to be dimly lit.

Map updated

Liberty's Edge

M Ghoran telekineticist 1 | HP 13/13 | AC 20/13/17 | F+6 R+5 W+0 | Init +5 | Perc +4 | Conditions: None

Rectitude trudges forward, shining light with the sunroad for others to see.

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Fentar follows Derkan and Rectitude, "We should examine the lights."


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Two of the larger, greener members of the party move forward through the water toward the light.

"Go into the light!" Fentar and Rectitude can open the spoiler above marked "What Derkhan Sees".

Kolris looks the brass case over. It is an ornately sculpted tube with a screw-on cap and a raised serpentine dragon design running around its outer surface. Inside he finds a rolled up bamboo scroll with arcane writing upon it.

Tofang finds a second scroll case similar to the one Kolris found. This one has a fish design.

Jezu hangs back on the relatively dry stairs.

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

"Pretty."

Getting a running start, Derkhan leaps to the next bookcase.

Acrobatics to jump: 1d20 + 12 ⇒ (7) + 12 = 19

Not getting to close to the effect, as Derkhan has no way of identifying it.

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Fentar calls back to the better-educated pathfinders, "Hey, anyone know what's going on with these lights?"

The Concordance

Male N Wayang | Alchemist (gun chemist, mindchemist) 6 | HP 57/57 | With Barkskin & cogn.: AC 28 T 15 FF 25, Normal: AC 23 T 16 FF 18 | CMB +2, CMD 17 | F: +9, R: +12, W: +7 | Init: +5 | Perc: +11 | Alch. ordnance 11/11 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Darkvision | Speed 20ft, on riding dog 40ft | Riding Dog HP 13/13 | Familiar HP 28/28 | Active conditions: Heightened Awareness, Barkskin

Tofang continues searching as long as his exctract is still active so that he is sure he has searched well.

Shortly before the extract expires he uses his climb speed to get up to where the water cannot hurt the paper and looks at the scroll.

Dark Archive

Male LN Elven Investigator/Swashbuckler 5 | HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13 | Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield

Kolris seals the scroll tube and pockets it for later investigation. He begins moving towards the light, swimming slowly.

Double move: 20' with 10' Swim speed


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

The swirling light show moves further north into an alcove.

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

Acrobatics: 1d20 + 12 ⇒ (11) + 12 = 23

Derkhan leaps to the next set of shelves to keep up.

Anyone want to try to identify this thing?


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Suddenly the lights disappear plunging the sub-basement into darkness!


Something rises out of the water very, very close to Derkhan, who only knows this because of the sound of the water running off whatever is making the noise, into the water below.

Then: "SCAAAAAW!!"

The noise is coming directly from to Derkhan's west, and its so close that Derkhan can smell the rotting stench of death in the breath(?) of whatever it is that was making that god awful sound right next to him--as it was making it. He can feel something like slime hitting that side of his face body even being 10 feet up.

Dice:
Init Derkhan: 1d20 + 4 ⇒ (7) + 4 = 11
Ini (Tofang): 1d20 + 4 ⇒ (15) + 4 = 19
Init (Fentar): 1d20 + 1 ⇒ (19) + 1 = 20
Init (Jezu): 1d20 + 3 ⇒ (7) + 3 = 10
Init (Rectitude): 1d20 + 5 ⇒ (11) + 5 = 16
Init (Kolris): 1d20 + 3 ⇒ (2) + 3 = 5 +4 w/heightened awareness
1d20 + 5 ⇒ (19) + 5 = 24
1d20 + 7 ⇒ (6) + 7 = 13

Liberty's Edge

M Ghoran telekineticist 1 | HP 13/13 | AC 20/13/17 | F+6 R+5 W+0 | Init +5 | Perc +4 | Conditions: None

Rectitude holding a sunrod. Do we get any light from that?

Rectitude rolls the pellets in his hand at the sound of the creature. We are not alone, it seems.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
Rectitude wrote:
Rectitude holding a sunrod. Do we get any light from that?

You can!--Indirectly (bookshelves) Some of the sunrod's light reflects off the vaulted stone roof to allow the space next to Derkhan to be merely dim allowing the halfling a look at the giant corpse bird now looking him in the eyes with its own dead, white eyes. {blink}

"SCAAAAAW!!"

Kolris's awareness triggers--unfortunately I rolled a 2. :(

Conditions Deep boggy floor space. With the only light (other than the party's) coming from the room above through a hole in the ceiling 15 feet above the floor to the south much of the room is dark or dim.

Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Fentar
__ Tofang
__ Rectitude

__ Thing in the Dark
__ Derkhan
__ Jezu
__ Kolris

Map updated

When your PC sees the thing (remember: 10' tall bookshelves) you may make a Knowledge (religion) check and open all of the appropriate spoilers below.

Thing in the Dark - Knowledge (religion) DC 15+:
The thing is a giant undead bird of some sort.

Thing in the Dark - Knowledge (religion) DC 20+:
It seems to be a unique (or at least very rare) form of magically created zombie, which has retained at least animal intelligence.

Thing in the Dark - Knowledge (religion) DC 25+:
Given the thing's magical nature you suspect it to be highly resistant (if not immune) to most elemental magics and even some low-level force spells!

Liberty's Edge

M Ghoran telekineticist 1 | HP 13/13 | AC 20/13/17 | F+6 R+5 W+0 | Init +5 | Perc +4 | Conditions: None

Assuming movement is 6:1 from the bog (4 squares) and squeezing (2 squares). I can move, move two squares.

Rectitude squeezes his bulk between the bookshelves to try to get to his halfling friend.

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Hefting his sword, Fentar follows the light and finds himself facing the gross bird thing, [b]"I don't think this is what the fish wanted, is it?"{/b]

The Concordance

Male N Wayang | Alchemist (gun chemist, mindchemist) 6 | HP 57/57 | With Barkskin & cogn.: AC 28 T 15 FF 25, Normal: AC 23 T 16 FF 18 | CMB +2, CMD 17 | F: +9, R: +12, W: +7 | Init: +5 | Perc: +11 | Alch. ordnance 11/11 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Darkvision | Speed 20ft, on riding dog 40ft | Riding Dog HP 13/13 | Familiar HP 28/28 | Active conditions: Heightened Awareness, Barkskin

Tofang hears the noise and swims over as fast as possible and he climbs up the shelve to be in a dry spot!

Double move. Has darkvision.

kn religion: 1d20 + 13 ⇒ (5) + 13 = 18

"This is an undead being!!" Tofang shouts.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
Rectitude wrote:

Assuming movement is 6:1 from the bog (4 squares) and squeezing (2 squares). I can move, move two squares.

Rectitude squeezes his bulk between the bookshelves to try to get to his halfling friend.

Yes, going up the center is slow going, the center aisle is filled with paper and books washed off the shelves as well as stacks of books and even a submerged step-stool that were just in the walkway from before the flood.

Fentar Palomine wrote:
Hefting his sword, Fentar follows the light and finds himself facing the gross bird thing, "I don't think this is what the fish wanted, is it?"

"SCAAAAAW!!"


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

A tiny neon blue comet shoots out from one of the back alcoves careening down the center aisle, swirling through the air like a Varisian rocket. There is something off about it. It's hard to focus on, and the air around it ripples like desert haze. It zips past Derkhan before he can react, and buzzes over Rectitude.

Seeing the eerie blue light the gigantic corpse bird shrieks again in Derkhan's face spraying him with whatever disgusting black death ichor that fills it, then it leaps at the bookcase tipping it back into the one behind it!

Derkhan before you take your turn, I need a Reflex save DC 15.

This is a repeat of the "What Derkhan Sees" section above reprinted here for convenience. Once your PC sees the blue blur they may make a Knowledge (planes) check to identify the phenomenon. Open all the following spoilers below that apply.

Knowledge (planes) DC 12+:
Among the tiny dancing lights, there is one particular swirl that is actually a creature known as voidworm. Voidworms are tiny iridescent outsiders native to the roiling chaos plane of Pandemonium.

Knowledge (planes) DC 17+:
Voidworms are or are at least related to proteans amorphous beings of raw chaos and novelty.

Knowledge (planes) DC 22+:
The slap of a voidworm's tail can induce confusion in a struck target.

Map updated

Dark Archive

Male LN Elven Investigator/Swashbuckler 5 | HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13 | Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield

Knowledge (planes), free inspiration: 1d20 + 11 + 1d6 ⇒ (14) + 11 + (1) = 26

"A voidworm! Not the circumstance I wanted to see one in, but wow!" Kolris' enthusiasm is definitely up as he quickly rattles through more pages of his memory. "Outsiders from Pandemonium--a pure Chaos plane!--Protean even. Blindsense, immunity to acid, resistance to both sound and electricity, attacks by grabbing and constricting, but it can slip from any grip, can change shape and even the location of organs. Precision attacks won't work well! Oh, and watch that tail slap; it'll knock you literally senseless!"

He whips out his rapier and slowly moves forward, quickly glancing left to get a view of the creature doing all the screeching down that way. He strikes when he sees a good opening.

Knowledge (religion), free inspiration: 1d20 + 11 + 1d6 ⇒ (12) + 11 + (1) = 24

"That's some kind of zombie--but strangely intelligent; be careful!"

Actions:

5' step
Standard: attack voidworm

+1 rapier: 1d20 + 9 ⇒ (20) + 9 = 29
Damage, P: 1d6 + 3 ⇒ (4) + 3 = 7

Crit?: 1d20 + 9 ⇒ (17) + 9 = 26
Crit Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Amorphous anatomy: 1d100 ⇒ 60


Opportune Parry & Riposte:

Parry, +1 rapier: 1d20 + 9 ⇒ (16) + 9 = 25 1 panache point & 1 AoO if used

Riposte, +1 rapier: 1d20 + 9 ⇒ (5) + 9 = 14 if parry successful
Damage, P: 1d6 + 3 ⇒ (2) + 3 = 5

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Fentar loses his rag with the undead bird, "Get out of our way!"

entering bloodrage

Then he swings wildly with his greatsword, "Die! Again!"
attack: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 2d6 + 9 ⇒ (4, 3) + 9 = 16


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
Kolris Isimlothe wrote:
5' step

Not currently possible because of water and debris. Did you want Kolris to take a move action?

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

Reflex: 1d20 + 8 ⇒ (6) + 8 = 14

Sorry, I swore I posted this earlier. I must not have hit submit.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

The shelves topple, and Derkhan falls prone into the water at the thing's taloned feet.

Fentar swings at the creature with his sword and is rewarded with a hit that would be mortal in any beast that was, but all the Nagaji receives in return is a splash of black ichor that squirts from the wound all down the front of his armor.

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

Assuming its still just a move-action to stand while prone underwater, I will do so, drawing the attack of opportunity. I'm not going to try to swim to the surface and will begin holding my breath (28 rounds total).

"Blurbl."

Derkhan stabs out at the creature.

Attack, Piranha Strike: 1d20 + 8 ⇒ (20) + 8 = 28 -2 if I don't qualify as having a firm footing, but my gear is of sufficient weight.
To confirm: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d4 + 7 ⇒ (2) + 7 = 9 piercing.
Damage if crit confirms: 1d4 + 7 ⇒ (2) + 7 = 9

Breath remaining: 26 rounds.

Dark Archive

Male LN Elven Investigator/Swashbuckler 5 | HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13 | Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield
The World's Most Interesting GM wrote:
Did you want Kolris to take a move action?

Yes, please. If that provokes for some reason, please use the spoilered OP&R, above, for the AoO and I'll add another here to defend against any attack on its initiative.

Opportune Parry & Riposte:

Parry, +1 rapier: 1d20 + 9 ⇒ (18) + 9 = 27 1 panache point & 1 AoO if used

Riposte, +1 rapier: 1d20 + 9 ⇒ (13) + 9 = 22 if parry successful
Damage, P: 1d6 + 3 ⇒ (5) + 3 = 8


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

20% miss chance (blur effect): 1d100 ⇒ 9

Somehow Kolris's blade goes astray! As he stabs forward the blade, stretches and spirals into infinity around the iridescent sky eel, but when he draws it back it looks the same as always.

Derkhan Ashgale wrote:
Assuming its still just a move-action to stand while prone underwater, I will do so, drawing the attack of opportunity.

Being underwater, Derkhan doesn't draw AoOs from surface foes for standing as he has improved cover.

The carrion bird caws again as Derkan stabs it in the foot.

Conditions Deep boggy floor space. With the only light (other than the party's) coming from the room above through a hole in the ceiling 15 feet above the floor to the south much of the room is dark or dim. The voidworm has a blur-effect making it harder to hit.

Round 2ish! (Theme ♬)
The Bold May Act!
_________________
__ Derkhan
__ Kolris
__ Fentar
__ Tofang
__ Rectitude

__ Thing in the Dark -25 hp
__ Voidworm

Map updated

When your PC sees the thing (remember: 10' tall bookshelves) you may make a Knowledge (religion) check and open all of the appropriate spoilers below.

The Concordance

Male N Wayang | Alchemist (gun chemist, mindchemist) 6 | HP 57/57 | With Barkskin & cogn.: AC 28 T 15 FF 25, Normal: AC 23 T 16 FF 18 | CMB +2, CMD 17 | F: +9, R: +12, W: +7 | Init: +5 | Perc: +11 | Alch. ordnance 11/11 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Darkvision | Speed 20ft, on riding dog 40ft | Riding Dog HP 13/13 | Familiar HP 28/28 | Active conditions: Heightened Awareness, Barkskin

Tofang infuses his gun with alchemical ordnance (free action) 1/7 used

Tofang shoots at the undead monstrosity.

Gun, touch attack, pbs, cover: 1d20 + 6 + 1 - 4 ⇒ (13) + 6 + 1 - 4 = 16
Gun damage. alchemical ordnance, pbs: 1d6 + 1 + 2d6 + 6 ⇒ (4) + 1 + (5, 2) + 6 = 18 Last 2d6+6 fire damage.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Tofang takes careful aim around the pillar. A breath later the bird's head explodes all over the room--fortunately, it doesn't burn very well giving off black smoke with a fetid stench.

The corpse bird's corpse topples into the water nearly on top of Derkhan.

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Fentar wipes the bird ichor from his face and heads around the stacks to try and corner to glowing thing.
double move

Liberty's Edge

M Ghoran telekineticist 1 | HP 13/13 | AC 20/13/17 | F+6 R+5 W+0 | Init +5 | Perc +4 | Conditions: None

Rectitude moves up and helps Derkhan get to his feet. Good riddance for that thing. There's a whole other issue now with this worm.

Move, move


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

"Squeeeee" The iridescent voidworm twist and twirls though space right at Kolris's face. AoO for Kolris, for the creature entering his space.

lt blue nibble v Kolris: 1d20 + 10 ⇒ (4) + 10 = 14 damage: 1d3 ⇒ 3
Kolris riposte 20% miss chance: 1d100 ⇒ 46
lt blue tail flick v Kolris: 1d20 + 5 ⇒ (18) + 5 = 23 damage: 1d3 ⇒ 2

Kolris takes the opportunity to bat the thing away, but in turn the voidworm slaps him with its tail. Will save (DC 14) or become confused.

Conditions Deep boggy floor space. With the only light (other than the party's) coming from the room above through a hole in the ceiling 15 feet above the floor to the south much of the room is dark or dim. The voidworm has a blur-effect making it harder to hit.

Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Derkhan
__ Kolris
-2 hp, (will save DC 14)
__ Fentar
__ Tofang
__ Rectitude

__ Voidworm -8 hp

Map updated

Grand Lodge

Male Gnome Geokineticist 1 | AC 16/14/13 | HP 12/12 | Fort+6, Ref+5, Will+1 | CMB-1, CMD 12 | Init+3 | Perc+7, low-light | Sense Motive+1 | Speed 20' | Conditions: none | Dancing Lights: 1/1 | Prestidigitation: 1/1 | Ghost Sound: 1/1 | Speak with animals | 1/1

I assume it it Jezu's turn as well. Sorry for inactivity

Jezu stomps through the bog, getting closer to the giant bird. double move


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

No worries. Glad to have you back. I would note though that undead bird is currently less 'un', and more 'dead'.

Liberty's Edge

M Ghoran telekineticist 1 | HP 13/13 | AC 20/13/17 | F+6 R+5 W+0 | Init +5 | Perc +4 | Conditions: None

Rectitude turns to the gap between bookshelves to line up a shot at the voidworm.

kinetic blast with sling bullet into melee: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3

The shot goes wide.

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Fentar moves up to face the void worm.

With squeezing, I think that’s my turn. This terrain is rough!

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

Swim: 1d20 - 1 ⇒ (2) - 1 = 1

Derkhan attempts to swim towards the beast but flounders around in the water.

Breath remaining: 24 rounds

The Concordance

Male N Wayang | Alchemist (gun chemist, mindchemist) 6 | HP 57/57 | With Barkskin & cogn.: AC 28 T 15 FF 25, Normal: AC 23 T 16 FF 18 | CMB +2, CMD 17 | F: +9, R: +12, W: +7 | Init: +5 | Perc: +11 | Alch. ordnance 11/11 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Darkvision | Speed 20ft, on riding dog 40ft | Riding Dog HP 13/13 | Familiar HP 28/28 | Active conditions: Heightened Awareness, Barkskin

Tofang also moves but along the upper levels of the library.

Acrobatics: 1d20 + 4 ⇒ (19) + 4 = 23

kn planes: 1d20 + 13 ⇒ (9) + 13 = 22

"Has this light being attacked anyone? Maybe it is not the enemy?"

Grand Lodge

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Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Fentar calls out from his new vantage, "Well, it's trying to kill Kolris right now." He narrows his eyes and peers closer, "And not in a friendly way."

Dark Archive

Male LN Elven Investigator/Swashbuckler 5 | HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13 | Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield

Did you use the 2nd OP&R on the 2nd attack? Kolris has combat reflexes to support using it multiple times if called for.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Kolris Nope. If that's a thing (through blur), then go for it, otherwise I will have to review the rules for swash-mesmir-shifters once I get home.

Dark Archive

Male LN Elven Investigator/Swashbuckler 5 | HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13 | Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield

Opportune Parry & Riposte, last round:
I don't see anything in the rules that says Opportune Parry & Riposte can't be used multiple time per round. As long as Kolris has panache and attacks of opportunity to spend, I believe he can do it. Kolris has Combat Reflexes, so can use multiple attacks of opportunity each round.

Opportune Parry & Riposte wrote:
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

These are the Parry and Riposte rolls already provided.

Parry #1
Parry #2

The riposte rolls would certainly be subject to blur; not sure if the parries would be or not; your research will tell that.

Both parries appear to be good; so I'll proceed as if the Will save isn't necessary.

Kolris ducks and swerves, knocking the voidworm's attacks away. He darts forward again with his rapier, stabbing at the creature as best as he can. He keeps his eyes and rapier alert for more slaps of the tail.

Actions:

Standard: attack voidworm

+1 rapier: 1d20 + 9 ⇒ (9) + 9 = 18
20% miss chance: 1d100 ⇒ 31
Damage, P: 1d6 + 3 ⇒ (3) + 3 = 6


Opportune Parry & Riposte, this round:

Parry vs. tail slap only, +1 rapier: 1d20 + 9 ⇒ (5) + 9 = 14 1 panache and 1 AoO if used

Riposte, +1 rapier: 1d20 + 9 ⇒ (20) + 9 = 29 if Parry successful
20% miss chance: 1d100 ⇒ 79
Damage, P: 1d6 + 3 ⇒ (1) + 3 = 4

Crit?: 1d20 + 9 ⇒ (10) + 9 = 19
Amorphous Anatomy: 1d100 ⇒ 93
Damage, P: 1d6 + 3 ⇒ (4) + 3 = 7


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

So after a deep dive into all things Swash and Buckler, and more spoiler tags than I can remember on Kolris's character page, I return with the following: Kolris missed with the first reposte two rounds ago because of the 20% miss chance (your link #1), and then Kolris hit with the first riposte (the only one posted last round, in your link #2) last round. Ripostes take immediate actions to resolve, meaning swashbucklers only get one of them per round, which makes sense considering otherwise a swashbuckler could use their full BAB+ for defense pretty much all the time.
Also, if you could list how many Panache points Kolris has somewhere obvious that would be cool.

Opportune Parry and Riposte (Ex) wrote:
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Rectitude knocks some books off the shelf--with his mind.
Derkhan faces his most implacable foe--4' of water.
Korlis skewers an after image of his target.
Everyone else moves to a more advantageous position.
The bright blue skyworm flies through the water beneath Fentar, popping up right behind him to--**chomp!**
acrobatics (Avoid AoO): 1d20 + 9 ⇒ (19) + 9 = 28
lt blue nibble v Fentar: 1d20 + 10 ⇒ (10) + 10 = 20 damage: 1d3 ⇒ 3

Conditions Deep boggy floor space. With the only light (other than the party's) coming from the room above through a hole in the ceiling 15 feet above the floor to the south much of the room is dark or dim. The voidworm has a blur-effect making it harder to hit.

Round 4! (Theme ♬)
The Bold May Act!
_________________
__ Derkhan
__ Kolris
-2 hp
__ Fentar
-3 hp
__ Tofang
__ Rectitude
__ Jezu

__ Voidworm -6 hp

Map updated

Liberty's Edge

M Ghoran telekineticist 1 | HP 13/13 | AC 20/13/17 | F+6 R+5 W+0 | Init +5 | Perc +4 | Conditions: None

Rectitude sloshes in the water a bit trying to get a bead on the voidworm.

telekinetic blast: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
damage: 1d6 + 5 ⇒ (5) + 5 = 10

miss chance: 1d100 ⇒ 85

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