GM Elberion's From Shore to Sea [PFS] (Inactive)

Game Master GeraintElberion

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From Shore to Sea GM All-powerful dictator of reality 4

Nope. Remember, this entire island is suffused with magic. It feels like greasy static is clinging to you at all times and most of you have been physically altered by the effects of the island's magic. You've encountered perpetually growing and shedding shell-buildings and pools of magic quicksilver that hold spirit memories of the dead.

The islanders have had a taboo on visiting this place (beyond Wedding Rock) as long as anyone can remember. Their grandparents remember their grandparents saying that their grandparents had called the island taboo.

It's a crazy place.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn watches carefully as the orbit takes another pass, studying its motion.

How close does the orbit get to us, or the ground in general. Could we jump onto it as it passes?


From Shore to Sea GM All-powerful dictator of reality 4

It is 80ft off the ground. The remaining tower rooted to the ground is 70ft tall.

Sovereign Court

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

"Would you look at that, man. This is... like... crazy. Any of you smart people wanna like- figure this thing out"

Detect Evil, for kicks and giggles


From Shore to Sea GM All-powerful dictator of reality 4

Just a reminder, I assume that you are surveying the scene from a distance as last time there were two phase spiders in the orrery.

Actually, let's make this a bit clearer. Even if you get the lens, it's for the orrery. You are going to have to deal with those phase spiders (who are meant to be played with optimal tactics) at some point. You might want to see what plans you can hatch for them.

Sovereign Court

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

In the midst of the others hesitation, Ischell quaffs a potion Enlarge person and strides into the orrery. He slowly swings his chained Kama about looking to lash out at the first thing that appears.

Enlarge + Shield. Already had Mage Armor Up. AC 25, Reach 20 feet

Readied Attack: 1d20 + 12 ⇒ (12) + 12 = 24 Damage, Adamantine, Magic, P/S: 1d8 + 16 ⇒ (8) + 16 = 24

AoO, Combat Reflexes. 2 AoO:
AoO #1: 1d20 + 12 ⇒ (12) + 12 = 24 Damage, Adamantine, Magic, P/S: 1d8 + 16 ⇒ (1) + 16 = 17
AoO #2: 1d20 + 12 ⇒ (10) + 12 = 22 Damage, Adamantine, Magic, P/S: 1d8 + 16 ⇒ (7) + 16 = 23


From Shore to Sea GM All-powerful dictator of reality 4

Okay, let's do this. I'm going to keep initiative simple this time as you have a plan.

The party enters the orrery and...

Phase Two: round 1 wrote:


Aaftaab
Robyyn
Reginald
Castinus
Mist
Ischell

...

You have all spent a move action to get in place. Announce your ready actions, spellcasting, etc. now!

Sovereign Court

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

Does Ischell get readied actions, since he rolled low on initiative? If he does is it alright if I allow my Readied action and AoO above to stand. I am happy to reroll if that is your preference

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab directs Parvaaz so both ready an attack including a 5 ft step if necessary!

Ready action: Void Kinetic blade with outflanking +15, negative energy hitting TOUCH AC (1d6+1+3d6; 20/x2) To hit: BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’ / Damage: d6+ ½ Con + 2d6 Sneak Attack + d6 Precise Strike Feat : 1d20 + 15 ⇒ (3) + 15 = 181d6 + 1 + 2d6 + 1d6 ⇒ (3) + 1 + (3, 6) + (5) = 18


Male N Large Roc | Animal Companion 7 (Bodyguard Archetype) | HP 39/39 | AC 30 T 13 FF 26 | CMB +11/+15 grapple, CMD 25 | F: +7, R: +9, W: +3/+7 vs. enchantment | Init: +4 | Perc: +7 Speed 20 ft., Fly 80 ft. | Active conditions: None

Parvaaz readies to hit with a talon including a 5 ft step if necessary.

To hit with power attack and outflank +12: Amulet of Mighty Fist +1, BAB +4, Str +6, Outflank +4, -2 power attack, Size -1
Damage with power attack +11+d6: Str +6, Power Attack +4, Amulet of Mighty Fist +1, +d6 Precise Strike :
1d20 + 12 ⇒ (8) + 12 = 201d6 + 11 + 1d6 ⇒ (2) + 11 + (4) = 17

CMB +19 grapple* (BAB +4, Str +6, Size +1, Outflank +4) * Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.: 1d20 + 19 ⇒ (14) + 19 = 33

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Right before the group heads into the Orrery, Robyyn retrieves a small doll from within his robes. Seemingly crafted of skin and who knows what else inside, the area around Robyyn immediately takes on an ominous, oppressive feel.

As the group moves into the Orrery, Robyyn's head keeps swiveling as he watches for the spiders to appear. As soon as one does, he fixes it with a vicious gaze, lowering its resistance to magic.

Actions:

Pre-Combat
Standard: activate aura of desecration (30' radius)

Round 1
Standard: readied action to use evil eye (-2 to saves) vs. the first and/or closest phase spider within range (Will DC 18 for 1 round, else 9 rds duration)

Dark Archive

Male CG Human Witch 5 | HP 27/27 | AC *16 T 12 FF *14 | CMB +0, CMD 12 | F: +3, R: +4, W: +4 | Init: +8 | Perc: +10, SM: +1 | Speed 30ft | Spells: 1st 3/5 2nd 1/4 3rd 2/2 | Active conditions: Mage Armor

Reginald rubs his hands together with a gleeful expression as he prepares his worst puns for these terrible spiders.

Readied action to use Misfortune on a spider affected by Robyyn’s Evil Eye.


From Shore to Sea GM All-powerful dictator of reality 4
Ischell wrote:
Does Ischell get readied actions, since he rolled low on initiative? If he does is it alright if I allow my Readied action and AoO above to stand. I am happy to reroll if that is your preference

Yes, you do. I just didn't bold as Ischell had already called readied actions.

Looking good, just waiting for Castinus and Mist.

Grand Lodge

TN Kitsune Level 6 (Vigilante 4/Ninja 2) CURRENT APPEARANCE: Young Taldan woman|HP 37/37 | AC: 23 T: 16 FF: 18| Fort +3; Ref +12; Will +5 | Init: +7 | Perception: Low Light Vision |Sense Motive: +7| CMB: +8 CMD: 22 | Special Abilities: Evasion, Realistic Likeness Shapechanger | Movement: 30ft | Active Conditions: None

Mist nocks an arrow on her bow and prepares to fire on the creatures when they appear.

Readied Attack Roll (no precise shot so -4 if in melee): 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 1 ⇒ (6) + 1 = 7


From Shore to Sea GM All-powerful dictator of reality 4

Oof, that's a long wait. I PMed Abyss Dancer. I will bot him for now.


From Shore to Sea GM All-powerful dictator of reality 4

Castinus bravely waits outside to protect Sara while the rest move into the orrery.

A phase spider appears and chaos ensues. It is the red spider, which you injured previously, and Parvaaz, Aaftaab and Mist combine to destroy the creature. Its lifeless body hangs in Parvaaz's talons.

will: 1d20 + 3 ⇒ (5) + 3 = 8
will: 1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11

A split-second later, the other spider appears and immediately takes a severe slash from Ischell. Before Robyyn and Reginald turn their attention to it.

The spider bites at Robyyn.
attack: 1d20 + 10 ⇒ (18) + 10 = 28
attack: 1d20 + 10 ⇒ (19) + 10 = 29


From Shore to Sea GM All-powerful dictator of reality 4

The bite lands true. What a horrible fluke!
damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10

Robyyn, roll a DC18 fortitude save to avoid being affected by the poison.


From Shore to Sea GM All-powerful dictator of reality 4

The spider then disappears!

Phase Two: round 2 wrote:


Aaftaab
Robyyn (-10, pending fort save)
Reginald
Castinus
Mist
Ischell

Red Phase Spider (dead)
Black Phase Spider (-25, ethereal)

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

"One more to go!" the grippli says!

Aaftaab directs Parvaaz so both ready an attack including a 5 ft step if necessary!

Ready action: Void Kinetic blade with outflanking +15, negative energy hitting TOUCH AC (1d6+1+3d6; 20/x2) To hit: BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’ / Damage: d6+ ½ Con + 2d6 Sneak Attack + d6 Precise Strike Feat : 1d20 + 15 ⇒ (11) + 15 = 261d6 + 1 + 2d6 + 1d6 ⇒ (5) + 1 + (5, 3) + (6) = 20


Male N Large Roc | Animal Companion 7 (Bodyguard Archetype) | HP 39/39 | AC 30 T 13 FF 26 | CMB +11/+15 grapple, CMD 25 | F: +7, R: +9, W: +3/+7 vs. enchantment | Init: +4 | Perc: +7 Speed 20 ft., Fly 80 ft. | Active conditions: None

Parvaaz readies to hit with a talon including a 5 ft step if necessary.

To hit with power attack and outflank +12: Amulet of Mighty Fist +1, BAB +4, Str +6, Outflank +4, -2 power attack, Size -1
Damage with power attack +11+d6: Str +6, Power Attack +4, Amulet of Mighty Fist +1, +d6 Precise Strike :
1d20 + 12 ⇒ (11) + 12 = 231d6 + 11 + 1d6 ⇒ (1) + 11 + (5) = 17

CMB +19 grapple* (BAB +4, Str +6, Size +1, Outflank +4) * Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.: 1d20 + 19 ⇒ (10) + 19 = 29

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Fortitude DC 18: 1d20 + 3 ⇒ (15) + 3 = 18 Thank goodness for that

"Ow! Who's guarding my flank? Weren't we putting the squishy spellcasters in the middle? Castinus; where are you?!?" He looks around quickly--still keeping an eye out for the return of the phase spider--and sees a little pocket that is likely better defended. He steps into it and waits for the spider.

Actions:

5' step
Standard: readied attack to cast early judgment if it phases in within 35'

Concentration (cast defensively) DC 17, arcane temper: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19 to cast without provoking AoO, if necessary


From Shore to Sea GM All-powerful dictator of reality 4

Kersplat!

The second spider appears and is destroyed by Aaftaab and his companion.


From Shore to Sea GM All-powerful dictator of reality 4

Castinus drags the corpses out so that the real heroes can take a look around the orrery.

With the spiders dead, you can really appreciate the structure.

A cracked crystalline dome surrounded by overgrown, walled courtyards rests here in ruined splendor, precariously supported by intricately curved columns. Smashed doors of coral open into the pervasive gloom within. Inside, the crystal dome reveals a remarkably clear night sky. Dozens of glowing metallic globes, spheres, glyphs, and crystal lenses circle in swirling orbits around the room, some held together in corroded metal mounts. Periodically, a lens pauses, briefly concentrating the light of some distant star upon one of the glowing glyphs circling the perimeter of the massive orrery.

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab looks at the structure and is clearly in awe.

”What is this?! It ... it looks so marvelous. I have never seen anything like this in my grippli tribe!“ he says and looks at the e witch and the wizard.


From Shore to Sea GM All-powerful dictator of reality 4

DC18 Perception:
You find several stele floating amongst the orrery's contraptions. One seems free of dust, as thought it has been read recently. Of course, everything is written in Ancient Azlanti.

A reminder, I think someone already passed a check to establish that this device can amplify and modify a vast range of magical powers, for those who understand its use.

The orrery appears to have a single activated glyph, represented by the symbol of a distant star system.

knowledge (arcana) DC20:
The orrery appears to have a missing lens which prevents anyone from making changes to the operation of the device.

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

perception : 1d20 + 10 ⇒ (4) + 10 = 14

Aaftaab touches the burnt side of his face.

“So what now everyone?!? You smart people have to guide us!!“ the savage looking grippli with the diplomatic voice says.

Sovereign Court

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

"I would just like to get moving, if it doesn't bum out the rest of you dudes. But, I am sure Reginald and Castinus could make some use of this place..."

I am somewhat in a rut about what to do next, though nothing (other than actually clearing the building) is in Ischell's skill set

Dark Archive

Male CG Human Witch 5 | HP 27/27 | AC *16 T 12 FF *14 | CMB +0, CMD 12 | F: +3, R: +4, W: +4 | Init: +8 | Perc: +10, SM: +1 | Speed 30ft | Spells: 1st 3/5 2nd 1/4 3rd 2/2 | Active conditions: Mage Armor

Perception vs DC 18: 1d20 + 10 ⇒ (13) + 10 = 23
Knowledge (arcana) vs DC 20: 1d20 + 14 ⇒ (14) + 14 = 28

“Well, it certainly looks like someone’s been here recently,” Reginald observes. “Look, there’s a suspicious lack of dust over there. But the whole contraption’s been lock in place because there’s a lens missing. Incredibly rude, whoever did that. Have we seen one somewhere?” The mage scratches his oily head absentmindedly. “And where’s that silver gentleman we heard about? Ooo, or is there a way up to that floating tower-top?”


From Shore to Sea GM All-powerful dictator of reality 4

Recap: the silver gentlemen are the preserved lectures from dead scholars. The one you spoke to told you that spare lenses are kept in the top of the tower. The one that is now floating around.


From Shore to Sea GM All-powerful dictator of reality 4

Are you all out of ways to read/speak/understand Azlanti?


From Shore to Sea GM All-powerful dictator of reality 4

Actually, missed this, you can also understand enough of it with a DC30 linguistics check.

Also, Reginald, as long as you are wearing the amulet, you get +5 to checks to use the orrery and are immune to the effect of any malfunctions.

GM Screen:

1d100 ⇒ 76

Dark Archive

Male CG Human Witch 5 | HP 27/27 | AC *16 T 12 FF *14 | CMB +0, CMD 12 | F: +3, R: +4, W: +4 | Init: +8 | Perc: +10, SM: +1 | Speed 30ft | Spells: 1st 3/5 2nd 1/4 3rd 2/2 | Active conditions: Mage Armor

“Oh, right, the scholar memories in the mercury.” Reginald flaps a hand and pulls out a wand. “That must be the silver man we were told about. Now quiet please while I read these instructions.”

Reginald has a wand of comprehend languages, good for 10 minutes per charge. Just let me know how many to mark off!

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn watches the motion of the floating tower top, studying it to see if it's regular.

If the motion of the tower is regular, he can fly or float up and drop himself in it when it passes.


From Shore to Sea GM All-powerful dictator of reality 4
Reginald Gerbin III wrote:

“Oh, right, the scholar memories in the mercury.” Reginald flaps a hand and pulls out a wand. “That must be the silver man we were told about. Now quiet please while I read these instructions.”

Reginald has a wand of comprehend languages, good for 10 minutes per charge. Just let me know how many to mark off!

One charge lets you read the Stele. The instructions there give a +5 bonus to manipulating the orrery.

Reginald activates his wand and pores over the stele.


From Shore to Sea GM All-powerful dictator of reality 4
Robyyn wrote:

Robyyn watches the motion of the floating tower top, studying it to see if it's regular.

If the motion of the tower is regular, he can fly or float up and drop himself in it when it passes.

Robyyn notes the regular, swooping arc of the tower as it circles the northern third of the island.

Soon, he begins to float up to it.

As he rises, the icky, magical static becomes dense in the air. He can feel it pressing and pushing on him.

Once he gets up to 60ft above the ground, the pressure builds into buffeting, endless magical winds!

Flying above 60ft requires a DC20 fly check every round or become checked. And the powerful winds provide a -8 to fly checks.

A large flying creature will not be checked though, so the party have flying options.


From Shore to Sea GM All-powerful dictator of reality 4

Basically, you can fly, jump or try and do kind of cool grappling hook shenanigans (or something cool that I have not thought of). The magical current only affects flying creatures.

Looking from below, there is a gap in the lower wall of the tower but some of the lower floor remains in place. You can't see much more without magic.

Grand Lodge

TN Kitsune Level 6 (Vigilante 4/Ninja 2) CURRENT APPEARANCE: Young Taldan woman|HP 37/37 | AC: 23 T: 16 FF: 18| Fort +3; Ref +12; Will +5 | Init: +7 | Perception: Low Light Vision |Sense Motive: +7| CMB: +8 CMD: 22 | Special Abilities: Evasion, Realistic Likeness Shapechanger | Movement: 30ft | Active Conditions: None

Mist loads a grappling arrow into her bow and takes aim.

Attack roll: 1d20 + 9 ⇒ (12) + 9 = 21
The range increment on Grappling Arrows is 30ft so please apply penalties accordingly.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none
GM Elberion wrote:
The magical current only affects flying creatures.

Does that mean that a levitating creature wouldn't be affected by the current?


From Shore to Sea GM All-powerful dictator of reality 4

No, a levitating creature would still be affected because they are entering the current. Honestly, if this was a home game I would have some impact on jumping etc. characters but this is PFS so I am trying to cleave closely to the rules in the module.

Sovereign Court

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

[b]"I would be happy to give it a try. My chained kama is kinda like a grappling hook, ya know."[b]

I'll wait to see the outcome from Mist's grappling arrow


From Shore to Sea GM All-powerful dictator of reality 4

Mist makes the shot. Her arrow bites into some ancient woodwork and the silk rope trailing behind it is pulled through the air.

The tower is still moving.

There is enough time for two people to try and ascend the rope (DC15 climb check) before it has moved too far away. Failure has a chance of meaning you fall back to the ground (70ft) rather than onto the tower top (10ft).

Sovereign Court

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

As the others stare at the tower moving by, Ischell pulls out a vial of thin, clear liquid. Popping the cork out with his mouth, he chugs the contents and then sets off toward the floating tower- his feet disconnecting with the terrain surrounding him.

Potion of fly, follow after the tower

"You guys aren't going to leave me hanging here, right dudes?"

Grand Lodge

TN Kitsune Level 6 (Vigilante 4/Ninja 2) CURRENT APPEARANCE: Young Taldan woman|HP 37/37 | AC: 23 T: 16 FF: 18| Fort +3; Ref +12; Will +5 | Init: +7 | Perception: Low Light Vision |Sense Motive: +7| CMB: +8 CMD: 22 | Special Abilities: Evasion, Realistic Likeness Shapechanger | Movement: 30ft | Active Conditions: None

Mist takes hold of the rope and goes for it.

Climb check: 1d20 + 7 ⇒ (1) + 7 = 8

"Oh shi-"

Dark Archive

Male CG Human Witch 5 | HP 27/27 | AC *16 T 12 FF *14 | CMB +0, CMD 12 | F: +3, R: +4, W: +4 | Init: +8 | Perc: +10, SM: +1 | Speed 30ft | Spells: 1st 3/5 2nd 1/4 3rd 2/2 | Active conditions: Mage Armor

Reginald wiggles his eyebrows, elongating them and twisting them together into a short rope. "Grab hold!" he cheers, lifting off into the sky and hovering close to Mist so the braided hair is within quick snatching reach.

Fly hex and Prehensile hex.


From Shore to Sea GM All-powerful dictator of reality 4

Anyone who is flying, make a fly check with a -8 due to the magical winds.

GM Screen:

1d2 ⇒ 1


From Shore to Sea GM All-powerful dictator of reality 4

Mist, fortunately, falls back onto the towertop.

She watches her rope slide away from her. Maybe, if she waits, she can grab it the next time it passes over the tower?

Wait, is Reginald going to carry Mist up? Is that under your maximum heavy load? No offense meant to Mist :b

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

I reread all the post on this page now. Clearer for me. :-) so Aaftaab has a natural climb speed of 20 ft and thus he can always take 10 for 15 result. So he will climb up to the 70 ft of the tower. Then he will activate his basic Basic Chaokinesis (Element void; , Burn 0) to change gravity to grant a him a +4 bonus on Acrobatics checks to jump.

”Let me try guys! I am grippli and we love to climb and my ability to alter gravity can help me here!“ he says bravely.

When Aaftaab is up on the tower, he casts guidance on himself and waits until the orbit is best and jumps!

acrobatics, guidance, basic chaokinesis: 1d20 + 10 + 1 + 4 ⇒ (19) + 10 + 1 + 4 = 34

He continues climbing if necessary.

Again with climb speed taking 10 for 15 result.

When he is in there, he casts guidance and starts to look around with detect magic and checks for traps.

perception, guidance : 1d20 + 1 + 10 ⇒ (18) + 1 + 10 = 29 another +1 for traps.

Dark Archive

Male CG Human Witch 5 | HP 27/27 | AC *16 T 12 FF *14 | CMB +0, CMD 12 | F: +3, R: +4, W: +4 | Init: +8 | Perc: +10, SM: +1 | Speed 30ft | Spells: 1st 3/5 2nd 1/4 3rd 2/2 | Active conditions: Mage Armor
GM Elberion wrote:
Wait, is Reginald going to carry Mist up? Is that under your maximum heavy load? No offense meant to Mist :b

Reginald’s maximum load? Very likely over. Reginald’s hair’s maximum load? Now that’s a different can of fish:

Prehensile Hair wrote:
The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

So at an Intelligence of 23, Reginald’s hair has a light carrying capacity of 200 lbs and a max capacity of 600 lbs.

Fly: 1d20 + 6 + 2 - 8 ⇒ (7) + 6 + 2 - 8 = 7

Sovereign Court

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

Fly: 1d20 + 3 - 8 ⇒ (16) + 3 - 8 = 11

"Whoa. This wind is crazy. Its like being knocked around in the waves or something man."

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Fly: 1d20 + 10 - 8 ⇒ (2) + 10 - 8 = 4

Robyyn, normally at ease in the air, finds himself struggling against the powerful current the tower top makes as it circles in the air; the sylph gives up quickly--trying not to let his embarrassment show--and returns to the ground.

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