Rondolpho Keene
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The four Keenes again swing the greatsword against the xill trying to kidnap Ignatious.
Attack 1d20 + 7 ⇒ (7) + 7 = 14
Damage 2d6 + 4 ⇒ (4, 1) + 4 = 9
Miss chance, high is good 1d100 ⇒ 35
Raynor Cordite
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"ARTEMIS! STEP TO THE RIGHT PLEASE!"
Assuming Artemis does step one square to the north to allow Raynor's lance to go unblocked; if not, use the results below and apply cover to enemies as discussed above.
Smite Evil Active, Full-attack vs. Red; if Red falls with first hit, second attack goes to Yellow or Black, whichever looks the most damaged.
Attack 1, Power Attack, Furious Focus, +1 Adamantine Lance, Smite Evil: 1d20 + 19 + 4 ⇒ (8) + 19 + 4 = 31
dmg, smite evil bypasses all DR: 1d8 + 20 + 9 ⇒ (7) + 20 + 9 = 36
Miss Chance 50%, Low is Good: 1d100 ⇒ 9
Attack 2, Power Attack, +1 Adamantine Lance, Smite Evil, soft cover due to allies: 1d20 + 11 + 4 ⇒ (1) + 11 + 4 = 16
GM 4-star reroll: 1d20 + 11 + 4 + 4 ⇒ (18) + 11 + 4 + 4 = 37
dmg, smite evil bypasses all DR: 1d8 + 20 + 9 ⇒ (8) + 20 + 9 = 37
Miss Chance 50%, Low is Good: 1d100 ⇒ 44
AC 33 against smite target
Artemis the Relic Hunter
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We've gotten ourselves into a heap of trouble! That's what, Kyra!
After taking a quick hop to the right of Raynor and away from the xill to allow the Shining Knight to thrust his lance, Artemis loads a cold-iron bolt into his crossbow. He hold the crossbow steady and takes a shot at the creature fading away with Ignatius in his grasp.
+1 Lt. Crossbow & pbs: 1d20 + 10 ⇒ (1) + 10 = 11
piercing & pbs: 1d8 + 2 ⇒ (6) + 2 = 8
20% miss: 1d100 ⇒ 47
Yeah. I figured it'd be a bad shot.
Well, if red is destroyed by Raynor, my tactics will change to grabbing Ignatius and pulling him away to administer healing.
| GM Jhaeman |
The xill are too fast for Keene and Kyra to hit, but Raynor smites his foe with the holy power of Ylimancha, Goddess of Coastlines! The empyreal lord is obviously angered at the threat the xill are posing to Absalom's harbor and her divine wrath flows through Raynor's lance, utterly disintegrating the monster trying to kidnap Ignatius! Artemis hurries in and pulls his ally to safety.
Red is destroyed with the first hit. Raynor, are you using a second use of smite evil to attack Yellow?
Raynor Cordite
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Red is destroyed with the first hit. Raynor, are you using a second use of smite evil to attack Yellow?
No Sir: please take 9 damage off that one. If situation becomes critical like the one that was phasing out Ignatius, I may go into Smite #2 but not yet. Please clarify the situation for Magt: can we just pull him away from the Xill? are they phasing now? etc. thanks!
| GM Jhaeman |
Magt and the xill holding onto him fade further away, and become translucent. Meanwhile, the two other surviving xill turn their attention to the party's cleric!
Black does a 5' step, and both it and Yellow try to bite Kyra. Both attacks hit. Kyra, you take a total of 10 points of damage and need to roll two DC 16 Fort saves to avoid being paralyzed.
Magt and the Blue xill now have total concealment (50% miss chance); at the beginning of the xill's next turn, they'll be gone.
Bite # 1 (w/ flanking) vs Kyra: 1d20 + 14 ⇒ (16) + 14 = 30
damage # 1: 1d3 + 3 ⇒ (3) + 3 = 6
Bite # 2 (w/ flanking) vs Kyra: 1d20 + 14 ⇒ (11) + 14 = 25
damage # 2: 1d3 + 3 ⇒ (1) + 3 = 4
Raynor Cordite
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Having read the files of all Pathfinders serving with him today, Raynor yells, "ARTEMIS! GREASE ON MAGT! MAKE HIM MORE SLIPPERY THAN A FISH! KEENE! CREATE PIT UNDER THE FIEND WITH A BLUE VEST!"
Raynor hangs back in the saddle and attempts to run through the xill next to Kyra!
Attack 1, Power Attack, Furious Focus, +1 Adamantine Lance: 1d20 + 19 ⇒ (19) + 19 = 38
adamantine magical piercing dmg: 1d8 + 20 ⇒ (7) + 20 = 27
Attack 2, Power Attack, +1 Adamantine Lance: 1d20 + 11 ⇒ (10) + 11 = 21
adamantine magical piercing dmg: 1d8 + 20 ⇒ (5) + 20 = 25
Rondolpho Keene
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Keene takes a 5’ step backwards, out of range of the xill, and casts Create Pit under the blue xill.
DC 16 Reflex to resist. Pit is 30’ deep, and would take 3d6 ⇒ (3, 2, 4) = 9 falling damage.
| GM Jhaeman |
Raynor's lance thrusts twice through the strange four-armed xill's body, but the creature remains on its feet. Keene magically opens up a pit under the xill that's trying to abscond with the paralyzed Magt, but the xill leaps to safety.
Both of Raynor's attacks hit Black, which is now badly hurt. Keene, I don't see a "miniature shovel costing 10 gp" listed on your encumbrance sheet, but I'll let it slide this time :) The xill makes the Reflex save.
Artemis is up.
Reflex save: 1d20 + 10 ⇒ (17) + 10 = 27
Artemis the Relic Hunter
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Oh, dear. I never expected my friends to become paralyzed. How could I be so ill prepared for such a dangerous mission?
Kneeling beside the immobile Ignatius, Artemis calls out to his companions.
Does anyone have a way to remove paralysis!?!
Following Raynor's orders, Artemis traces an arcane symbol in the air then intones a few words.
Slick as butter!
And coats Magt in a magical grease.
Raynor Cordite
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Between the xill having to leap away and Magt being as slippery as an eel, I'm hoping this broke the contact between the xill and Magt
Ignatius Hellfire
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Kyra would be the one who most likely have remove paralysis... And the shovel is just a focus item, so you only need to buy it the one time. And I think all the other versions of create pit have the same focus item. It is easy to forget about though, as most spells don't have expensive focus or material components.
Raynor Cordite
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If you have it as a 'spell known' or if it's been put in your spellbook/familiar, it's a fair assumption that you bought the focus once at some point... I would just deduct that amount from my sheet if you've forgotten the first time. PS: the only worry I'd have is for low STR builds if the focus weighs a pound or two; similar concerns for tiny races, etc.
| GM Jhaeman |
Magt and the xilt touching him disappear completely from view! Both of the remaining xilts are badly wounded, but one starts to fade away with Kyra while the other leaps to bite the mounted Raynor!
Yellow now has concealment (20% miss chance). Blue tries to bite Raynor, and hits. Raynor, you take 6 points of damage and need to make a DC 16 Fort save to avoid paralysis.
A touch against a willing or helpless target is all it takes for a xill to planewalk with someone after two full-rounds of fading. Magt, don't panic--without getting spoilerly, the scenario contemplates this happening and there is a potential remedy.
Bite vs Raynor: 1d20 + 12 ⇒ (17) + 12 = 29
damage: 1d3 + 3 ⇒ (3) + 3 = 6
Raynor Cordite
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@GM Jhaeman: the tactic Raynor yelled earlier was in the hope that paralyzed character that is greased up would just slide into the pit, out of reach of the xill. As per the rules, "A paralyzed character is frozen in place and unable to move or act," and with the create pit spell, "the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect." I was hoping greasing up Magt would qualify as such an effect, and if not, his effective Dexterity of 0 would result in a -5 dex bonus (compared to his +2 current Dex bonus, that's an effective -7 penalty to his Ref save, assuming you do not deem the grease as a qualifying effect to not allow a save in the sloped area of a create pit). Finally, since Magt is paralyzed but conscious, I believe he could avail himself of the magic section of the core rulebook on voluntarily failing his save - "Voluntarily Giving up a Saving Throw: A creature can voluntarily forgo a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this quality." Your call, however, as the module could always have some specific built-in rules and circumstances that modify the basic core rules further.
Raynor Fort: 1d20 + 12 ⇒ (6) + 12 = 18
Raynor barely resists the paralyzing magic of the xill, and continues his assault on the one trying to drag the cleric to another dimension.
Attack 1, Power Attack, Furious Focus, +1 Adamantine Lance: 1d20 + 19 ⇒ (18) + 19 = 37
adamantine magical piercing dmg: 1d8 + 20 ⇒ (5) + 20 = 25
Miss Chance 20%, Low 01 to 80 is Good: 1d100 ⇒ 87
Attack 2, Power Attack, Furious Focus, +1 Adamantine Lance: 1d20 + 11 ⇒ (15) + 11 = 26
adamantine magical piercing dmg: 1d8 + 20 ⇒ (4) + 20 = 24
Miss Chance 20%, Low 01 to 80 is Good: 1d100 ⇒ 32
| GM Jhaeman |
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Raynor's lance impales the xill trying to make off with Kyra!
Magt reappears in the room, only to land at the bottom of the pit!
Yellow is destroyed, leaving just Black left. Magt, you take 3 points of falling damage but some Pandemic-like player coordination keeps you on the scene.
@Raynor: I saw the clause about the Reflex save, but I've ruled that Magt hasn't had the end of his turn before he disappears with the xill at the beginning of the next round. I guess one could get into considerations about Initiative order and delaying, but since the pit shouldn't technically be there anyway (I'm trying to be generous and gave the xill a Reflex save), I'm not really inclined to ret-con. On the other hand, I am trying to be generous, so I'll err on the side of the players and ret-con.
fall damage: 2d6 ⇒ (1, 2) = 3
Rondolpho Keene
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The four Keenes take a 5’ step forward and again swing the greatsword against the remaining xill.
Attack 1d20 + 7 ⇒ (13) + 7 = 20
Damage 2d6 + 4 ⇒ (3, 6) + 4 = 13
Miss chance, high is good 1d100 ⇒ 14
Artemis the Relic Hunter
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With Ignatius paralyzed, but safe by his side, Artemis loads a bolt into his crossbow and takes a shot between the multiple images of Keene at the remaining xill.
It may not be much, but at least it's something!
He shouts in regards to the small amount of damage his little crossbow can do.
+1 Lt. Crossbow & pbs: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
piercing & pbs: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
20% miss: 1d100 ⇒ 87
But the bolt flies high and splinters on the crystalline ceiling.
| GM Jhaeman |
The xill tries to bite Keene, and a moment later, the one that disappeared returns to the room right where it left off!
The Black xill is doing a bite attack on Keene, while the Blue xill has done a move action to return from the ethereal plane after realising it was empty handed. Remember that Black is badly hurt, but Blue hasn't been damaged at all.
Keene, the attack hits and you take 5 points of damage. Please roll a DC 16 Fort save vs paralysis.
Bite vs Keene: 1d20 + 12 ⇒ (19) + 12 = 31
damage: 1d3 + 3 ⇒ (2) + 3 = 5
Artemis the Relic Hunter
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With his companions becoming stiff as statues around him, Artemis loads a bolt into his crossbow again and takes a shot at the xill that's severely injured (black border).
Hopefully I'll hit that insectile pest this time!
+1 Lt. Crossbow & pbs: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
piercing & pbs: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Artemis has Precise Shot.
Huzzah! I hit it!
Rondolpho Keene
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The three remaining Keenes swing the greatsword against the rxill that just attacked him.
Attack 1d20 + 7 ⇒ (15) + 7 = 22
Damage 2d6 + 4 ⇒ (1, 4) + 4 = 9
Miss chance, high is good 1d100 ⇒ 17
Artemis the Relic Hunter
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There's too many moving bodies in the way for Artemis to get a clean shot at the xill.
Sorry Artemis, the xill has soft cover which turns its AC to 25.
@Keene: Whoops, yes, I'll roll that below.
[dice=mirror image (1real,2-4image)]1d4
There's nothing/nobody between Artemis and the xill, except those that are in melee with the xill. No soft cover. Precise Shot should still go through.
To clarify, if you draw a line from Artemis' lower left corner to the xill's upper left corner, it is only Keene in the way. He is in melee with the xill.
Raynor Cordite
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Raynor tries to finish off the xill with the black bandana!
Attack 1, Power Attack, Furious Focus, +1 Adamantine Lance: 1d20 + 19 ⇒ (20) + 19 = 39
adamantine magical piercing dmg: 1d8 + 20 ⇒ (7) + 20 = 27
Attack 2, Power Attack, Furious Focus, +1 Adamantine Lance: 1d20 + 11 ⇒ (9) + 11 = 20
adamantine magical piercing dmg: 1d8 + 20 ⇒ (3) + 20 = 23
======================
CONFIRM CRIT Attack 1: 1d20 + 19 ⇒ (5) + 19 = 24
additional crit dmg: 2d8 + 40 ⇒ (4, 8) + 40 = 52
Assuming black now has an appointment with Pharasma:
"KEENE! STEP ASIDE SO THAT I CAN CHARGE THE ONE WITH THE BLUE VEST!"
| GM Jhaeman |
Keene and Raynor work together to dispatch another of the creepily silent kidnappers! But one xill remains . . .
@Artemis: The Precise Shot feat negates the -4 "firing into melee" penalty, but creatures still get soft cover bonuses to their AC (unless you have something like Deadeye Bowman). But it doesn't matter in any event, as the creature would still have been living until Raynor's action.
| GM Jhaeman |
Intent on capturing a living victim to implant with its spawn, the xill voluntarily jumps into the extraplanar pit, landing awkwardly next to the still-paralyzed Magt!
The xill has a +16 Acrobatics check, so automatically succeeds on reducing 10' of the fall damage, but it still takes the remaining 10' fall(1d6 damage). It lands prone at the bottom of the pit (occupying the same square as the helpless Magt) but then stands up.
fall damage: 1d6 ⇒ 4
Artemis the Relic Hunter
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Our friend in the hole should be slippery as a fish for several minutes! Hopefully, the creature will have a hard time grabbing hold!
Artemis loads another bolt into his crossbow. He keeps his aim just above the hole, ready to shoot if the creature hops out.
Ready an Action.
Raynor Cordite
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"From the looks of it, they haven't grabbed them necessarily... I think they just need to touch them! And the coward jumped in the hole so I can no longer charge him! No matter, I'm going after the fiend!"
Raynor directs his mount into the pit, the mount effortlessly sticking to the north wall and closing the distance to the fiend, keeping far enough for Raynor's lance to do its work.
Attack 1, Power Attack, Furious Focus, +1 Adamantine Lance, Higher Ground: 1d20 + 19 + 1 ⇒ (20) + 19 + 1 = 40
adamantine magical piercing dmg: 1d8 + 20 ⇒ (6) + 20 = 26
======================
CONFIRM CRIT Attack 1: 1d20 + 19 + 1 ⇒ (18) + 19 + 1 = 38
additonal crit dmg: 2d8 + 40 ⇒ (6, 5) + 40 = 51
"Huh... hopefully I didn't poke through into Magt here... that fiend don't look so good..."
Raynor Cordite
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Carefully tying rope harnesses around his victimized colleagues, Raynor hoists all the paralyzed folks back to a safe location. It helps that Magt's enlarged form is now greased, as the large riding gecko can now merely drag the massive bloodrager out of the pit, sliding him out all the way up.
Artemis the Relic Hunter
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Artemis relaxes a bit and hooks his crossbow on the belt hook. He scans his surroundings and gathers his senses.
Nice work, Raynor!
He helps drag his paralyzed companions and places them next to each other in a row.
So, now what? Do we wait for the paralysis to wear off of our friends or should we try to get help above deck?
Raynor or Keene. Can either of you use your medical knowledge (heal skill?) to diagnose how long they'll be paralyzed?
Raynor Cordite
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Heal: 1d20 + 5 ⇒ (15) + 5 = 20
"Hard to tell how long Artemis... I don't know these types of creatures. All I can say is that they're frozen stiff now and show no sign of coming back any time soon."
Artemis the Relic Hunter
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"How could I be so foolish? Encountering frightening creatures with horrendous abilities that incapacitate my companions and not a single spell or potion to revive them. I should go get help. Or purchase some potions and scrolls, at least.”
Artemis then turns his attention towards the door they came through when they entered.
Raynor. Keene. I'm very much considering to get help. However, if we had so much trouble getting in here... I wonder if we can get out?
He walks towards the entrance and checks the portal.
@GM: So, can we leave to make purchases or get assistance with Prestige Points?