Zero's #4-04: To Seek the Heart of Calamity [PaizoCon] (Inactive)

Game Master Super Zero

High Tier (27 Challenge Points)
Slides Tabletop
RPG Chronicles


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DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

No reason to complicate things this early in a fight.

◆ Stride

◆ Strike

Longsword: 1d20 + 14 ⇒ (1) + 14 = 15
Slashing Damage: 2d8 + 4 ⇒ (5, 5) + 4 = 14

◆ Raise Shield

↺ Shield Block

Reduces next hit she takes by 5, then both she and shield take the rest.


Pathfinder Provisions ◆◇↺

The elemental ignores Seelah's attempt to strike it, as its third fellow catches up.

One of the larger elementals, the dirt-like ones resembling statues of mounted soldiers, gallops forward. Slower to act than the others but a faster runner, it reaches out as it approaches Seelah. The earth of its arm forms a shape like a lance and connects with her over the shoulder of the elemental between them.

That's 15 piercing damage.

Snarlfist's turn.

Initiative:
Murph
Red Living Landslide (-11, Frightened 2, Personal Antithesis 4)
Aldonza (Panache)
Theo
Angvim
Purple Living Landslide
Seelah (-15)
Black Living Landslide
Blue Earthen Destrier
Snarlfist
Green Earthen Destrier

GM Dice:
Attack: 1d20 + 14 ⇒ (14) + 14 = 28
piercing damage: 2d8 + 8 ⇒ (1, 6) + 8 = 15

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Snarlfist heads down the dune, struggling with the sand, but getting close enough to the red elemental to give is a good stabbening, taking advantage of the momentum to continue forward.

reach stab vs Red FF: 1d20 + 15 ⇒ (7) + 15 = 22
piercing+SA: 2d8 + 4 + 2d6 ⇒ (1, 6) + 4 + (3, 3) = 17

Frightened targets are flatfooted to Snarlfist.
Critical vs FF applies critical effect (Clumsy 1 till my next turn)
Frightened 1 on critical hits.
Frightened Creatures hit can’t reduce frightened condition below 1 for a round.

Snarlfist takes another stab for good measure.

reach stab vs Red FF: 1d20 + 15 - 5 ⇒ (7) + 15 - 5 = 17
piercing+SA: 2d8 + 4 + 2d6 ⇒ (2, 1) + 4 + (6, 6) = 19

Stride, Skirmish Strike(Strike/Step), Strike


Pathfinder Provisions ◆◇↺

22 is a hit. But then

Snarlfist's dagger punctures the rocky hide of the creature, which falls back and... falls apart? No, the stones that comprise it crumble into the ground, out of reach.

The second elemental is able to deflect the hobgoblin's weapon.

I'll assume you redirect your attack, though without the penalties to AC 17 misses Purple.

The final elemental charges forward, gliding through the dune as though it doesn't exist. It approaches Snarlfist and stabs forward with its earthen lance. In his direction, anyway, though he barely has to lean to one side to evade it.

Murph's turn.

Initiative:
Murph
Red Living Landslide (-28, Frightened 2, Clumsy 1 one round, crumbled?, Reaction spent, Personal Antithesis 4)
Aldonza (Panache)
Theo
Angvim
Purple Living Landslide
Seelah (-15)
Black Living Landslide
Blue Earthen Destrier
Snarlfist
Green Earthen Destrier

GM Dice:
Attack: 1d20 + 14 ⇒ (2) + 14 = 16

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Of course they stop just far enough away so that I have to use two move actions to move in.

◆ Stride

◆ Stride

◆ Strike Black Living Landslide. Target should be Flat-Footed since I have Gang Up and I also have Deny Advantage in case they try to Flank me.
Strike with +1 striking shortsword(magical, versatile S, agile, finesse) with Quick Draw: 1d20 + 15 ⇒ (20) + 15 = 35
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (4, 1) + 4 + (1, 2) = 12

Hopefully they aren't immune to Crits, even though the damage stinks.


Pathfinder Provisions ◆◇↺

Murph buries his dagger deep in the hard stone, and the elemental breaks apart, collapsing down into the ground.

Any question about whether that signifies their deaths is immediately answered as the reddish one bursts from the ground again behind Seelah and Snarlfist. It swings its stony fist in an arc at the two of them, connecting only with Seelah.
20 bludgeoning damage to Seelah, misses Snarlfist.

Aldonza, Theo, and Angvim's turns.

Initiative:
Murph
Red Living Landslide (-28, Frightened 1, Clumsy 1 until Snarlfist's turn, Personal Antithesis 4)
Aldonza (Panache)
Theo
Angvim

Purple Living Landslide
Seelah (-30, shield -10)
Black Living Landslide (-24, underground, Reaction spent)
Blue Earthen Destrier
Snarlfist
Green Earthen Destrier

GM Dice/Notes:
Red can't Crumble 1 round.
Black can't Crumble 4 rounds.
Target Snarl/Seel: 1d2 ⇒ 2
Attack: 1d20 + 14 ⇒ (11) + 14 = 25
damage: 2d8 + 8 ⇒ (8, 4) + 8 = 20
Attack 2 Snarlfist: 1d20 + 9 ⇒ (11) + 9 = 20

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

With the red elemental focused on Seelah and Snarlfist, Aldonza slips behind and stabs at it.

Step, Strike Red, Parry

Attack (flanking): 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 2d6 + 5 ⇒ (5, 4) + 5 = 14

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

Theo's mind races, as he plots out how his next actions will resolve in his mind's eye.

Strategem - arrow vs LL Red: 1d20 ⇒ 6

While not the best angle, Theo thinks the shot might still work, so he lets the arrow fly.

Arrow vs Red LL: d20(6) + 11 = 17
arrow damage: 2d6 + 1d6 ⇒ (4, 4) + (1) = 9

He moves for a better angle of the Blue horse & fires a 2nd shot, to assist Murf.

shot at blue destrier: 1d20 + 10 - 5 ⇒ (20) + 10 - 5 = 25
arrow damage: 2d6 ⇒ (4, 5) = 9
deadly: 1d10 ⇒ 3


Pathfinder Provisions ◆◇↺

The elemental lurches as Aldonza hits it, bits of rock starting to crumble away--though this time it doesn't disappear into the ground.
It has to wait a few rounds to use its Crumble reaction again. With the Frightened/Clumsy penalty that's a crit!

Theo's first arrow sails between the elemental's arm and torso, but the second lands solidly in the bit that's shaped like a horse's head, falling to the sand as the head crumbles away.
First attack misses, but second crits.

Angvim's turn.

Initiative:
Murph
Red Living Landslide (-56, Bloodied, Frightened 1, Clumsy 1 until Snarlfist's turn, Personal Antithesis 4)
Aldonza (Panache)
Theo
Angvim
Purple Living Landslide
Seelah (-30, shield -10)
Black Living Landslide (-24, underground, Reaction spent)
Blue Earthen Destrier (-21)
Snarlfist
Green Earthen Destrier

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

Tome Recall Knowledge: 1d20 + 13 ⇒ (13) + 13 = 26 Dubious Knowledge, Unmistakable Lore

Noticing that the creature is quite hurt, Angvim presses the attack with a few well placed throws.

Boomerang: 1d20 + 14 ⇒ (20) + 14 = 34+1 Striking due to thrower's bandoleer Bashing Damage: 2d6 + 5 + 4 ⇒ (3, 5) + 5 + 4 = 17

Thrown Starknife: 1d20 + 10 ⇒ (1) + 10 = 11+1 Striking due to thrower's bandoleer Piercing Damage: 2d4 + 5 + 4 ⇒ (2, 1) + 5 + 4 = 12

◆Cast Shield from Wayfinder Aeon Stone.


Pathfinder Provisions ◆◇↺

Angvim's boomerang slams into the elemental. Cracks run through its stony body and it looks about ready to fall apart completely.

The one with the vein of purple stone moves in to pinch Seelah. It swings its mighty arm, though she's able to catch it with her shield. The backswing catches her in turn, though.
First attack misses due to Raised Shield, second attack hits for 15 bludgeoning damage.

But now the champion is in the perfect position to retort?

Seelah's turn.

Initiative:
Murph
Red Living Landslide (-88, Bloodied, Frightened 1, Clumsy 1 until Snarlfist's turn, Personal Antithesis 4)
Aldonza (Panache)
Theo
Angvim
Purple Living Landslide
Seelah (-45, shield -10)
Black Living Landslide (-24, underground, Reaction spent)
Blue Earthen Destrier (-21)
Snarlfist
Green Earthen Destrier

GM Dice:
target Snarl/Seel: 1d2 ⇒ 1
Attack: 1d20 + 16 ⇒ (5) + 16 = 21
Attack 2: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 2d8 + 8 ⇒ (4, 3) + 8 = 15


DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

Seelah keeps pounding on the red creature, moving on to the purple one if it falls.

◆ Strike

Longsword: 1d20 + 14 ⇒ (18) + 14 = 32
Slashing Damage: 2d8 + 4 ⇒ (3, 8) + 4 = 15

◆ Strike

Longsword: 1d20 + 14 - 5 ⇒ (19) + 14 - 5 = 28
Slashing Damage: 2d8 + 4 ⇒ (3, 1) + 4 = 8

◆ Raise Shield

↺ Shield Block


Pathfinder Provisions ◆◇↺

Seelah's sword slices neatly through the rocky elemental. Its top half shatters as it slides to the ground, the lower half crumbling beneath it.

Her sword also nicks the remaining one. It also crumbles, though in this case disappearing into the ground as the others did.

The darker one reappears, bursting from the ground behind Murph. It swings at him, but he's too quick to be caught by surprise. He can't avoid the blow entirely, but he rolls with it well.
The first attack would be a crit if Murph was flat-footed, so Deny Advantge turns it into a regular hit for 13 bludgeoning damage. Second attack misses.

Snarlfist's turn.

Initiative:
Murph (-13)
Aldonza (Panache)
Theo
Angvim
Purple Living Landslide (-8, underground, Reaction spent)
Seelah (-45, shield -10)
Black Living Landslide (-24)
Blue Earthen Destrier (-21)
Snarlfist
Green Earthen Destrier

GM Dice/Notes:
Black can't Crumble for 3 rounds. Purple can't Crumble for 4 rounds.
Attack: 1d20 + 16 ⇒ (15) + 16 = 31 for bludgeoning damage: 2d8 + 8 ⇒ (1, 4) + 8 = 13
Attack: 1d20 + 11 ⇒ (5) + 11 = 16 for bludgeoning damage: 2d8 + 8 ⇒ (1, 8) + 8 = 17


Pathfinder Provisions ◆◇↺

Whoops, it was two monsters' turns. I'll make this a separate post so nobody misses it.

The dirt elemental with the bluish streak charges through the group, slamming its hooves as it moves and spins. It hits all of the Pathfinders as it moves, twisting and turning to catch all of them.

As it charges toward Seelah it also launches its earthen lance towards her but fails to connect.

It Tramples everyone for 13 bludgeoning damage. Everyone can make a DC 20 basic Reflex save. It does move into, through, and away from everyone's spaces, so it absolutely triggers any AoOs or similar reactions.

Snarlfist's turn.

Initiative:
Murph (-13)
Aldonza (Panache)
Theo
Angvim
Purple Living Landslide (-8, underground, Reaction spent)
Seelah (-45, shield -10)
Black Living Landslide (-24)
Blue Earthen Destrier (-21, reaction used)
Snarlfist
Green Earthen Destrier

GM Dice:
Trample damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Attack: 1d20 + 9 ⇒ (11) + 9 = 20 for piercing damage: 2d8 + 8 ⇒ (5, 2) + 8 = 15

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Reflex save : 1d20 + 14 ⇒ (10) + 14 = 24

Half damage. I'm looking forward to Evasion next level

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Reflex: 1d20 + 11 ⇒ (14) + 11 = 25

Snarlfist avoids most of being stepped on while he snarls at green.

Demoralize, no penalty for language: 1d20 + 16 ⇒ (8) + 16 = 24

Then Snarlfist takes advantage of his mobility and steps closer to Seelah as he stabs the green elemental.

stab vs Green (FF?): 1d20 + 15 ⇒ (5) + 15 = 20

piercing: 2d8 + 4 ⇒ (4, 1) + 4 = 9
sneak attack: 2d6 ⇒ (1, 3) = 4
Critical vs FF apply critical effect (Clumsy 1 till my next turn)
Frightened 1 on critical hits.
Frightened Creatures hit can’t reduce frightened condition below 1
Frightened Creatures are Flat Footed to Snarlfist.
When you terrorize your enemies, you also cause them painful mental distress. When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you.

If it is frightened and Snarlfist missed, will stab again, otherwise he will Battle Medicine Seelah

3rd action:

Stabbing?: 1d20 + 15 ⇒ (20) + 15 = 35

piercing: 2d8 + 4 ⇒ (7, 5) + 4 = 16
sneak attack: 2d6 ⇒ (5, 3) = 8

BM DC 20 (Assurance): 20 = 20
healing: 4d8 ⇒ (5, 3, 2, 6) = 16


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Pathfinder Provisions ◆◇↺

Successful Demoralize. That hits. Seelah recovers 16 hp.

The second mount and rider charge through the assembled Pathfinders in a similar way to the first. It lashes at Snarlfist with its lance as it approaches, but the tip buries in the sand and breaks away.

Tramples everyone for 12 bludgeoning damage. Since its frightened, the basic Reflex DC is 19 this time.
It also attacks Snarlfist and critically fails.

Murph, Aldonza, Theo, and Angvim's turns.

Initiative:
Murph (-19, DC 19 basic Reflex vs 12 damage)
Aldonza (Panache, DC 20 basic Reflex vs 13 damage, DC 19 basic Reflex vs 12 damage)
Theo (DC 20 basic Reflex vs 13 damage, DC 19 basic Reflex vs 12 damage)
Angvim (DC 20 basic Reflex vs 13 damage, DC 19 basic Reflex vs 12 damage)
Purple Living Landslide (-8, underground, Reaction spent)
Seelah (-29, shield -10, DC 20 basic Reflex vs 13 damage, DC 19 basic Reflex vs 12 damage)
Black Living Landslide (-24)
Blue Earthen Destrier (-21, reaction used)
Snarlfist (-6, DC 19 basic Reflex vs 12 damage)
Green Earthen Destrier (-15, Frightened 1, Clumsy 1)

GM Dice:
mental damage: 1d4 ⇒ 2
Trample damage: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Attack: 1d20 + 9 ⇒ (5) + 9 = 14 for Damage: 2d8 + 8 ⇒ (4, 1) + 8 = 13

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

reflex: 1d20 + 11 ⇒ (20) + 11 = 31

After healing Seelah Snarlfist completely avoids being stepped on.

Fun trivial fact. Evasion spelled backwards is "No, I save".

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Reflex save 20: 1d20 + 13 ⇒ (19) + 13 = 32
Reflex save 19: 1d20 + 13 ⇒ (12) + 13 = 25

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

Reflex DC 20 for 13: 1d20 + 11 ⇒ (19) + 11 = 30
Reflex DC 19 for 12: 1d20 + 11 ⇒ (1) + 11 = 12

Reflex DC 19 Hero Point to avoid a hoof to the face: 1d20 + 11 ⇒ (2) + 11 = 13
(at least it wasn't a crit fail...)

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

Leaping clear of the blue-tinged destrier's path, Theo nearly stumbles into getting broad-sided by the green one.

He flashes thru how a shot vs the Black rocked elemental threatening Murph would work.
Shooting Stratagem: 1d20 ⇒ 1

No, a horrible outcome
he thinks, moving instead to slash his claws against the green-streaked destrier, then moving back away from its reach.

cat claws vs stone - that'll work, right: 1d20 + 10 ⇒ (5) + 10 = 15

Probably not the best plan.

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza tumbles out of the paths of both destriers, and winds up behind the elemental attacking Murph. She looks for a crack in the stone to slide her blade into.

”Eeny meeny miney moe,
You, my friend, have got to go!”

Stride, Strike Black (Confident Finisher), Perform (Panache)

Attack: 1d20 + 14 ⇒ (17) + 14 = 31 flanking
Damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12 + Precision damage (half gets through if I miss): 3d6 ⇒ (6, 5, 5) = 16

Performance: 1d20 + 12 ⇒ (17) + 12 = 29


DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

As the elemental charges through Seelah, she deflects part of the damage away from Murph and counter-attacks.

↺ Retributive Strike

Trigger An enemy damages your ally, and both are within 15 feet of you
Effect The ally gains resistance 3 against the triggering damage, and if the foe is within reach, you can make a melee Strike against it.

Shield Block is no longer available this round.

Longsword: 1d20 + 14 ⇒ (2) + 14 = 16
Slashing Damage: 2d8 + 4 ⇒ (4, 1) + 4 = 9

She tries to duck out of the way of the other charger.

Reflex Save, DC 19: 1d20 + 8 ⇒ (19) + 8 = 27

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Reflex Save DC 19: 1d20 + 13 ⇒ (5) + 13 = 18

Assuming Black is still there after Aldonza's action

◆ Strike Black Living Landslide. Target should be Flat-Footed since I have Gang Up and I also have Deny Advantage in case they try to Flank me.
Strike with +1 striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 ⇒ (16) + 15 = 31
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (5, 6) + 4 + (3, 6) = 24

◆ Strike Black Living Landslide 2nd iteration
Strike with +1 striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 - 4 ⇒ (12) + 15 - 4 = 23
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (4, 4) + 4 + (6, 3) = 21

◆ Strike Black Living Landslide. 3rd iteration
Strike with +1 striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 - 8 ⇒ (7) + 15 - 8 = 14
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (5, 5) + 4 + (5, 2) = 21


Pathfinder Provisions ◆◇↺

Better description to come, but--it's still up after Aldonza's crit, but certainly not after Murph does too. You can reassign your second and third actions, if you'd like.


Pathfinder Provisions ◆◇↺

Theo isn't able to land a solid strike.

Aldonza has much better luck, finding the crack she's looking for and driving her blade in deep. The elemental turns to face her, allowing Murph access to the same injured spot. The point of his weapon pierces through the stony hide as the creature shatters.

Theo misses. Aldonza and Murph both crit, though. It dislikes taking 56 damage, and can't take another 48 after that.
Aldonza regains her Panache.

Murph (2 actions), and Angvim's turns.

Initiative:
Murph (-22, two actions remaining)
Aldonza (-6, Panache)
Theo (-12)
Angvim (DC 20 basic Reflex vs 13 damage, DC 19 basic Reflex vs 12 damage)
Purple Living Landslide (-8, underground, Reaction spent)
Seelah (-41, shield -10)
Blue Earthen Destrier (-21, reaction used)
Snarlfist (-6)
Green Earthen Destrier (-15, Frightened 1, Clumsy 1)

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

With his last two actions, Murph moves up the slope and hides.

◆ Stride

◆ Hide

Stealth check to hide:

Stealth check: 1d20 + 14 ⇒ (1) + 14 = 15

Hiding might also keep him from being trampled.

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

Grimacing at the attacks from the earthen creatures, Angvim braces himself and pushes forward with his attack, this time towards the large monstruosity in front of him.

◇DC 20 Reflex for 13 damage 1d20 + 13 ⇒ (15) + 13 = 28
◇DC 19 Reflex for 12 damage 1d20 + 13 ⇒ (5) + 13 = 18 Can I block this damage with the shield spell I casted?
◇Recall Knowledge on Blue from Tome Esoteric Lore: 1d20 + 14 ⇒ (2) + 14 = 16 Tome gives a +1, included.

Demoralize Blue: 1d20 + 13 ⇒ (12) + 13 = 25
◆Exploit Vulnerability Blue Esoteric Lore: 1d20 + 13 ⇒ (2) + 13 = 15
◆Attack Blue Boomerang: 1d20 + 14 ⇒ (16) + 14 = 30 Damage: 2d6 + 6 ⇒ (3, 6) + 6 = 15 +4 Personal Weakness.


Pathfinder Provisions ◆◇↺

Angvim recalls that these elementals are very sensitive to vibrations in the earth. They can use this "tremorsense" to locate things very well, though it's not as good as actually seeing them.
Or, wait... was that "sensitive to vibrations" because the crystalline structure at their core renders them vulnerable to sonic energy?
It was one of those things, definitely. Vibration sensitivity.

Failure, but I know you have Dubious Knowledge since all Thaumaturges get it as a bonus feat--you should mention it, though!
When doing Dubious Knowledge I flip a coin to determine if I should lie or tell the truth first. I have no pattern, promise. >=)

Although he isn't able to get a feel for that weakness.

The THWACK of his boomerang seems effective enough, though, crushing through both of the creature's heads and spraying dirt and sand everywhere. They do start to reform, but overall the elemental is looking less and less like a coherent statue.

EV failure as well. That's a successful Demoralize and the attack's a crit, though.

The remaining living landslide bursts from the sand right behind Murph. It seems he did not successfully conceal his location from the sand-bound being.

Still, he's too quick for it to gain much of an advantage... oh. Maybe not.
The first rocky uppercut knocks him into the air. The next hit knocks him back into the sand.

Oof. Even with Deny Advantage, 18 and 19 on those dice make that a crit for 26 bludgeoning damage and a hit for 17 bludgeoning damage.

Seelah's turn.

Initiative:
Aldonza (-6, Panache)
Theo (-12)
Angvim (-18)
Murph (Dying 1, unconscious)
Purple Living Landslide (-8)
Seelah (-41, shield -10)
Blue Earthen Destrier (-55, bloodied, Frightened 1, reaction used)
Snarlfist (-6)
Green Earthen Destrier (-15, Frightened 1, Clumsy 1)

GM Dice:
Attack: 1d20 + 16 ⇒ (18) + 16 = 34
damage: 2d8 + 8 ⇒ (1, 4) + 8 = 13
Attack: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 2d8 + 8 ⇒ (8, 1) + 8 = 17


DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

Seelah moves around the elemental, lashing out at it before patching up the serf.

◆ Stride

◆ Cast a Spell: Lay on Hands

+18 HP, +2 to AC for 1 round

◆ Strike

Longsword: 1d20 + 14 ⇒ (19) + 14 = 33
Slashing Damage: 2d8 + 4 ⇒ (4, 1) + 4 = 9

I believe this provokes reactions from Purple twice.


Pathfinder Provisions ◆◇↺

It makes no Reaction. And that's a crit.

Seelah lands a telling blow as she steps around the elemental to restore Murph to consciousness.

The Destrier once again careens through the group, trying to stomp on everyone as it passes--including, in its haste to run over Murph and Seelah, the Landslide of purple ore.

It snaps its Lance at Theo as it passes. At least, he thinks it was trying to hit him.

Everyone must make a DC 19 basic Ref safe against 14 bludgeoning damage. Including Purple, though it succeeds and takes half damage.

Snarlfist's turn.

Initiative:
Aldonza (-6, Panache)
Theo (-12)
Angvim (-18)
Murph (18/58, prone, Wounded 1, +2 AC)
Purple Living Landslide (-33)
Seelah (-41, shield -10)
Blue Earthen Destrier (-55, bloodied, reaction used)
Snarlfist (-6)
Green Earthen Destrier (-15, Frightened 1, Clumsy 1)

GM Dice:
damage: 2d6 + 6 ⇒ (6, 2) + 6 = 14
attack: 1d20 + 8 ⇒ (3) + 8 = 11
damage: 2d8 + 8 ⇒ (7, 8) + 8 = 23
Reflex: 1d20 + 8 ⇒ (14) + 8 = 22

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

Theo attempts to leap from Blue's path of Blue as it tries to trample him.

Reflex vs DC19 Trample: 1d20 + 11 ⇒ (1) + 11 = 12

Yet his paws slip in the sand & he takes the hooves like a deer in the lanterns.

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Ref save: 1d20 + 13 ⇒ (17) + 13 = 30

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Isn't lay on hands AC, only if you target somebody else?

reflex vs trample: 1d20 + 11 ⇒ (16) + 11 = 27

Snarlfist only gets partially stepped on. He envisions himself gliding over the sand effortlessly and makes it so.

From there he slips betwee the 2 elementals and finally repositions himself on the far side for a stab at green.

stabbing green FF: 1d20 + 15 ⇒ (10) + 15 = 25
piercing+SA: 2d8 + 4 + 2d6 ⇒ (7, 7) + 4 + (6, 5) = 29
Critical vs FF apply critical effect (Clumsy 1 till my next turn)
Frightened 1 on critical hits.
Frightened Creatures hit can’t reduce frightened condition below 1 for 1 round.
Frightened Creatures are Flat Footed to Snarlfist
1d4 mental damage vs targets I've demoralized at the beginning of their turn if they continue to engage in combat.

"Made with real elf" growls Snarlfist as he passes through with his Boots of Elvenkind.

Envision Boots of Elvenkind(Free), Stride, Strike, Skirmish Strike(Step,Stride)

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Reflex save DC 19 : 1d20 + 13 ⇒ (9) + 13 = 22

I feel like I got run over by a Beer Wagon pulled by some big horses.


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DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

Yes, I targeted Murph.

Once again, Seelah will accept the damage while trying to both protect Murph and cut the enemy down.

↺ Retributive Strike

Trigger An enemy damages your ally, and both are within 15 feet of you
Effect The ally gains resistance 3 against the triggering damage, and if the foe is within reach, you can make a melee Strike against it.

Longsword: 1d20 + 14 ⇒ (4) + 14 = 18
Slashing Damage: 2d8 + 4 ⇒ (3, 5) + 4 = 12


Pathfinder Provisions ◆◇↺
Snarlfist wrote:
Isn't lay on hands AC, only if you target somebody else?

Yes. Murph is someone else, though.

And Seelah, saves aren't a Reaction. You always get them. I rolled for you--critical success. Alas, your attack doesn't quite hit even with Frightened.

The earthen statue, leaving behind bits of dirt as it moves, lurches towards Snarlfist. It strikes out with its lance, but it break apart harmlessly against his armor.

It whirls and rushes through the party again, hooflike earth stomping against most of the Pathfinders (and slamming into its rockier ally forcefully).

Mercifully, its rampage doesn't threaten Theo this time.

Blue Tramples again. Having to go one direction to get to Snarlfist and then go the other way means it can't quite get everyone, but it moves over everyone but Theo. That's a DC 19 basic Reflex save against 10 bludgeoning damage.
It does hit Purple again, which fails its Reflex save.
As a Reaction when it Tramples, it can attack one creature it moves through with its lance. It attacks Snarlfist. Since it moved at least 10 feet before attacking, it gets extra damage from its Lancing Charge ability (figured I should spell out how this is working more, since you can't see its actual movement as much). However, that attack critically fails.

Aldonza, Angvim, and Murph's turns.

Initiative:
Aldonza (-6, Panache, DC 19 basic Refex save against 10 damage)
Angvim (-18, DC 19 basic Ref vs 14 damage, DC 19 basic Refex save against 10 damage)
Murph (14/58, prone, Wounded 1, +2 AC, DC 19 basic Refex save against 10 damage)
Purple Living Landslide (-43)
Seelah (-41, shield -10)
Theo (Dying 2, unconscious, prone)
Blue Earthen Destrier (-59, bloodied, reaction used)
Snarlfist (-13)
Green Earthen Destrier (-45, bloodied, reaction used, Frightened 1, can't reduce Frightened below 1, 1d4 mental at the start of its turns)

GM Dice:
mental blue: 1d4 ⇒ 4
mental green: 1d4 ⇒ 1
Seelah Reflex: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Attack: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 2d8 + 8 ⇒ (8, 7) + 8 = 23
Purple Ref: 1d20 + 8 ⇒ (3) + 8 = 11

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Reflex Save: 1d20 + 13 ⇒ (8) + 13 = 21

At least I'm not down again. yet. Pretty simple turn though

◆ Grab the +1 Strike short sword I dropped when I went down

◆ Stand Up

◆ Strike Purple Living Landslide. Target should be Flat-Footed since I have Gang Up and I also have Deny Advantage in case they try to Flank me.
Strike with +1 striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 ⇒ (17) + 15 = 32
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (4, 3) + 4 + (2, 6) = 19

Really hoping this is another crit and we can get this one off the board.


Pathfinder Provisions ◆◇↺

Crit? Yes, decisively. Off the board? So close. Almost!

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza lunges at the landslide, then steps lightly across the treacherous sand to stab at the destrier.

Strike, Stride, Strike

Attack: 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 2d6 + 5 ⇒ (4, 1) + 5 = 10P

Attack: 1d20 + 9 ⇒ (1) + 9 = 10 flanking
Damage: 2d6 + 5 ⇒ (1, 3) + 5 = 9P


Pathfinder Provisions ◆◇↺

Though the creature looks ready to collapse after Murph stabs it, Aldonza lunges--but doesn't connect!

Angvim's turn.

Initiative:
Aldonza (-6, Panache, DC 19 basic Refex save against 10 damage)
Angvim (-18, DC 19 basic Ref vs 14 damage, DC 19 basic Refex save against 10 damage)
Murph (14/58, prone, Wounded 1, +2 AC, DC 19 basic Refex save against 10 damage)
Purple Living Landslide (-81)
Seelah (-41, shield -10)
Theo (Dying 2, unconscious, prone)
Blue Earthen Destrier (-59, bloodied, reaction used)
Snarlfist (-13)
Green Earthen Destrier (-45, bloodied, reaction used, Frightened 1, can't reduce Frightened below 1, 1d4 mental at the start of its turns)

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

"I must say that these creatures are quite sturdy! says Angvim as he grimaces at his wounds only to see Theo going down. "Man down!" she shouts as he does his best to deal with the elemental in front of him to make way for someone to tend to the mage's wounds.

DC 19 basic Ref vs 14 damage: 1d20 + 13 ⇒ (15) + 13 = 28
DC 19 basic Ref vs 10 damage: 1d20 + 13 ⇒ (10) + 13 = 23

◆Attack Blue Boomerang: 1d20 + 14 ⇒ (5) + 14 = 19, Damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13
+4 Personal Weakness.
◆Attack Blue Boomerang: 1d20 + 9 ⇒ (16) + 9 = 25, Damage: 2d6 + 6 ⇒ (5, 3) + 6 = 14
+4 Personal Weakness.
◆Cast Shield (From Aeon Stone)


Pathfinder Provisions ◆◇↺

Angvim's first throw is a bit too far to the right, but his second is dead-on and smashes through the earthen elemental. For the briefest of moments it tries to put itself back together before it loses its cohesiveness entirely, collapsing into a pile of inanimate dirt.

The rocky elemental--in at least two senses--steps away from Seelah and Murph, taking advantage of its somewhat mutable shape to slam its fist into them at a greater distance. And slam it does, into both of them.

Oof. Crits Seelah for 26 bludgeoning damage and hits Murph for 21 bludgeoning damage. At least the lower damage roll went to Seelah, so one of them is still up?

Seelah, Theo, and Snarlfist's turns.

Initiative:
Aldonza (-6, Panache, DC 19 basic Refex save against 10 damage)
Angvim (33/63)
Murph (0/58, prone, Dying 2, Wounded 1, +2 AC)
Purple Living Landslide (-81)
Seelah (11/78, shield -10)
Theo (Dying 2, unconscious, prone)
Snarlfist (-13)
Green Earthen Destrier (-45, bloodied, reaction used, Frightened 1, can't reduce Frightened below 1, 1d4 mental at the start of its turns)

GM Dice:
Attack Seelah: 1d20 + 16 ⇒ (17) + 16 = 33
damage: 2d8 + 8 ⇒ (3, 2) + 8 = 13
attack Murph: 1d20 + 11 ⇒ (15) + 11 = 26
damage: 2d8 + 8 ⇒ (6, 7) + 8 = 21

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

I missed the sarcasm, so I had long post written only to realize you got it right above. Murph, prone, dying 2, wounded 1


Pathfinder Provisions ◆◇↺

No sarcasm--Murph is down either way, but with doubling fur the crit the higher damage roll would have dropped Seelah too. Counter-intuitively, the paladin getting a low damage roll and the Wounded Rogue the high one is actually better in this specific situation.

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

I apologize. It seemed like sarcasm, as the damage shown is more for Seelah, and I didn't realize that she actually got lower base damage before the doubling for the crit until I looked at the GM rolls spoiler. You are right that it is better to have Seelah up.

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Snarlfist skirmishes forward, taking another stab at green.

stabbing green FF: 1d20 + 15 ⇒ (8) + 15 = 23
piercing+SA: 2d8 + 4 + 2d6 ⇒ (5, 5) + 4 + (4, 6) = 24
Critical vs FF apply critical effect (Clumsy 1 till my next turn)
Frightened 1 on critical hits.
Frightened Creatures hit can’t reduce frightened condition below 1 for 1 round.
Frightened Creatures are Flat Footed to Snarlfist
1d4 mental damage vs targets I've demoralized at the beginning of their turn if they continue to engage in combat.

Snarlfist then continues forward, barely reaching Murph in time to heal them.

battlemedicine DC 20 (Assurance): 20 = 20
healing for Murph: 2d8 + 10 ⇒ (6, 4) + 10 = 20

Hopefully that takes down green and stabilizes Murph

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

Theo lies on the ground, hoping that he stabilizes.

stabilize on 12+: 1d20 ⇒ 5

He drops to Dying 3.


Pathfinder Provisions ◆◇↺

That's a hit. It's still up, but.. um, on an unrelated note I'm going to go ahead and roll that mental damage for no reason... Okay, now it's down.

Snarlfist's weapon pierces the next elemental. It doesn't immediately collapse, but it wavers as the medic moves to Murph and has crumbled to dust by the time he's finished treating the wounded gnome.

Seelah, Aldonza, Angvim, and Murph's turns.

Initiative:
Aldonza (-6, Panache, DC 19 basic Refex save against 10 damage)
Angvim (33/63)
Murph (20/58, prone, Wounded 2)
Purple Living Landslide (-81)
Seelah (11/78, shield -10)
Theo (Dying 3, unconscious, prone)
Snarlfist (-13)

GM Dice:
mental damage: 1d4 ⇒ 4

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Murph looks like 10 miles of bad road at this point, and is struggling with trying to end the combat without dying. He staggers to his feet

◆ Stand Up

◆ Load Hand Crossbow

◆ Fire at Purple?
+1 striking hand crossbow (magical, range increment 60 feet, reload 1): 1d20 + 15 ⇒ (3) + 15 = 18
Piercing Damage, no precision: 2d6 ⇒ (2, 1) = 3

Sorry folks, it was the best I could think of with the lack of action economy. Even rerolling with a Hero Point wouldn't improve the damage.

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