Kyra*
|
Kyra fires a set of needle darts at the last opponent. She asks for the guidance of Sarenrae before she does.
◆ Guidance
◆◆ Spell Attack: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 Piercing: 3d4 ⇒ (4, 2, 4) = 10
Armik 2ed
|
Bastard Sword vs grey: 1d20 + 9 ⇒ (9) + 9 = 182d12 + 2 ⇒ (3, 3) + 2 = 8
Bastard Sword vs grey: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 142d12 + 2 ⇒ (10, 4) + 2 = 16
◆ Strike
◆ Strike
◆ Cast Shield
Sundamar
|
Status: HP 38 + 2 temp hp
Sundamar uses his shield block to deflect the wolf’s bite damage.
Standing up the elf moves to threaten the white wolf and uses a shielding strike focus ability to attack and raise his shield in one action.
◆ Stand
◆ Stride
◆ Shielding Strike (strike & raise shield)
+1 Striking Katana: 1d20 + 11 ⇒ (1) + 11 = 12 to hit vs white wolf
Katan slashing damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10
If critical add deadly damage: 1d8 ⇒ 4
↺ Use a shield block if hit.
Chomper of the Razortooth Tribe
|
If the Grey wolf is still there after the assault and its counterattack, Chomper strides ◆◆ around (counted as difficult terrain if he can go into it. If not, then south by 1 square) to provide a flank and strikes at it with a bite ◆.
Magical Bite Strike vs Flat-footed: 1d20 + 12 ⇒ (4) + 12 = 16
Magical Bite P Dmg: 1d6 + 2 ⇒ (2) + 2 = 4
| DoubleGold |
You all defeat the last wolf.
You get a 10 minute rest You may use your the one-time use ability that turns a 10 minute rest into a full rest. You will not get a long rest when part 3 starts, so if you turn that 10 minute rest into a full rest now and then start the next combat, you'll likely be down either HP or spells. You may want to turn that 10 minute rest into a full one after you complete combat number 2
Which mission now?
Pelia Kane
|
Fresh Produce for Chomper
healing: 2d4 + 6 ⇒ (2, 4) + 6 = 12
Borrowing Kyra's tools
treat wounds dc 15: 1d20 + 11 ⇒ (12) + 11 = 23
heal: 2d8 ⇒ (4, 4) = 8
Fresh Produce for Kyra
healing: 2d4 + 6 ⇒ (2, 3) + 6 = 11
"Who wants fresh nutritious mushrooms for healing?," Pelia says offering one to everyone.
| DoubleGold |
perception: 1d20 + 9 ⇒ (5) + 9 = 14 Zekki
perception: 1d20 + 8 ⇒ (4) + 8 = 12 Sundamer
perception: 1d20 + 9 ⇒ (10) + 9 = 19 Kyra
perception: 1d20 + 7 ⇒ (7) + 7 = 14 Armik
perception: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 Chomper, when you critcally succeed a dc 15, you get a +1
perception: 1d20 + 8 ⇒ (6) + 8 = 14 Pelia
patrolers: 1d20 + 9 ⇒ (2) + 9 = 11
Place yourself at the bottom of slide 3
| DoubleGold |
So the init is weird, if you beat perception init 15, you get a surprise round
Surprise round
Chomper
Kyra
Round 1
Chomper
Kyra
Zekki, Armik, Pelia
Sundamer
Patrols (enemy)
All may act, Chomper and Kyra get a round 1 and a surprise round.
You have 2 patrolers and 2 flying eagles up north. You don't need checks to climb up hills, walk between the trees or stand on rocks, just checks to cross water. Or checks to climb up the 20 foot trees
Chomper of the Razortooth Tribe
|
Chomper stays to the bushes trying to move stealthily toward the boulders near the water to hide. Sneak ◆ at half move during surprise round. Sneak twice ◆◆ at half move during regular round then Hides ◆ behind the rock.
Stealth to Sneak during Surprise: 1d20 + 9 ⇒ (9) + 9 = 18
Stealth to Sneak: 1d20 + 9 ⇒ (3) + 9 = 12
Stealth to Sneak: 1d20 + 9 ⇒ (16) + 9 = 25
Stealth to Hide: 1d20 + 9 ⇒ (20) + 9 = 29
| DoubleGold |
While Chomper might not know how sneaky he is, he has a feeling he lost it as some point and then regained it.
Kyra*
|
Kyra moves closer to the rocks, and takes cover. Though untrained in all manner of skulduggery, she tries to hide.
Stealth: 1d20 + 1 ⇒ (19) + 1 = 20
Sundamar
|
Status: HP 38 + 2 temp hp
Striding forward using his long elven stride, Sundamar pause to cast shield cantrip and enter into an Arcane Cascade stance.
◆ Stride
◆ Cast shield
◆ Arcane Cascade (+1 force dam)
↺ Use a shield block if hit.
| DoubleGold |
Botting
Also, welcome to the XFL
Zekki devises a strategem hit: 1d20 + 9 ⇒ (4) + 9 = 13 13 will probably not hit, or at least that would be my thought if I were Zekki so he will target the other eagle hoping he can get a better roll.
hit: 1d20 + 9 ⇒ (10) + 9 = 19 with range penalties that misses the other eagle, but Zekki was probably hoping for a nat 20.
Pelia someone else can bot him. But only bot Pelia for round 1.
Eagles fly to the 40 yard line where Sundamer is, but that is a triple move, so they can't make a tackle an attack.
The Patrolers doublemove move and they try to make a pass, I mean take a shot at Sundamer with their shortbows. hit: 1d20 + 10 ⇒ (10) + 10 = 20 hit: 1d20 + 10 ⇒ (1) + 10 = 11 But the pass is incomplete, they miss.
All heroes are up
Pelia still has round 1 and 2
Zekki
|
Sorry, I missed this table when I went through earlier today. Botting Pelia.
Round 1
◆ Stride up
◆◆ Ready Elemental Blast for something to come in range.
↺ Elemental Blast
Elemental Blast: 1d20 + 8 ⇒ (6) + 8 = 14 for bludgeoning: 1d8 ⇒ 6
Targetting whatever is closer. Hope I did that sorta right
Round 2
◆ Recall Knowledge
◆◆ Elemental Blast
Nature: 1d20 + 8 ⇒ (18) + 8 = 26
Elemental Blast: 1d20 + 8 ⇒ (4) + 8 = 12 for bludgeoning+con: 1d8 + 4 ⇒ (2) + 4 = 6
Kyra*
|
Kyra touches her scimitar, and from it three needle darts are formed. She hurls these and they fly with great speed towards her target (closest target).
◆◆ Spell Attack: 1d20 + 9 ⇒ (11) + 9 = 20 Needle Darts: 3d4 ⇒ (3, 1, 2) = 6
◆ stride 15' closer
Armik 2ed
|
Armik engages the pesky eagles, then steps back to refocus.
Bastard Sword vs green: 1d20 + 9 ⇒ (9) + 9 = 182d12 + 2 ⇒ (7, 12) + 2 = 21
Bastard Sword vs green: 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 162d12 + 2 ⇒ (2, 12) + 2 = 16
◆ Strike
◆ Strike
◆ Step
Chomper of the Razortooth Tribe
|
Chomper strides forward ◆◆ and focuses his strike ◆ at the Green Eagle if it is still there.
Magical Bite Strike: 1d20 + 12 ⇒ (20) + 12 = 32
Magical Bite P Dmg: 1d6 + 2 ⇒ (2) + 2 = 4
| DoubleGold |
Pelia passes a elemental blast, but the pass is incomplete and it misses.
The pass for round 2 also misses
Zekki Don't forget to go for round 2 for yourself.
Kyra passes some needles to the eagle, and the eagle catches some needles in the leg.
Armik strikes down an eagle with his bastard sword, Touchdown. We have an injury on the field.
Chomper bites down hard on the other eagle, completing the 2 point conversion after the touchdown. Crit for 8 points
Sundamer is up, Zekki is up
Pelia studies up on the enemy tactics with recall knowledge, she does so well, she might as have stolen the other team's playbook. Melee [one-action] beak +8 (finesse), Damage 1d6+2 piercing
Melee [one-action] talon +8 (agile, finesse), Damage 1d4+2 slashing
Eagle Dive [two-actions] The eagle Flies up to double its fly Speed in a straight
line, descending at least 10 feet, and then makes a talon Strike
Sundamar
|
Status: HP 38 + 2 temp hp; Arcane Cascade (+1 force dam)
Striding forward Sundamar uses his magic to fling some loose rocks at the eagle creature.
◆ Stride
◆◆ Cast Telekinetic Projectile
Telekinetic Projectile: 1d20 + 9 ⇒ (13) + 9 = 22 to hit
Bludgen damage: 2d6 + 3 ⇒ (5, 2) + 3 = 10
| DoubleGold |
Sudamer passes some rocks to the eagle creature, and the pass is complete, as the eagle catches it in the chest. Touchdown Pathfinders. Another injury on the field.
Zekki goes devise strategem: 1d20 ⇒ 13
Believing that is not good enough because of range penalaties will move up.
The other team advances to the 30 yard line and makes 2 arrow passes at Chomper
hit: 1d20 + 10 ⇒ (14) + 10 = 24 dmg: 1d6 + 3 ⇒ (1) + 3 = 4
hit: 1d20 + 10 ⇒ (15) + 10 = 25 dmg: 1d6 + 3 ⇒ (2) + 3 = 5
And it is the half time report. Pathfinders have eliminated both eagles. Team eagles and Patrolers have dealt 7 points of damage to Chomper. Highlights of the day. Armik cleaving an eagles head off. Chomper biting all the way through. And Sundamer with that finishing blow, careful them rocks are harder than footballs For those that live outside the united states, football americano. Don't forget Kyra, Pelia and Zekki's effort into this. Back to you Bill. 20 to 1 odds Pathfinders are going to win this. The bets have been placed, some of you are regretting your bets by now, some of you wish you would have bet more, but what's a nickel for every dollar you bet.
Round 3 start, all Pathfinders are up
Armik 2ed
|
Eager to continue the battle, Armik calls on Gorum's power to slash harder.
Bastard Sword vs left guy: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 223d12 + 2 ⇒ (5, 5, 2) + 2 = 14
◆ Weapon Surge (activates minor curse)
◆ Stride
◆ Strike
GM Dennis
|
**HOUSE GM ANNOUNCEMENT**
Eando’s voice rings out, calling everyone back. “Pathfinders, the light is quickly fading. Return to camp and rest, we will continue reconnaissance tomorrow.”
Table GMs, this is your one-day warning before the end of Part 2
Chomper of the Razortooth Tribe
|
Chomper strides forward ◆ and tries to strike with a power bite ◆◆ on the same one Armik strikes.
Magical Power Bite Strike: 1d20 + 12 ⇒ (4) + 12 = 16
Magical P Dmg: 2d6 + 2 ⇒ (1, 1) + 2 = 4
Kyra*
|
Kyra casts Needle Darts on the Patroler on the right. Then she casts a defensive shield upon herself.
◆◆Spell Attack: 1d20 + 9 ⇒ (3) + 9 = 12 Needle Darts: 3d4 ⇒ (2, 1, 4) = 7
◆ Shield
Pelia Kane
|
Im not sure when my turn is but the chaos has died down bit so.
Free Action next elemental blast range 120 propulsive 30
two action elemental blast attack: 1d20 + 4 + 4 + 2 + 1 ⇒ (6) + 4 + 4 + 2 + 1 = 17
damage: 1d8 + 4 ⇒ (5) + 4 = 9 bludgeoning
Free Action next elemental blast range 120 propulsive 30
one action elemental blast attack: 1d20 + 11 - 5 ⇒ (12) + 11 - 5 = 18
damage: 1d8 ⇒ 8 bludgeoning
Against closest enemy
Pelia continues throwing mushrooms at her enemies.
Kyra*
|
Kyra will Fire a Fire Ray at the closest opponent.
◆◆Fire Ray: 1d20 + 9 ⇒ (13) + 9 = 22 Fire: 4d6 ⇒ (3, 5, 6, 6) = 20
◆ Shield ↺Raise Shirld Vs Any Damage
Chomper of the Razortooth Tribe
|
Chomper power attack strikes ◆◆ then strikes again ◆ whichever enemy is before him but tries to consolidate damage on one opponent that is taking most of the damage until it drops.
Magical Power Bite Strike #1: 1d20 + 12 ⇒ (18) + 12 = 30
Magical Bite P Dmg #1: 2d6 + 2 ⇒ (4, 3) + 2 = 9
Magical Bite Strike #2: 1d20 + 2 ⇒ (1) + 2 = 3
Magical Bite P Dmg #2: 1d6 + 2 ⇒ (3) + 2 = 5
Reactive Shield as reaction if being hit.
Sundamar
|
Status: HP 38 + 2 temp hp
Striding forward again, Sundamar spell strikes at the whitish foe using katana empowered with the magic of Gouging Claw.
◆ Stride
◆◆ Spell Strike
+1 Striking Katana: 1d20 + 11 ⇒ (4) + 11 = 15 to hit
slashing damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7 plus Gouging Claw (slashing): 2d6 + 3 ⇒ (4, 3) + 3 = 10
On Critical add 2d4 persistent bleed damage and deadly: 1d8 ⇒ 1
Armik 2ed
|
"Hail Gorum!"
Bastard Sword: 1d20 + 9 ⇒ (13) + 9 = 222d12 + 2 ⇒ (9, 7) + 2 = 18
Bastard Sword: 1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 72d12 + 2 ⇒ (12, 7) + 2 = 21
Bastard Sword: 1d20 + 9 - 10 ⇒ (1) + 9 - 10 = 02d12 + 2 ⇒ (2, 8) + 2 = 12
| DoubleGold |
Sundamer misses
Armik kills ones, messing up their plan to blitz
He pulls outs his club, drops his bow, hunts prey and swings at chomper
hit: 1d20 + 8 ⇒ (4) + 8 = 12
and misses
Then Chomper and Kyra take him out. End of Combat, and you all get a long rest as you said you would. We are probably nothing more than mere minutes away from part 3, so no use trying another mission.
Treasure Mundane items, but feel free to take their arrows so you won't have to spend yours.
GM Dennis
|
**HOUSE GM ANNOUNCEMENT**
As the sun rises over the camp, the din of Pathfinders getting ready to start another day and the smell of a warm breakfast fills the air. As everyone is starting to eat their breakfast, Eando, Ciobanu, and Fola stand before the group. “As we head out today, we should continue to look for signs of an upcoming assault. With the information you’ve gathered, it’s clear that the one named Nathatel is readying an attack on the town, though we’re still somewhat unsure why.”
As Eando speaks to the group, one of the night scouts approaches Fola, whispering something in her ear. Looking alarmed, she quickly interrupts Eando. “Pathfinders, it’s worse than we feared! Nathatel’s forces are to be attempting to attack from the west. Go, now, stop them before they can breach the town!”
Table GMs, please begin Part 3, beginning in Area E.
| DoubleGold |
init: 1d20 + 7 ⇒ (18) + 7 = 25 Armik
init: 1d20 + 7 ⇒ (10) + 7 = 17 Chomper
init: 1d20 + 7 ⇒ (8) + 7 = 15 Pelia
init: 1d20 + 9 ⇒ (1) + 9 = 10 Zekki
init: 1d20 + 8 ⇒ (3) + 8 = 11 Sundamer
init: 1d20 + 9 ⇒ (8) + 9 = 17 Kyra
init: 1d20 + 6 ⇒ (9) + 6 = 15 weak scout
init: 1d20 + 10 ⇒ (5) + 10 = 15 Ambush Observer 1
init: 1d20 + 10 ⇒ (8) + 10 = 18 Ambush Observer 2, blue
Armik, Kyra and Chomper are up
So how this works. see discussion.
Armik 2ed
|
Armik races out into the fray and blasts the intruders with a wall of sound.
sound burst sonic damage (10 foot burst): 2d10 ⇒ (10, 4) = 14
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is deafened for 1 round.
Critical Failure The creature takes double damage and is deafened for 1 minute, and stunned 1.
| DoubleGold |
fort: 1d20 + 7 ⇒ (8) + 7 = 15 regular ambusher, 14 dmg, deafened
fort: 1d20 + 7 ⇒ (16) + 7 = 23 weak ambusher, 7 dmg
fort: 1d20 + 7 ⇒ (2) + 7 = 9 blue ambusher, 14 dmg, deafened
Ambusher 2 would technically go before Kyra and Chomper, so he takes 2 shots at Armik after moving forward. hit: 1d20 + 14 ⇒ (9) + 14 = 23 dmg: 1d6 + 4 ⇒ (5) + 4 = 9
hit: 1d20 + 9 ⇒ (20) + 9 = 29 dmg: 1d6 + 4 ⇒ (4) + 4 = 8 doubled
kyra and Chomper are up
Chomper of the Razortooth Tribe
|
Chomper draws a dart ◆, strides forward ◆ then throws it at Blue ◆.
Thrown Dart Strike with 1 range penalty: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
P Dmg: 1d4 + 2 ⇒ (3) + 2 = 5 Doubled
Kyra*
|
Kyra moves closer to her companions who ran forward to meet the enemy. She then fires a ray of fire at one of the attackers (ambush observer 1).
◆ Stride
◆◆Fire Ray: 1d20 + 9 ⇒ (13) + 9 = 22
Fire: 4d6 ⇒ (4, 2, 1, 6) = 13
| DoubleGold |
Chomper delivers a dart to blues chest. Kyra sets the other one on fire a bit.
The other ambusher moves and fires back at Kyra hit: 1d20 + 14 ⇒ (2) + 14 = 16
hit: 1d20 + 9 ⇒ (7) + 9 = 16
The weak scout moves, loads sling and fires at Kyra hit: 1d20 + 6 ⇒ (11) + 6 = 17 miss
Pelia, Zekki and Sundamer are up. As is Armik, Chomper and Kyra for round 2.
Pelia Kane
|
Move up next to Kyra
Weapon Infusion 30 ft volley 100ft range
attack 2 action: 1d20 + 11 ⇒ (17) + 11 = 28 against blue
damage: 1d8 + 4 ⇒ (5) + 4 = 9 Bludgeoning
Pelia sends a massive mushroom towards her nearest enemy celebrating as it thuds squarely against the combatant.
Chomper of the Razortooth Tribe
|
Round 2 action
Chomper strides ◆ to flank the scout with Armik and strikes with a power bite ◆◆.
Magical Power Bite Strike vs FF: 1d20 + 12 ⇒ (3) + 12 = 15
Magical P Dmg: 2d6 + 2 ⇒ (1, 6) + 2 = 9
Chomper of the Razortooth Tribe
|
Round 2 action
Chomper strides ◆◆ around Blue and strikes ◆.
Magical Bite Strike: 1d20 + 12 ⇒ (2) + 12 = 14
Magical P Dmg: 1d6 + 2 ⇒ (3) + 2 = 5
Sundamar
|
Status: HP 38 + 10 temp hp
Striding forward, Sundamar strikes at the blueish foe with his katana and misses horribly.
◆ Stride
◆ Stride
◆ Strike
+1 Striking Katana: 1d20 + 11 ⇒ (1) + 11 = 12 to hit
slashing damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10
On Critical add deadly: 1d8 ⇒ 4