DM Brainiac’s Rusthenge (Inactive)

Game Master Brainiac

Exploration Activities: Ed: Detecting Magic, Hess: Avoiding Notice, Reknar: Searching, Tol: Scouting, Turac: Searching


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Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

[Natural 20 on the Disarm attempt! Nice one Rek! I didn’t know Disarm was a two-action thing, I thought it was more like a…well I’m not sure. Off to the Archive of Nethys!!!]

[@Rek: Ok, so Disarm is a single Action, Athletics vs Reflex check. So you can do something else with your third action, like make a strike with MAP…]


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Sorry about the inactivity. Been a crazy first part of the week.

Not really anxious to get too close to the rusty Dwarf, Hess decides to feed the enemy a steady diet of crossbow bolts.

◆ Draw Crossbow
◆ Strike: 1d20 + 8 ⇒ (1) + 8 = 9 Hand Crossbow
1d6 ⇒ 4 Bolt
◆ Exchange weapons (Crossbow for Rapier).

"Dang it. Gotta get this thing looked at. Hasn't shot straight since I got it wet".


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Thanks for enlightening me - I think I read the symbols wrong in the Archive of Nethys.

Attack with Flail: 1d20 + 10 ⇒ (20) + 10 = 30
Damage if it hits: 1d6 + 4 ⇒ (3) + 4 = 7


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Omigod, another 20. @Rek: Even though you forgot to apply your MAP (multiple attack penalty) of -5 that is still a good hit. Is it still a Critical if it is a Nat 20, but not more than 10 above a creature's AC?


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe
Tol Greave wrote:
Omigod, another 20. @Rek: Even though you forgot to apply your MAP (multiple attack penalty) of -5 that is still a good hit. Is it still a Critical if it is a Nat 20, but not more than 10 above a creature's AC?

Nat 20 raises the success to the next level... so if it was a hit it becomes a Critical Hit.


Turac Divine Lance: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Reknar swiftly disarms Ragnulf, yanking the dwarf's hammer out of his hand. As it clatters to the floor, he delivers a telling blow to the side of the dwarf's head! Turac blasts Ragnulf with divine energy, and while Hess's crossbow bolt goes wide, Tol manages to get behind the dwarf and deliver a critical hit of his own!

Ragnulf tries to pick up his weapon, but Reknar punishes him for doing so, battering him with his flail again!

Reknar AoO: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Badly wounded and bleeding, Ragnulf falters. He abandons his weapon and glares up at you. "You're stronger than I had expected. Give me an honorable execution," he spits.

Bleed: 1d4 ⇒ 11d20 ⇒ 20

The wound from Tol's strike bleeds a bit before staunching.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

"I make you a counter-proposal Ragnulf: Tell us what magicks you have unleased here and we MAY grant you your wish!"


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

"Aye, no tricks, dwarf. We can just as easily take you prisoner as kill you. What have you done here?!?"

Tol's voice is clear with anger, he stands ready at the dwarf's back, hands poised to strike.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Reknar's chest rises and falls with his labored breath - the warrior's body still filled with adrenaline, flail firmly in hand and spiked ball still dangling as he stands over the dwarf. He understands the request, but manages to hold the final strike as his companions address the apparently defeated dwarf.


"I have given myself to my new lord and master, Xar-Azmak. He has exposed Gorum for the weakling he truly is. Iron will always be weak, fighting against the corrosion of rust. My lord needs only to touch the iron god to turn his armor to dust and leave him weak as a babe.

"Now, I have asked for an execution! Who are you to deny me this right?" Ragnulf growls. He moves to snatch up his weapon again!

Reknar may take an attack of opportunity on Ragnulf. He can choose to either kill him or knock him out.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"Idiot..." - Reknar growls, and knocks the dwarf out with a well aimed strike.

"Xar-Azmak? Who is that?" - he asks his companions, while he ties up yet another foe - "Soon I will be out of rope..." - he grumbles.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic
Reknar wrote:
"Xar-Azmak? Who is that?" - he asks his companions

"A good question..." Ed replies as he considers the strange name...

Knowledge check here, not sure which one applies here but Academia Lore +7


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

”Nice work Reknar, you really took him apart. Though I imagine he will be incredibly displeased when he wakes up and isn’t…dead.

”Vanda - any idea what this…thing is he was ogling? Tol asks, indicating the strange object/twisted apparatus on the altar… ”…is this some Gorumite object, now given over to Xar-Azmak?”


Ragnulf's weapon is a +1 warhammer.

Ed has not heard the name Xar-Azmak before. Whoever it is must be quite the obscure being.

"I do not know what that is supposed to be," Vanda says of the strange apparatus. As you look closer at it, you can see that it is a complex device made of multicolored metal that resembles a combination of grinding gears, spider-like legs, and twitching blades, from which emits a constant soft ticking sound. All of the metal in the device appears to be rusted or corroded.

Searching the apparatus, Reknar realizes that the thing has a defense mechanism built into it that will activate if it is tampered with.

You can attempt to destroy the apparatus with physical damage. You can also attempt either a DC 18 Thievery check to adjust the device’s workings so they seize up and no longer function, or a DC 21 Religion check to focus prayers to a non-evil deity into the device to disrupt its ability to channel ambient faith. However, if the apparatus takes damage or an attempt to disable it fails, the defense mechanism will activate.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

"Hmmm. If everybody wants to stand back a bit I'll see if I can figure this thing out. If anyone has any advice or Guidance before hand that would be appreciated". He looks at Turac to see if he's going to offer any assistance before trying his hand at this thing, his curosity overcoming his caution.

1d20 + 8 ⇒ (2) + 8 = 10 Thievery

And spending a Hero Point if he has one.

1d20 + 8 ⇒ (3) + 8 = 11 HP Thievery

And just blowing up!!!


As Hess tries to tinker with the device, the ancient apparatus begins to grind and churn faster. Its soft ticking whirs up to a discordant buzzing sound, and the entire thing begins to glow with an unsettling rust-colored light. All of you experience the unsettling taste of rust in your mouths...

Each of you must succeed on a DC 18 Fortitude save to avoid becoming sickened 1. The ancient apparatus then rolls initiative.

Initiative:
Ed: 1d20 + 5 ⇒ (9) + 5 = 14
Hess (Stealth): 1d20 + 8 ⇒ (3) + 8 = 11
Reknar: 1d20 + 7 ⇒ (5) + 7 = 12
Tol: 1d20 + 4 ⇒ (18) + 4 = 22
Turac: 1d20 + 7 ⇒ (1) + 7 = 8
Trap: 1d20 + 8 ⇒ (15) + 8 = 23

Before you can react, the device emits beams of rust-colored light! Fortunately, the beams all miss you!

Random Targets (Rerolling Repeats): 1d6 ⇒ 21d6 ⇒ 21d6 ⇒ 41d6 ⇒ 21d6 ⇒ 21d6 ⇒ 21d6 ⇒ 1
Rusty Light Beams (Hess, Tol, Ed): 1d20 + 11 ⇒ (2) + 11 = 131d20 + 6 ⇒ (8) + 6 = 141d20 + 1 ⇒ (13) + 1 = 14

Everybody may act!


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

Fort save DC 18: 1d20 + 5 ⇒ (9) + 5 = 14

Ed yells, "Destroy that thing before it destroys us!" He then flings his staff at the center of the rusting apparatus! He then bends over and empties his stomach!

◆◆ Use Hand of the Apprentice as Focus Spell.
Attack: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16; Bludgeoning damage: 1d8 + 3 ⇒ (7) + 3 = 10
◆Retch action to recover Sickened condition. 1d20 + 5 ⇒ (18) + 5 = 23


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

1d20 + 5 ⇒ (1) + 5 = 6 Fortitude Save

Wow! I believe that's a critical fail so Sickened 2?)

◆ Retch I1d20 + 5 ⇒ (15) + 5 = 20 Vomit 1
◆ Draw Rapier
◆ Strike 1d20 + 8 ⇒ (13) + 8 = 21 Rapier
1d6 ⇒ 1 Point (Piercing).


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Fortitude, DC 18: 1d20 + 8 ⇒ (9) + 8 = 17

Tol takes a huge hit of rust in mouth and nostrils, causing him to shift uncomfortably.

He takes a moment to recover his poise with a clearing of his throat and a spit before assuming a low stance and assailing the constructed apparatus with a couple of well placed stabs with his hands.

◆ Retch ◆ Wolf Stance ◆ Flurry

Take 2, Fortitude, DC 18: 1d20 + 8 ⇒ (12) + 8 = 20

Snik!!!: 1d20 + 7 ⇒ (12) + 7 = 19
Knsh!!!: 1d8 + 3 ⇒ (2) + 3 = 5 [Piercing]

Snak!!!: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
Knch!!!: 1d8 + 3 ⇒ (6) + 3 = 9 [Piercing]


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Fort: 1d20 + 9 ⇒ (8) + 9 = 17

Retching Fort: 1d20 + 9 ⇒ (8) + 9 = 17

Reknar retches whatever was left of his breakfast, but it doesn't seem to help at all, so he just spits and attacks.

> Raise Shield
>> Attack

Magical Warhammer: 1d20 + 10 + 1 - 1 ⇒ (20) + 10 + 1 - 1 = 30
Damage if it hits: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Hope it is ok if I am carrying the hammer for the time being?


Yes, that's fine.

Ed's staff dents the apparatus before flying back to his hand. Tol and Hess stab at it, then Reknar delivers a crushing blow with Ragnulf's hammer! The device crunches and twists into an unrecognizable shape, the ticking noise coming to an abrupt halt.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"What the heck is it?" - Reknar coughed, still spitting rust and phlegm.


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol gives Rek a look of undisguised wonder, then crouches to inspect the crumpled thing. He looks humorously at Hess.

”It’s a warning to Hess named “Be more careful.””

Tol looks around the room.

”Where to Vanda - you ever been here before? Where are they likely holding Elder Ordwi?


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

Ed wipes the drool from his face and stares at the remains of the apparatus, "Let me have a closer look. It should be safe to study now..."

Knowledge Arcana/Occultism +7


Vanda sighs with frustration. "I have already told you several times, I have never set foot into any of these chambers before," the cleric explains. "What we will find here beneath Rusthenge is as much a mystery to me as it is to you."

Ed is able to determine about the device resonates with divine energy. It seems to have been a focus for a ritual of some sort. Destroying it has no doubt disrupted part of the ritual.

Many doors exit this room. There are two to the west, two to the north, and two to the east. You entered the room from the south.


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol nods in equal frustration.

”Aplogies Vanda. I’m still trying to understand the Rust-folk. So Rusthenge has *always* been here? And the Gorumites never gave it much thought until the strange ship with the Rust adherents arrived?

Then, apparently still quite dismayed at Vanda’s bondage, Tol turns to Reknar.

”Rek, you still think we need Vanda tied up? Much as you keep hitting things like a juggernaut I’m not sure we can keep going like this…

Finally, Tol considers the options.
”Two West. Two East. Two North. Do we cut through the middle, possibly looking to get flanked from either side? Or do we take a side and work our way around? Not to overthink these things….” he smiles ruefully.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

I am back now.

"I agree, Vanda has earned her freedom. Release her." Ed agrees. "As for the direction working our way west to east is a good strategy."


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Reknar unties Vanda.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

He calmly puts the rope away without a word, and then busies himself checking the doors to the west like Ed suggested.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Hess smiles at Vanda as she is released.

"Well these things seem kind of clockwork so let's work our way around from left to right". Hess exclaims as though this makes perfect sense, and everyone else should understand.


Vanda sighs with relief when her hands are finally free. She moves them around to get the blood circulating again, then accepts any spare weapons you might be willing to lend her. When you are ready, you begin at the southwest door.

A hall past the door leads into a workshop. A thin layer of dust coats the workbenches, grinding wheels, and cabinets in this well-equipped workshop. The smell of earth and sweat fill the room.

A pair of cultists are here, in the process of sharpening their blades. Each man wears a leather-reinforced robe and wields a rust-speckled, wavy-bladed dagger. Upon seeing you, they cry out and brandish their weapons!

Initiative:
Ed: 1d20 + 5 ⇒ (5) + 5 = 10
Hess (Stealth): 1d20 + 8 ⇒ (2) + 8 = 10
Reknar: 1d20 + 7 ⇒ (16) + 7 = 23
Tol: 1d20 + 4 ⇒ (4) + 4 = 8
Turac: 1d20 + 7 ⇒ (7) + 7 = 14
Enemies: 1d20 + 4 ⇒ (19) + 4 = 23

The cultists move swiftly, rushing forward and slashing at Reknar and Tol!

Dagger vs Reknar: 1d20 + 7 ⇒ (18) + 7 = 251d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Dagger vs Tol: 1d20 + 7 ⇒ (2) + 7 = 91d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

8 slashing damage to Reknar, 6 slashing damage to Tol. Everybody may act.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

"Let's try to capture one of them!" Ed yells as he proceeds to duck behind some cover and them attacks the closer cultist with a spell!

◆◆ Cast Telekinetic Projectile at the closest cultist.
Spell attack: 1d20 + 7 ⇒ (2) + 7 = 9; Bludgeoning damage: 1d6 + 3 ⇒ (4) + 3 = 7
◆ Take Cover!


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

◆ Pull Rapier
◆ Move into Flanking position
◆ Strike (Cultist 1)
1d20 + 8 ⇒ (4) + 8 = 12 Rapier
1d6 ⇒ 6 Tip
1d6 ⇒ 1 Finding a tinder spot to stick tip.

"What! Why!".


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Earlier…

Tol looks Vanda full in the eyes as he hands her the dero weapon.

”I vouched for you. Don’t make me regret it. Your can make your recompense by helping right your wrongs. Also…I want this back.

Loans Vanda the aklys…

Now…

Tol nods, but makes no accounting for lethality….stepping around his foe to provide a flank with Reknar…before getting to work…

”That’s really up to them. They are trying to kill us!”

◆Stride to flank ◆Enter Wolf stance ◆Flurry

Graa!!!: 1d20 + 7 ⇒ (8) + 7 = 15 vs Off-guard
Grrrr!!!: 1d8 + 3 ⇒ (3) + 3 = 6

Rawr!!!: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18 vs. Off-guard
Rrrr!!!: 1d8 + 3 ⇒ (1) + 3 = 4


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Reknar stands his ground, grumbling - "Every single door... Someone trying to kill us..."

> Raise Shield
>> Attack

Magical Warhammer: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
Damage if it hits: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13


Turac Attacks: 1d20 + 7 ⇒ (2) + 7 = 91d20 + 2 ⇒ (2) + 2 = 4
Vanda Attacks: 1d20 + 9 ⇒ (17) + 9 = 261d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Reknar swings wildly, missing his targets. Hess and Ed both fail to land hits as well, but Tol makes good use of his flanking maneuver, striking one of the cultists twice. Turac's foe parries his attacks, but Vanda delivers a critical strike with the aklys that takes down the wounded cultist!

The other man shouts defiance as he stabs at Tol!

Dagger vs Tol: 1d20 + 7 ⇒ (18) + 7 = 251d20 + 3 ⇒ (9) + 3 = 121d20 - 1 ⇒ (14) - 1 = 13
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

5 damage to Tol. Everybody may act.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Still flanking???If not flanked then:

◆ Feint 1d20 + 7 ⇒ (9) + 7 = 16 Deception vs. Perception DC of opponent

◆ Strike 1d20 + 8 ⇒ (19) + 8 = 27 Rapier
1d6 ⇒ 1 Tip
1d6 ⇒ 5 Tip place cruelly.

◆ Raise Shield.

If flanking can be achieved without a Feint, then he will Strike again with MAP.

1d1d20 + 3 ⇒ (18) + 3 = 21 Rapier 2
1d6 ⇒ 6 Tip 1
1d6 ⇒ 1 Deep into the muscle seeking out vital organs.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Reknar continues his hammering, now against the second opponent.

> Raise Shield
> Attack
> Attack

Magical Warhammer: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Damage if it hits: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Magical Warhammer: 1d20 + 10 + 1 - 5 ⇒ (20) + 10 + 1 - 5 = 26
Damage if it hits: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

So I was thinking... What is the point of Power Attack? Instead of an attack at no penalty + an attack at -5 for a possible total damage of 2d8+8, I would be making a single attack at -5 for a possible total damage of 2d8+4. What am I missing?


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe
Reknar wrote:

Reknar continues his hammering, now against the second opponent.

> Raise Shield
> Attack
> Attack

[dice=Magical Warhammer] 1d20 + 10 + 1
[dice=Damage if it hits] 1d8 + 4 + 1

[dice=Magical Warhammer] 1d20 + 10 + 1-5
[dice=Damage if it hits] 1d8 + 4 + 1

So I was thinking... What is the point of Power Attack? Instead of an attack at no penalty + an attack at -5 for a possible total damage of 2d8+8, I would be making a single attack at -5 for a possible total damage of 2d8+4. What am I missing?

The attack is not at -5. It only counts as two strikes for the third action. So one attack at no penalty doing an extra dice of damage, and if you make another strike it's at -10.


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Hang on. From my understanding, a follow up Strike after Power Attack is at -5, not -10. Does MAP mean Multiple Action Penalty or Multiple Attack Penalty?!?

As for Power Attack, my PF2e fighter uses it exclusively/almost every round. I switch to regular attacks if I think I need to make more strikes, and thus spam rolls in the hope at least *one* will be high regardless of any penalties from MAP. So mostly I’m PA/Raise shield to winnow the foe, and then when I feel it is getting low I spam regular attacks to increase the chance to drop it.

Or for weaker enemies I decide whether to try for one big swing in the hope of dropping them quick, or more swings in the hope of dropping them quicker. ;)


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

If the last cultist still stands…

Tol makes a couple of quick jabs, then another for good measure, then deftly steps out of melee range.

◆Flurry ◆ Strike ◆ Step

Kraa!!!: 1d20 + 7 ⇒ (2) + 7 = 9 vs Off-guard
Ksk!!!: 1d8 + 3 ⇒ (3) + 3 = 6

Kshaa!!!: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17 vs. Off-guard
Frrr!!!: 1d8 + 3 ⇒ (4) + 3 = 7

Kshak!!!: 1d20 + 7 - 8 ⇒ (19) + 7 - 8 = 18 vs. Off-guard
Krr!!!: 1d8 + 3 ⇒ (6) + 3 = 9


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

Ed sighs seeing the cultists fighting on here and decides to end it with his magic...

◆◆ Cast Telekinetic Projectile at the remaining cultist.
Spell attack: 1d20 + 7 ⇒ (1) + 7 = 8; Bludgeoning damage: 1d6 + 3 ⇒ (2) + 3 = 5
◆ Maintain Cover!


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4
Tol Greave wrote:
Hang on. From my understanding, a follow up Strike after Power Attack is at -5, not -10. Does MAP mean Multiple Action Penalty or Multiple Attack Penalty?!?

Ah. It’s in the wording of the feat: “This counts as two attacks when calculating your multiple attack penalty.“ Seems unnecessarily harsh. Oh well.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Balanced math of PF2. 2 action activity.Two dice of damage for a roll at your highest attack bonus. Otherwise (1)attack @ highest bonus, second at -5. Gain second damage die at higher attack modifier vs. -5 to hit and no bonus damage.


The other cultist doesn't last long, falling to Tol's, Hess's, and Reknar's brutal blows!

A search of the room uncovers a set of sterling artisan’s tools designed specifically for the delicate work involved in creating talismans. You also find a a half-finished crafter’s eyepiece under the southern cabinets; its construction is nearly complete and requires 4 days of work and 30 gp worth of components to finish. It’s far enough along that it’s possible to finish construction without the formula.

Another door exits this room on the far side.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

Ed walks over to the table and looks over the tools and also the crafter's eyepiece. "These will come in handy, though it will take some time to finish this eyepiece." He then stows the tools and eyepiece into his pack. "I am ready to go."


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol reminds Vanda that wavy bladed daggers are up for grabs, and then nods that he too is ready to proceed.

”Around we go…”


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Reknar takes a moment to bandage his wounds.

Medicine: 1d20 + 5 ⇒ (11) + 5 = 16

Recovers: 2d8 ⇒ (5, 5) = 10 HP

Then moves across the room to check the next door for sounds or traps.


A pair of wide racks stand against the eastern and southern walls in this chamber, each with three segments: left, right, and center. Small divots in the racks hold clusters of ten-foot-long iron rods coated with large splotches of rust. Flaked-off pieces of rust litter the floor.

Searching the room, Reknar discovers a trap! A pressure plate in the middle of the room is poised to release a rusty cage embedded in the ceiling, which would drop down to entrap the person who triggered it.

You can disable the trap with a DC 13 Thievery to harmlessly trigger the trap by nudging the pressure plate or a DC 20 Thievery to stabilize the pressure plate so it doesn’t trigger.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

"Let me take a look at that. Not sure how I missed it". Hess moves to try and figure out the trap if nobody tries to stop him.

"Might want to stand back a bit".

1d20 + 8 ⇒ (20) + 8 = 28 Thievery

"See! I do know what I'm doing".

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