GM Jhaeman's PFS1 # 1-03 (#31) "Sniper in the Deep" (Inactive)

Game Master Jhaeman

Maps & Handouts


251 to 300 of 395 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3
Calabaza Blanca wrote:
How does Invisibility work underwater? Opinions vary wildly.

See item #2 under this post provided by GM Jhaeman.

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

"Eh, I can't stand ghosts, yes!"

Wary of incorporeal attacks, Malachi activates the only defence he has against them - his ioun-stone-stored Shield spell. He holds position next to the large dinosaur.

Incorporeal Touch AC = 17


Kitoro’s fluid underwater dance fills her allies’ with courage for the fight to come! As Malachi and Ginger stand poised to defend themselves, The Rock sends a burst of strange, entropic energy into the water-filled room, reminding even the undead that nonexistence awaits!

Both Red and Blue rolled natural 20s(!) and so take half damage from The Rock's spell and are not staggered.

Calabaza is up. @Calabaza: Yes, the Discussion thread should have the answer you need. Please feel free to place your token where you intended to be when the encounter started.

GM Dice:

Reflex save (red): 1d20 + 5 ⇒ (20) + 5 = 25
Reflex save (blue): 1d20 + 5 ⇒ (20) + 5 = 25


Calabaza decides to play things cautiously for now!

Botting Calabaza as doing Total Defense.


The ghostly figures drift toward the Pathfinders, fueled by endless rage toward the living! One gets close to Ginger and the T-Rex's magically-augmented bites tears off some of its wispy substance! But then the undead menace reaches out a ghostly hand toward Ginger and draws out some of her life force!

Meanwhile, another of the ghostly creatures drifts through the wall and reaches out a spectral claw toward Malachi with similar results!

Fortunately, the third unliving monster is too slow to drain the life out of anyone.

Ginger's readied attack hit (doing half damage but the ghostly figure is immune to grapple), and the creature also provokes an attack of opportunity which I've taken the liberty of rolling. Result: Another hit for half damage.

Black does a touch attack vs Ginger. Result: Hit. Ginger takes 2 points of damage and gets two negative levels. The attacker gets some temp hp.

Red drifts through the wall and attacks Malachi. Result: Malachi takes 2 points of damage and two negative levels, and the attacker gets some temp hp.

Blue drifts through the wall and attacks Ginger. Result: Miss with a nat 1.

Ginger is now within range of the Unnatural Aura of these creatures . The Rock, you'll need to attempt a DC 25 Handle Animal, Ride, or Wild Empathy check to keep Ginger from becoming Panicked and fleeing to at least 30' distance.

Negative Levels:
Cumulative -1 on all ability checks, attack rolls, combat maneuver checks, CMD, saving throws, and skills checks. Current and total hit points reduced by 5. Treated as one level lower for the purpose of all level-dependent variables, but otherwise spellcasting is not affected. If negative levels ever equal/exceed target’s hit dice, it dies.

GM Dice:

AoO Bite, Reach 10 feet, Gr. Magic Fang, Bard Song: 1d20 + 13 + 2 + 3 ⇒ (5) + 13 + 2 + 3 = 23
AoO Damage (B/S/P), Gr. Magic Fang, Bard Song: 3d6 + 16 + 2 + 3 ⇒ (4, 4, 1) + 16 + 2 + 3 = 30
Black vs Ginger Touch AC: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d8 ⇒ 2
Red vs Malachi Touch AC: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d8 ⇒ 2
Blue Target (1 Ginger, 2 Malachi): 1d2 ⇒ 1
Blue vs Ginger Touch AC: 1d20 + 10 ⇒ (1) + 10 = 11
damage: 1d8 ⇒ 8


Initiative (Round 2)

The Rock + Ginger
Calabaza
Malachi
Kitoro

Ghostly Creatures

Bold should go!

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

@GM Jhaeman - Generally with the Link ability my character can make Handle Animal checks as a free action. Would this check be the same? I am also wondering if the Bard song would help here (typically it provides a bonus against saves vs fear but this seems to be thematically applicable as well). Also the DC for Handle Animal increases by 2 for wounded animals as well. Should I be applying this penalty as well?

I guess everyone should be putting their incorporeal Touch AC in their taglines now. :-(

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Having already considered undead and what she is capable of doing to them, she breaks out the only spell that would affect one and casts a DC 17 blindness spell on the nearest uninjured foe (red?), though she does not hold out much hope that it will work.

The Exchange

Buffs: Touch of the Sea (9 min), Water Breathing, Barkskin +2, Reduce Person (8 rounds), Shield (10 rounds) F LN Halfling Init 11 Per 12 AC 31 FF 25 T 19 HP 66/66 Fort 9, Ref 21, Will 7; +2 vs. fear Spd 30 Ki 5/6 Panache 6/8 Supplies 6/7

Thanks for the total defense GM, and Calabaza will continue it, then move.

Swimming boldly forward, the tiny Calabaza attempts to slip past one of the terrible things and get right up close.

With a swim speed, I assume I can still use acrobatics to avoid an AoO. As I am tiny, with the Reduce Person potion, I can enter its square without using my Mouser ability.

Acrobatics: 1d20 + 18 ⇒ (12) + 18 = 30

While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser.

Also note, Calabaza has a Menacing weapon. That means anyone flanking the creature, so anyone adjacent, gets +4 to hit from the flank instead of the normal +2.

Incorporeal Touch AC 23 + 6 from total defense, higher due to having 3+ ranks in acrobatics.


Kitoro's spell fails to affect the ghostly figure, but Calabaza--in her tiny size--slips near it unnoticed!

The blindness spell fails because it only targets living creatures.

Calabaza succeeds on the Acrobatics DC to avoid an AoO and enters Red's square. (Yes folks, please note the special modified flanking/adjacent bonus--that's a pretty neat trick!)

@The Rock: If you can normally attempt a Handle Animal as a free action with Ginger, you can do it in this circumstance as well (but only one attempt per round). Yes, the DC should be increased for the animal being wounded. (no alterations for the bard song, as it provides a bonus to saves but this is officially a skill check by the animal's handler, not the animal itself).

Per discussion thread, Malachi's boon means he doesn't take the negative levels and I've removed the temp hp from Red.

The Rock+Ginger and Malachi are up.

GM Dice:

affected by non-damaging spell? (no is low): 1d100 ⇒ 87
Will save: 1d20 + 9 ⇒ (4) + 9 = 13

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

The Rock pulls out all the stops attempting to keep his companion in the fight.

Handle Animal DC 25, Damaged Animal, Boon, 4-Leaf Clover: 1d20 + 11 - 2 + 2 + 3 ⇒ (15) + 11 - 2 + 2 + 3 = 29

He expends another boon (and finally learns Gnome to boot) and his form Blurs (as a swift action). He then swims out of the room and strikes a defensive position.

The Rock is now blurred (20% miss chance).

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Oh well, missed that. She is continuing her performance as a free action. Afraid Kit will be of no use in this combat except for the +3 she offers.


Large T-Rex Animal Companion | |HP 60/60|AC 25 T 12 FF 22 |CMB +15/+19 Grab CMD 28|F +8 R +9 Evasion W +5/+9, +4 vs Enchantment|INIT +3| PER +7/+15, Scent Low Light Vision SM+3| Speed 30'|

Ginger is able to hang in the fight. She snaps at black twice.

Bite,2 negative levels, Gr. Magic Weapon, Bard Song: 1d20 + 13 - 2 + 2 + 3 ⇒ (9) + 13 - 2 + 2 + 3 = 25

Damage (Magical),B/P/S, Gr. Magic Weapon, Bard Song: 3d6 + 16 + 2 + 3 ⇒ (6, 5, 6) + 16 + 2 + 3 = 38

Bite,2 negative levels, Gr. Magic Weapon, Bard Song, Multi attack: 1d20 + 13 - 2 + 2 + 3 - 5 ⇒ (11) + 13 - 2 + 2 + 3 - 5 = 22

Damage (Magical),B/P/S, Gr. Magic Weapon, Bard Song: 3d6 + 16 + 2 + 3 ⇒ (4, 6, 1) + 16 + 2 + 3 = 32


As her master retreats, Ginger continues snapping at her undead tormentor, enchanted teeth tearing away all but a few wisps of its form!

Ginger hits Black twice, for half damage each time. Black is down to just a couple of hp.

Malachi is up.

The Exchange

1 person marked this as a favorite.
active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

+3 inspire courage is huge Kit :)

As the phantom foes rush in, Malachi counts on his magic polearm to fend them off....

AoO vs Red (reach), bulls strength, inspire courage, heroism, power attack: 1d20 + 12 + 2 + 3 + 2 - 2 ⇒ (4) + 12 + 2 + 3 + 2 - 2 = 21magic piercing damage: 1d12 + 10 + 3 + 6 ⇒ (2) + 10 + 3 + 6 = 21

supplies damage reroll: 1d12 + 19 ⇒ (9) + 19 = 28

Can't target Black with AoO, it didn't leave a threatened square.

When that fails to stop the incorporeal spirit and the creature reaches out to touch Malachi, the tengu gulps in fear. And then -

"いいえ!"

A black shadow crosses the Captain's face, appearing almost like a mask. He speaks - but his voice is not his own. It is instead clearly a female tengu's voice, strong and defiant.

Tien:
"No!"

Lightning crackles along Malachi's limbs as he adopts an unfamiliar stance.

"私、イナヒイの守護者であるノバリ・ホハチは、お前たちの卑劣な霊を否定します!"

Tien:
"I, Nobali Hohachi, defender of Inahiyi, deny you vile spirits!"

The thunder-spirit rebukes the phantom, and Malachi-Hohachi strikes back.

magic hammer vs black, rage, bulls strength, inspire courage, heroism, power attack: 1d20 + 12 + 2 + 2 + 3 + 2 - 2 ⇒ (8) + 12 + 2 + 2 + 3 + 2 - 2 = 27magic piercing damage: 1d12 + 13 + 3 + 6 ⇒ (6) + 13 + 3 + 6 = 28
magic hammer vs black, iterative, rage, bulls strength, inspire courage, heroism, power attack: 1d20 + 7 + 2 + 2 + 3 + 2 - 2 ⇒ (18) + 7 + 2 + 2 + 3 + 2 - 2 = 32magic piercing damage: 1d12 + 13 + 3 + 6 ⇒ (7) + 13 + 3 + 6 = 29

If the first hammer attack is enough to finish off black, Mal will 5' step after using his natural attacks so that the iterative hammer attack can also be applied against Blue. (It's splitting attacks, but it maintains the flank for Cala if he wants to go on the offensive).

Malachi then strikes out with tentacles, beak, and the strange, narwhal-like horn that emerges from his forehead...

tentacle 1 vs red, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (8) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 27magic damage: 1d4 + 4 + 2 + 3 + 2 ⇒ (2) + 4 + 2 + 3 + 2 = 13
tentacle 2 vs red, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (9) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 28magic damage: 1d4 + 4 + 2 + 3 + 2 ⇒ (4) + 4 + 2 + 3 + 2 = 15
tentacle 3 vs red, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (6) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 25magic damage: 1d4 + 4 + 2 + 3 + 2 ⇒ (3) + 4 + 2 + 3 + 2 = 14
tentacle 4 vs red, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (1) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 20magic damage: 1d4 + 4 + 2 + 3 + 2 ⇒ (2) + 4 + 2 + 3 + 2 = 13

gore vs red, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (16) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 35magic piercing damage: 1d8 + 8 + 2 + 3 + 4 ⇒ (3) + 8 + 2 + 3 + 4 = 20
peck vs red, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (1) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 20magic b/s/p damage: 1d3 + 8 + 2 + 3 + 4 ⇒ (2) + 8 + 2 + 3 + 4 = 19

Shame I can't Sneak Attack them ;)

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Dang, that's a LOT of attacks.


Malachi's spiritual rebuke shakes the ghostly figures to their core, leaving them virtually helpless against the flurry of blows that follow!
But although two are destroyed, one remains intact and tries to vent its flurry on Calabaza! But the bold Pathfinder swims just out of its reach.

Malachi's AoO hits Red for half damage. His first attack against Black destroys the undead (Malachi, I've moved your token as requested). The first three tentacles vs Red hit, as does the first gore, each for half damage. Combined, it's just enough to destroy Red.

Blue attacks Calabaza, but misses due to Total Defense.

GM Dice:

target(1Cala,2Ginger,3Malachi): 1d3 ⇒ 1
Touch Attack: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 1d8 ⇒ 6


Initiative (Round 3)

The Rock + Ginger
Calabaza
Malachi
Kitoro

Ghostly Creature

Bold should go!

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Kit dances her heart out and avoids the combat.

"Nasty customers, these guys. Wish we could have avoided them."


Large T-Rex Animal Companion | |HP 60/60|AC 25 T 12 FF 22 |CMB +15/+19 Grab CMD 28|F +8 R +9 Evasion W +5/+9, +4 vs Enchantment|INIT +3| PER +7/+15, Scent Low Light Vision SM+3| Speed 30'|

Ginger switches her attacks to Blue which is dangerously close to her charge.

Bite, 2 negative levels, Gr. Magic Weapon, Bard Song, Power Attack: 1d20 + 13 - 2 + 2 + 3 - 2 ⇒ (4) + 13 - 2 + 2 + 3 - 2 = 18

Damage (Magical), B/P/S. Gr. Magic Weapon, Bard Song, Power Attack: 3d6 + 16 + 2 + 3 + 6 ⇒ (6, 5, 5) + 16 + 2 + 3 + 6 = 43

Bite, 2 negative levels, Gr. Magic Weapon, Bard Song, Power Attack, Multi Attack: 1d20 + 13 - 2 + 2 + 3 - 2 - 5 ⇒ (3) + 13 - 2 + 2 + 3 - 2 - 5 = 12

Damage (Magical), B/P/S. Gr. Magic Weapon, Bard Song, Power Attack: 3d6 + 16 + 2 + 3 + 6 ⇒ (5, 5, 2) + 16 + 2 + 3 + 6 = 39

Those rolls could have been better. Malachi bring it home. :)

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

The Rock stays in the back with his proxy fighting in his place for now.

Total Defense action.

He responds to Kit.

"Indeed. It is likely that Ginger will need to be let loose in the wild when this is adventure is over."

The druid does not elaborate about how many animals are cycled through Pathfinder adventures. Be it by blindness, level drain, death by immolation or simple trauma the list goes on and on.

I have been through a lot of AC with my three druid PCs and I mean a lot. :)

The Exchange

Buffs: Touch of the Sea (9 min), Water Breathing, Barkskin +2, Reduce Person (8 rounds), Shield (10 rounds) F LN Halfling Init 11 Per 12 AC 31 FF 25 T 19 HP 66/66 Fort 9, Ref 21, Will 7; +2 vs. fear Spd 30 Ki 5/6 Panache 6/8 Supplies 6/7

Calabaza tries to slip in to engage with Blue.

Acrobatics: 1d20 + 18 ⇒ (7) + 18 = 25

Then, she stabs at the thing.

Wakizashi: 1d20 + 21 ⇒ (19) + 21 = 40

damage: 1d3 + 8 ⇒ (2) + 8 = 10

Finally a critical threat, and it's immune...

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

Malachi-Hohachi turns his attention to the third undead. Releasing his hammer to sink slowly to the deck beneath him, he flexes his clawed hands, and attacks in earnest.

claw 1 vs blue, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 11 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (14) + 11 + 4 + 2 + 3 + 2 + 4 - 2 = 38magic damage: 1d3 + 8 + 2 + 3 + 4 ⇒ (2) + 8 + 2 + 3 + 4 = 19
claw 2 vs blue, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 11 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (19) + 11 + 4 + 2 + 3 + 2 + 4 - 2 = 43magic damage: 1d3 + 8 + 2 + 3 + 4 ⇒ (2) + 8 + 2 + 3 + 4 = 19
peck vs blue, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 11 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (15) + 11 + 4 + 2 + 3 + 2 + 4 - 2 = 39magic damage: 1d3 + 8 + 2 + 3 + 4 ⇒ (1) + 8 + 2 + 3 + 4 = 18
gore vs blue, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 11 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (8) + 11 + 4 + 2 + 3 + 2 + 4 - 2 = 32magic damage: 1d8 + 8 + 2 + 3 + 4 ⇒ (7) + 8 + 2 + 3 + 4 = 24

tentacle 1 vs blue, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (18) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 37magic damage: 1d4 + 4 + 2 + 3 + 2 ⇒ (4) + 4 + 2 + 3 + 2 = 15
tentacle 2 vs blue, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (10) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 29magic damage: 1d4 + 4 + 2 + 3 + 2 ⇒ (3) + 4 + 2 + 3 + 2 = 14
tentacle 3 vs blue, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (5) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 24magic damage: 1d4 + 4 + 2 + 3 + 2 ⇒ (1) + 4 + 2 + 3 + 2 = 12
tentacle 4 vs blue, secondary, furious rage, bulls strength, inspire courage, heroism, menacing flank, power attack: 1d20 + 6 + 4 + 2 + 3 + 2 + 4 - 2 ⇒ (7) + 6 + 4 + 2 + 3 + 2 + 4 - 2 = 26magic damage: 1d4 + 4 + 2 + 3 + 2 ⇒ (2) + 4 + 2 + 3 + 2 = 13

Potentially the claws only do half damage because they're b/s but not piercing.

"ノバリ・ホハチと彼女が守ると誓った者たちを脅かす者たちを終わらせよう!"

Tien:
"So end all who threaten Nobali Hohachi and those she has sworn to protect!"


Ginger's enchanted bite tears away part of her foe's ghostly form. Calabaza tries to slip in close during the fighting, but the enemy's supernatural senses spot her and steals some of her life force! Yet any joy it could possible derive from the strike is ended when Malachi snuffs it out of existence, his own form infused with the spiritual power of Nobali Hohachi!

Ginger's first attack hit Blue for half damage, but the second one missed.

Calabaza's Acrobatics check did not meet or exceed CMD+5, so Blue gets an AoO. Result: Hit. Calabaza, you take 6 damage and now have two negative levels (see below; effectively -2 attacks, skills, and saves, -10 current and max hp). Blue gets 10 temp hp. Calabaza's attack hits for half damage.

Malachi's cumulative attacks (all of which hit) are more than enough to destroy Red.

We are off Initiative. Please update taglines for damage taken, conditions, etc. For buff tracking, the combat took three rounds.

Negative Level:
Cumulative -1 on all ability checks, attack rolls, combat maneuver checks, CMD, saving throws, and skills checks. Current and total hit points reduced by 5. Treated as one level lower for the purpose of all level-dependent variables, but otherwise spellcasting is not affected. If negative levels ever equal/exceed target’s hit dice, it dies.

GM Dice:

Blue AoO vs Calabaza touch AC: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 1d8 ⇒ 6

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

The Rock takes out a wand of cure light wounds and heals Ginger completely although her two negative levels remain. He takes out another wand and enhances his reaction time for the next battle (Heightened Awareness) is cast. He then places both wands away in a handy bandolier.

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

"When people are ready we should continue on."


Large T-Rex Animal Companion | |HP 60/60|AC 25 T 12 FF 22 |CMB +15/+19 Grab CMD 28|F +8 R +9 Evasion W +5/+9, +4 vs Enchantment|INIT +3| PER +7/+15, Scent Low Light Vision SM+3| Speed 30'|

Ginger seems a little more subdued than her regular self but follows her master's lead.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

"Probably should have bought a scroll of restoration, but who knew!? I don't suppose any of you bothered?"

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

The Rock raises a watery eyebrow at the thought of paying so much for a scroll.

"Ah, people will probably be feeling better by tomorrow anyways. Why fork out all your gold to some silly church for a piece of parchment. Trust in nature and a bit of time to heal all your ills."

This is not a position that I personally believe in as a player but The Rock thinks differently. If the spell was really necessary then Druids would be able to cast it. :-)


Ginger's physical wounds are healed, but her spiritual ones remain.

I'll wait another 12 hours or so in case anyone else wants to heal or buff, and then let me know what you'd like to do next.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

"Ah, but that is tomorrow and we have a mission to complete now. I guess we should carry on."

Fascinated by how her voice is changed when breathing water instead of air she sings a song to give it a try while she waits for the others to deal with their wounds.

I wonder how this will affect my sonic spells.

Seeing no movement on that front she makes an offer.

"Anyone need me to use a cure wand on them before we go to the next room?"

The Exchange

Buffs: Touch of the Sea (9 min), Water Breathing, Barkskin +2, Reduce Person (8 rounds), Shield (10 rounds) F LN Halfling Init 11 Per 12 AC 31 FF 25 T 19 HP 66/66 Fort 9, Ref 21, Will 7; +2 vs. fear Spd 30 Ki 5/6 Panache 6/8 Supplies 6/7
GM Jhaeman wrote:


Calabaza's Acrobatics check did not meet or exceed CMD+5, so Blue gets an AoO. Result: Hit. Calabaza, you take 6 damage and now have two negative levels (see below; effectively -2 attacks, skills, and saves, -10 current and max hp). Blue gets 10 temp hp. Calabaza's attack hits for half damage.

If I had acted after Malachi I would have been safe, which is really annoying given the way initiative works in pbp. It's like I'm being punished for posting promptly.

Also, would it be CMD +5? I'm entering, not passing through, the square. Given that I'm tiny, I can enter and move through his square freely, so I assumed it would be flat CMD. Given that, could I spend an Inspiration retroactively?

Calabaza is down 10 hp and could use someone to use her wand rather than make the UMD checks.

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

Sure, consider yourself healed up with your wand. :)


After the difficult battle, the group tries to recover and decide how to proceed.

There's the room the ghostly creatures was in, and two doors beyond that. Or, you can head above and explore an upper deck. Just let me know what you'd like to do next.

@Calabaza: For my sanity, I always resolve posts in order. A PC can always choose to delay or post actions in the alternative: "If X is still up, then I do Y, but if X is down, then I do Z." Tiny creatures entering a square provoke an attack of opportunity from Medium-sized creatures: "Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an attack of opportunity from the opponent." Sorry, I don't allow ret-cons (it creates too many complications). Please note that the negative levels reduce both current and maximum hit points.

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

The Rock thinks they should clear the cargo hold first.

He heads with Ginger to check out one of the doors to see if it is trapped.

31 Perception on a take 10.

Assuming that no traps are found and when people are assembled he will open the door.

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

Malachi recovers his hammer, and follows in the dinosaur's wake.

"Be swift, yes. My good friend Nobali won't be with me much longer."

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

"I'm ready."


Seeing no traps, The Rock opens the door to another completely submerged storage place. Whatever provisions may have once been stored here have given way to tide and time. A set of stairs lead up.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

"Well, we could be thorough and check the rooms upstairs, but the action is probably down and in the room next to this one. We should probably just head down."

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

"I agree. We can check the other rooms latter. Down we go."

The druid directs Ginger into position and then he checks the last unopened door for traps on the cargo hold. Assuming that the door is not trapped he waits for the party to assemble and then he opens it.

31 Perception on a take 10.

Let's go. :)

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

"Eh, Cala, can you make this wand work yes? On my ioun stone."

If there's time Malachi would appreciate a recharge of his spell-storing ioun stone via his Wand of Shield.

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

@Malachi - The ioun stone works exactly like a ring of spell storing. You have to use a spell or a scroll of a spell to fill it. The details can be found in the Ring of Spell Storing, Minor. My Seeker level Druid has one as well. :)


The Rock opens the door to another completely submerged room. The room is devoid of anything of value or interest, with its only defining feature a hole in the center of the floor.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Kit gives the hole a look. Was it man made, part of the original ship, or is it something broken through?

In either case, she says, "Looks like the way down. One thing nice about doing all this underwater is that there is no risk of falling."

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

The Rock nods at Kit.

"Alright. Time to go down."


The hole in the hull of the Iron Tide leads down into a lower deck of the ship it sunk on top of: Vaydren's Might! Illuminated by your magical lights, it's easy to see that the area is completely submerged and contains rusting weapons of all sorts and long-disintegrated casks and crates. But Pathfinders aren't the only groups who like to scavenge for treasure: a band of green-skinned humanoids with fins, scales, and wide, frog-like heads are here! The creatures are accompanied by a pair of giant eels!

We'll now proceed to Initiative.


The giant eels swim in quick circles, heightened and ready for combat but glancing back for a signal to attack from their masters!

Initiative (Round 1)

Giant Eels
The Rock
Green Humanoids
Calabaza
Kitoro
Malachi

Bold should go!

This encounter takes place on Slide # 3, the furthest ship to the left (labelled "Vaydren's Might Lower Deck"). The yellow "X" is the hole in the 'ceiling' that you came down. The area right behind you is effectively blocked (crushed by the weight of the ship above). You can now see on the top left of the side a rendering of how the two ships are arranged.

This area is completely submerged, so please keep that in mind. It would also be pitch black if not for your lights, so factor that in as well (depending on how far they spread or your darkvision, etc.).

Identifying the green humanoids is a Knowledge (local) check; they are obviously hostile. Identifying the giant eels is a knowledge (nature) check.

GM Dice:

Initiative (Calabaza): 1d20 + 9 ⇒ (6) + 9 = 15
Initiative (Malachi): 1d20 + 3 ⇒ (6) + 3 = 9
Initiative (Kitoro: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative (The Rock w/ heightened awareness): 1d20 + 14 + 4 ⇒ (2) + 14 + 4 = 20
Initiative (humanoids): 1d20 + 5 ⇒ (15) + 5 = 20
Initiative (eels): 1d20 + 8 ⇒ (19) + 8 = 27

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

kn local: 1d20 + 5 ⇒ (1) + 5 = 6
kn nature: 1d20 + 5 ⇒ (10) + 5 = 15

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

@GM Jhaeman - I always include the bonus for Heightened Awareness in my current initiative modifier (currently +14). The enemy forces get to go first. :)


The giant eels get the signal they were waiting for and dart through the water to attack! Meanwhile, the fish-mouthed men grip their tridents and wait for an opening.

Black does a double move.

White attacks Ginger. Result: Miss.

The two fish-men do total defense.

Kitoro:
You don't recognise the green-skinned humanoids, but you know a giant moral eel when you see one! Indeed, these two look bigger than most. The moral eel is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.

GM Dice:

White Bite vs Ginger: 1d20 + 13 ⇒ (4) + 13 = 17
damage: 2d6 + 11 ⇒ (4, 3) + 11 = 18


Initiative (Round 1)

Giant Eels
Green Fish-Men
The Rock + Ginger
Calabaza
Kitoro
Malachi

Bold should go!

This encounter takes place on Slide # 3, the furthest ship to the left (labelled "Vaydren's Might Lower Deck"). The yellow "X" is the hole in the 'ceiling' that you came down. The area right behind you is effectively blocked (crushed by the weight of the ship above). You can now see on the top left of the side a rendering of how the two ships are arranged.

This area is completely submerged, so please keep that in mind. It would also be pitch black if not for your lights, so factor that in as well (depending on how far they spread or your darkvision, etc.).

Identifying the green humanoids is a Knowledge (local) check; they are obviously hostile. Identifying the giant eels is a knowledge (nature) check.

251 to 300 of 395 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Jhaeman's PFS1 # 1-03 (#31): "Sniper in the Deep" (Subtier 8-9) Gameplay All Messageboards

Want to post a reply? Sign in.