GM Ilmakis |
==== BOTTIM RADIM ====
Radim tries to help the mechanism with his basic knowledge of magic.
Arcana DC22: 1d20 + 8 ⇒ (19) + 8 = 27
Arcana DC22: 1d20 + 8 ⇒ (7) + 8 = 15
GM Ilmakis |
Thanks to the help of Radim, the group is just able to repair the stasis pod!
Seeing that the group have finish their repairs, Heraxia points at the metal and glass sarcophagus and says We need to move this stasis pod to a location near the Eternity Arch. Somewhere close but isolated. The oval-shaped chamber at the back of the area should work. Lift on three!
Each PC can attempt two skill checks to help transport the stasis pod to the ovoid chamber near the Eternity Arch. The most appropriate options are DC 20 Acrobatics or Athletics checks to safely relocate the pod and DC 22 Crafting, Survival, or applicable Lore checks to create improvised devices to assist with transport.
Or you can propose a clever solution!
Dennis the Menace |
After helping fix the sarcophagus, Dennis puts away his erector set. When Heraxia instructs the group to lift the pod, the lad beams. He raises a strong arm and shouts with glee, "Pick me! Pick me!" Without waiting for a response, the young fighter realizes he's been training his whole life for this and just starts lifting.
Athletics, DC 20: 1d20 + 14 ⇒ (19) + 14 = 33
Athletics, DC 20: 1d20 + 14 ⇒ (11) + 14 = 25
Princess Clover |
Picking things up, moving them to a new location, and putting them down.
Clover was literally made for this.
Athletics: 1d20 + 13 ⇒ (5) + 13 = 18
Athletics: 1d20 + 13 ⇒ (4) + 13 = 17
Except when she trips on her skirt. Which is why you shouldn't wear a long dress to do manual labor, but she isn't really wearing one; it's attached.
Charlies |
"Maybe you can do it?" Charlies delegates to Estes the carrying of the stasis pod with others.
Estes, Charlies' Angel |
Estes just nods silently and joins the others to transfer the pod close to the arch.
DC 20 Acrobatics: 1d20 + 10 ⇒ (9) + 10 = 19
DC 20 Acrobatics: 1d20 + 10 ⇒ (2) + 10 = 12
It looks like the angel is just all beauty. He is unbothered nonetheless.
GM Ilmakis |
Between Dennis' eagerness and Jaxon's efficiency, the team of pathfinder is able to move the stasis pod without incident despite Estes and Princess Clover lack of support!
Success! Congrats :)
Radim Vesperra |
Most of the time, Radim stares admiringly and confusedly at Heraxia (beautiful art, by the way). He is not verbose and, because of his embarrassment, is constrained in his movements and is not very useful.
bigrin42 |
**HOUSE GM ANNOUNCEMENT**
The Eternity Arch pulses with energy as Heraxia and the Pathfinders congregate near it. Venture-Captain Armeline Jirneau calls for silence. “You’ve done well, Pathfinders, but our mission isn’t over yet. We have to send Heraxia home if we want to go home.”
“That’s right,” Heraxia cuts in. “I have a few more tweaks to make to the stasis pod. Then I need to attune to the Eternity Arch—it should only take a few minutes. Then I can climb in the stasis pod and ride the Eternity Arch home.”
“This is where it gets tricky,” Armeline continues. “Once Heraxia is sealed within the stasis pod, we’ll have moments to get back into the Maze of the Open Road. As soon as she leaves this time, the Eternity Arch’s connection to her will be severed and the Maze will realign—that means this path to the Maze will no longer exist. Anyone who doesn’t make it through will be stranded here, on this distant planet. It should go without saying that the chances of rescue are slim. I want all of our support staff to retreat to the Maze immediately. Bring what supplies you can. In the meantime—”
Armeline’s words are cut short by an eerie howl that issues from the Eternity Arch. Heraxia races back to her stasis pod. “The hounds are coming! We’re out of time!”
Armeline’s face hardens as she draws an alchemical bomb. “Steel yourselves, Pathfinders! We must protect Heraxia!”
Table GMs, please begin Part 4.
GM Ilmakis |
While Heraxia prepares her stasis pod, attunes to the Eternity Arch, and seals herself inside, strange creatures emerge to attack!
Incoming! Urwal shouts as purple glowing cracks in reality spread like spider webs across the chamber. Reality shifts and flickers wildly, leaving behind blurred afterimages of people from other times and places. The unstable reflections screech in confusion and surge forward, arms raised to attack.
Meanwhile, one of the cracks widens, tearing open a massive time rift in the floor. Pathfinders leap out of the way, grasping at stone to avoid tumbling through time. Help them! Janira shouts. Hurry!
Do you want to battle the temporal echoes or save the Pathfinders falling into the time rift?
Charlies |
Battle sounds good to me.
Zhamie Zhapp |
Ve fight!
GM Ilmakis |
A host of constantly shifting entities makes its way towards the Eternity Arch from throughout the chamber. These incomprehensible creatures are the
temporal echoes from the past and future that converge to stop Heraxia’s tinkering with time. They advance, attacking the assembled Pathfinders!
Dennis Init: 1d20 + 14 ⇒ (8) + 14 = 22
Charlies Init: 1d20 + 12 ⇒ (20) + 12 = 32
Princess Init: 1d20 + 11 ⇒ (2) + 11 = 13
Zhamie Init: 1d20 + 14 ⇒ (7) + 14 = 21
Radim Init: 1d20 + 12 ⇒ (6) + 12 = 18
Jaxon Init: 1d20 + 12 ⇒ (20) + 12 = 32
Enemies Init: 1d20 + 11 ⇒ (14) + 11 = 25
MAP
ROUND 1 (bold can act)
Charlies
Jaxon
Enemies
Dennis
Zhamie
Radim
Princess Clover
Jaxon Richter |
Jaxon begins an odd duck and weave stance, then slips out away from the others before taunting one of the creatures. "I like the look of you, little one! Come over and let me show you what I can do!" He flexes his forearms and his big meaty hands in its direction.
Demoralize: 1d20 + 13 ⇒ (3) + 13 = 16
◆ Stumbling Stance
◆ Move
◆ Demoralize #2
Charlies |
"Let's stop them!" Charlies exclaims and empowers Estes by making him bigger while Estes approaches the enemies! Estes then gives Enemy #2 a holy punch!
+1 Striking Fist (Primary) Attack: 1d20 + 14 ⇒ (1) + 14 = 15
+1 Striking Fist Damage: 2d8 + 4 ⇒ (8, 8) + 4 = 20 bludgeoning damage plus 1 spirit damage (from Hallowed Strikes) vs unholy creatures or those with weakness to spirit damage
◆◆ Act Together (◆◆ Evolution Surge of Charlies; ◆ Stride of Estes)
◆ Strike of Estes
GM Ilmakis |
Jaxon fails to demoralize his target and a giant estes completely misses the temporal echoes, certainly not used to his new height!
The creatures shift rapidly between multiple timelines, becoming
concealed then move to gang up on the giant angel.
Fist #1: 1d20 + 12 ⇒ (11) + 12 = 23
Damages, B: 2d8 + 5 ⇒ (5, 1) + 5 = 11
Fist #2: 1d20 + 12 ⇒ (8) + 12 = 20
Fist #2: 1d20 + 12 - 5 ⇒ (3) + 12 - 5 = 10
Fist #3: 1d20 + 12 ⇒ (16) + 12 = 28
Damages, B: 2d8 + 5 ⇒ (3, 8) + 5 = 16
Estes is hit twice, assuming AC23 is a hit and takes 11 and 16 points of B damages
ROUND 1 (bold can act)
Charlies
Jaxon
#1 Concealed
#2 Concealed
#3 Concealed
Dennis
Zhamie
Radim
Princess Clover
ROUND 2 (bold can act)
Charlies -27
Jaxon
Charlies |
Both hits. Charlies/Estes' HP is now at 46/73.
Princess Clover |
Clover tries to analyze one of the strange creatures in her mirror as she moves up to give it a wallop.
◆ Exploit Vulnerability #3 Esoteric Lore: 1d20 + 13 ⇒ (15) + 13 = 28; success against level 11 or lower, critical success against level 3 or lower. On success, Clover learns its highest weakness and can either trigger that weakness with her attacks or grant it weakness 4 to her attacks if it doesn't have any. Oh, almost forgot: Concealment flat check: 1d20 ⇒ 17
◆ Stride to flank #3 (this provokes Reactive Strike from #3
◆ Strike Warhammer: 1d20 + 14 ⇒ (19) + 14 = 33 for bludgeoning damage: 2d8 + 7 ⇒ (5, 5) + 7 = 17 plus any weakness. Oh, forgot Concealment flat check: 1d20 ⇒ 4 again. Hero Point: 1d20 ⇒ 2 Ouch.
↺ Implement's Interruption if #3 uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using while within Clover's reach.
On a crit, this attack also disrupts the triggering action (any kind--it's stronger than a typical RS but only works against that specific target).
Radim Vesperra |
Radim shifts to the side so that none of his allies block his view, takes aim and throws his hammer.
◆ Stride ◆ Hunt Prey + Monster Hunter ◆ Strike
+1 Striking Returning Light Hammer: 1d20 + 14 ⇒ (9) + 14 = 232d6 + 3 ⇒ (3, 4) + 3 = 10
%: 1d20 ⇒ 5
VS #1
Jaxon Richter |
"What the hell are these things?" Jaxon says as he circles around Princess. The thug kicks it in the knee joint, crushing it. Then, he practically tries to twist the thing's head off.
Attack vs #3 (OG): 1d20 + 14 ⇒ (20) + 14 = 34
Concealment: 1d20 ⇒ 7
Sneak Attack Damage (backstabber): 2d8 + 4 + 1 + 2d6 ⇒ (2, 3) + 4 + 1 + (3, 4) = 17
#3 is Enfeebled 1 and Clumsy 1 (affecting its AC for the next strike). It also needs to make a Fort save DC 21 or be Slowed 1.
Attack vs #3 (OG, clumsy): 1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 28
Concealment: 1d20 ⇒ 5
Sneak Attack Damage (backstabber): 2d8 + 4 + 1 + 2d6 ⇒ (6, 6) + 4 + 1 + (6, 2) = 25
◆ Move
◆ Strike
◆ Strike
If he kills #3, Jaxon uses ↺ You're Next on #1. If not, he'll use ↺ Nimble Dodge on the next attack at him.
Zhamie Zhapp |
Zhamie pulls her jezail off her back. She then tries to get an angle on #2, trying to figure out what it is.
Devise: 1d20 ⇒ 17
She takes the shot!
Hits AC 31
Concealment: 1d20 ⇒ 1
Concealment, HP: 1d20 ⇒ 8
Concussive Damage: 2d8 ⇒ (6, 6) = 12 with Strategic Strike: 2d6 ⇒ (6, 6) = 12 Critical Hit: Double Damage, 1d6 Persistent Bleed
◆ Interact to draw
◇ RK (Known Weakness)
◆ Devise
◆ BANG!
Charlies |
Charlies protects his eidolon with his magical aura while Estes brings another holy punch to his target.
+1 Striking Fist (Primary) Attack: 1d20 + 14 ⇒ (17) + 14 = 31 vs Enemy #2
DC 5 Flat check vs Concealment: 1d20 ⇒ 15
+1 Striking Fist Damage: 2d8 + 4 ⇒ (3, 2) + 4 = 9 bludgeoning damage plus 1 spirit damage (from Hallowed Strikes) vs unholy creatures or those with weakness to spirit damage
He then quickly patches himself to cover his wounds.
DC 20 Battle Medicine: 1d20 + 11 ⇒ (20) + 11 = 31
Expert Healing: 4d8 + 10 ⇒ (6, 2, 4, 2) + 10 = 24 HP for Charlies/Estes
Estes bring another punch to the same enemy once again!
+1 Striking Fist (Primary) Attack, MAP: 1d20 + 14 - 5 ⇒ (3) + 14 - 5 = 12 vs Enemy #2
DC 5 Flat check vs Concealment: 1d20 ⇒ 8
+1 Striking Fist Damage: 2d8 + 4 ⇒ (1, 2) + 4 = 7 bludgeoning damage plus 1 spirit damage (from Hallowed Strikes) vs unholy creatures or those with weakness to spirit damage
◆◆ Act Together (◆ Protect Companion of Charlies for Estes (+1 to AC); ◆ Strike of Estes)
◆ Battle Medicine of Charlies
◆ Strike of Estes
Dennis the Menace |
Seeing Estes getting ganged up upon, Dennis moves into position and warns. "You leave my new friend alone!" Then, in an unusual sweeping manner, the youngster attempts to stab two of the adjacent enemies with a single swing.
Note: A slashing weapon is oddly not a requirement.
With Swipe, Dennis attacks 2 creatures adjacent to each other (both #1 and #2), using 1 roll of the dice. See spoiler above.
+1 Striking Halberd vs 1 & 2: 1d20 + 17 ⇒ (19) + 17 = 36
Piercing Damage: 2d10 + 4 ⇒ (6, 5) + 4 = 15
Note: Crit Spec of halberd, if it applies: "The target is moved 5 feet in a direction of your choice."
If crit, move #1 5' North, and move #2 5' East.
Concealed DC 5, vs 1: 1d20 ⇒ 7
Concealed DC 5, vs 2: 1d20 ⇒ 14
◆ Stride, ◆◆ Swipe
Piercing Damage: 2d10 + 4 ⇒ (10, 3) + 4 = 17
GM Ilmakis |
In a flurry of attacks, two of the creatures falls under the weapon of the pathfinders #2 & #3
Princess Clover realizes that theses temporal creatures have no particular weaknesses.
Temporal Shudder: 3d6 ⇒ (1, 2, 3) = 6
The last creature, distorts time again Concealed and in the same time, screams, causing time to shudder and bend around it!
You take 6 mental damages and are slowed 1 if you fail for 1 round
ROUND 2 (bold can act)
Charlies
Jaxon
#1 -40 - Concealed
#2 DESTROYED
#3 DESTROYED
Dennis Will DC18
Zhamie
Radim
Princess Clover
ROUND 3 (bold can act)
Charlies -3 Will DC18 for Estes
Jaxon
Dennis the Menace |
GM Ilmakis -- Any chance one of the enemy's actions (conceal, scream) was a manipulate action? If so, it triggers Dennis' Reactive Strike (posted in previous turn).
Will, DC 18: 1d20 + 12 ⇒ (8) + 12 = 20
Success => Dennis takes 3 hp damage
Dennis hears the awful screaming, but he's well-practiced at screaming and tunes out the worst of it. "Oh? Are we having a screaming contest now? Goody! Cuz you're gonna lose!" Dennis moves into a flanking position with Estes. He then screams at the enemy, noticeably louder, and stabs twice.
+1 Striking Halberd: 1d20 + 17 ⇒ (20) + 17 = 37 (vs offguard due to flanking)
Concealed DC 5: 1d20 ⇒ 5
Piercing Damage: 2d10 + 4 ⇒ (2, 7) + 4 = 13
+1 Striking Halberd +MAP: 1d20 + 17 - 5 ⇒ (9) + 17 - 5 = 21 (vs offguard due to flanking)
Concealed DC 5: 1d20 ⇒ 17
Piercing Damage: 2d10 + 4 ⇒ (2, 1) + 4 = 7
◆ Stride, ◆◆ Strike x2
Concealed DC 5: 1d20 ⇒ 9
Piercing Damage: 2d10 + 4 ⇒ (5, 8) + 4 = 17
Jaxon Richter |
Jaxon charges the last time creature, not willing to give it a chance to consider the loss of its friends. The thug kicks its feet out from under it, and then tries to stomp on its head, but he ends up stomping on where it would be rather than where it is.
Trip vs Reflex DC: 1d20 + 13 ⇒ (13) + 13 = 26
Flat Check: 1d20 ⇒ 19
Attack: 1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 28
Flat Check: 1d20 ⇒ 2
Damage: 2d8 + 4 ⇒ (7, 2) + 4 = 13
◆ Stride
◆ Trip
◆ Strike
Estes, Charlies' Angel |
DC 18 Will save: 1d20 + 11 ⇒ (20) + 11 = 31 Crit Success, no damage
Estes is just in time to close his ears before he can hear any of the noise that might affect him.
Charlies |
Charlies continues to protect with magic his eidolon while Estes keeps sending holy punch to the enemy #1
DC 5 Flat check vs Concealment: 1d20 ⇒ 7
+1 Striking Fist (Primary) Attack: 1d20 + 14 ⇒ (15) + 14 = 29 vs Enemy #1, OG
+1 Striking Fist Damage: 2d8 + 4 ⇒ (6, 8) + 4 = 18 bludgeoning damage plus 1 spirit damage (from Hallowed Strikes) vs unholy creatures or those with weakness to spirit damage
Estes bring another punch to the same enemy once again!
DC 5 Flat check vs Concealment: 1d20 ⇒ 10
+1 Striking Fist (Primary) Attack, MAP1: 1d20 + 14 - 5 ⇒ (14) + 14 - 5 = 23 vs Enemy #1, OG
+1 Striking Fist Damage: 2d8 + 4 ⇒ (1, 2) + 4 = 7 bludgeoning damage plus 1 spirit damage (from Hallowed Strikes) vs unholy creatures or those with weakness to spirit damage
The angel also uses his wings to smack the same!
DC 5 Flat check vs Concealment: 1d20 ⇒ 17
+1 Striking Wing (Secondary) Attack, Agile, MAP2: 1d20 + 14 - 9 ⇒ (20) + 14 - 9 = 25 vs Enemy #1, OG Nat20
+1 Striking Wing Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10 bludgeoning damage plus 1 spirit damage (from Hallowed Strikes) vs unholy creatures or those with weakness to spirit damage
◆ Act Together (◆ Protect Companion of Charlies for Estes (+1 to AC); ◆ Strike of Estes)
↺ Life Block of Estes, if triggered with 20 or more damage
◆ Strike of Estes
◆ Strike of Estes
Princess Clover |
Clover hurries over to the last one.
She analyzes it carefully in her mirror, then swings at the after-image.
◆ Exploit Vulnerability Flat Check: 1d20 ⇒ 5 and Esoteric Lore: 1d20 + 13 ⇒ (13) + 13 = 26 If it's level 2 or lower, that's a critical success and Clover learns about any unusual defenses it has. Otherwise, I already know it doesn't have a weakness to exploit, but it gains Weakness 4 against Clover's Strikes.
◆ Stride
◆ Strike Flat Check: 1d20 ⇒ 1 ...but it doesn't matter.
GM Ilmakis |
@Dennis unfortunately not. I've checked before posting ;)
The last creature quickly falls under the blades of the Pathfinder.
Success!
You can take time to Treat Wounds, Refocus, or Repair equipment.
After a short break, the purple crack widens and then explodes into dozens of smaller rifts!
Each rift reveals a vision of some distant view. From stone walls of unknown architecture to verdant jungles, each vision is entirely different. The ground in the chamber shakes and heaves as a massive dinosaur stomps into view, emerging from one of the rifts.
Now there’s a challenge! Calisro Benarry boasts. Let’s show them what Pathfinders are made of!
The rifts are pulling us into the past, Jirneau counters. We need to force the Eternity Arch to seal these rifts, or we’ll be stranded here.
You can battle the creatures or decide to manipulate the Eternity Arch
Charlies |
Voting for manipulating the arch.
Dennis the Menace |
Dennis gets very excited about the possibility of fighting dinosaurs. He turns to Zhamie, "If we keep one alive, can I ride it?" He hasn't thought that all the way through. Which is a surprise to no one.
Dennis would vote for battle, but working on the arch seems like a more unique activity for this adventure, so I'll actually abstain and go with the majority.
GM Ilmakis |
1 Battle 2 Manipulating: 1d2 ⇒ 1
The Pathfinders decide to get ready for battle!
A group of territorial dinosaurs emerge from the rifts and advance on you! You start fend off some of the dinosaurs, while other Pathfinders battle other attackers all around them.
Dennis Init: 1d20 + 13 ⇒ (7) + 13 = 20
Charlies Init: 1d20 + 11 ⇒ (13) + 11 = 24
Princess Clover Init: 1d20 + 10 ⇒ (14) + 10 = 24
Zhamie Init: 1d20 + 13 ⇒ (10) + 13 = 23
Radim Init: 1d20 + 11 ⇒ (20) + 11 = 31
Jaxon Init: 1d20 + 11 ⇒ (6) + 11 = 17
Stegosaurus: 1d20 + 15 ⇒ (11) + 15 = 26
PACHYCEPHALOSAURUS: 1d20 + 10 ⇒ (1) + 10 = 11
One giant creature and two "smaller" turn to you! You need to fight them off!
ROUND 1 (bold may act)
Radim
Ennemies
Charlies
Princess Clover
Zhamie
Dennis
Jaxon
Ennemies
Zhamie Zhapp |
Zhamie's eyes widen at the emerging dinos. She blanches slightly at Dennis' question.
"Non, Duh-nee! I vill introduce vous to Babs. Babs vill maybe let vous ride 'er!"
She immediately tries to get an angle on the big one, trying to determine what it is.
Devise on #1: 1d20 ⇒ 6
Discarding the idea she turns on #2 and shoots it.
+1 Striking Jezail, 60' range, Reload 1: 1d20 + 12 ⇒ (10) + 12 = 22 for Concussive Damage: 2d6 ⇒ (3, 6) = 9 Critical Hit: Double Damage
She then reloads.
◆ Devise vs #1
◇ RK (#1)
◆ Shoot #2
◆ Reload
GM Ilmakis |
=== BOTTIM RADIM ===
Radim happy to see a worthy opponent hunt the huge dinosaur and throws his hammer at it!
Flurry: +1 Striking Returning Light Hammer: 1d20 + 14 ⇒ (12) + 14 = 26
Damages, B: 2d6 + 3 ⇒ (4, 6) + 3 = 13
Flurry: +1 Striking Returning Light Hammer: 1d20 + 12 ⇒ (15) + 12 = 27
Damages, B: 2d6 + 3 ⇒ (3, 6) + 3 = 12
Both hit!
◆ Hunt Prey + Monster Hunter
◆ Strike
◆ Strike
GM Ilmakis |
The giant dinosaure charges through the pathfinders, stomping them!
Trample Basic Reflexe Save DC25 for all: 2d6 + 9 ⇒ (2, 1) + 9 = 12
Dennis can make an AoO against the creature
ROUND 1 (bold may act)
Radim
Stegosaurus -25
Charlies
Princess Clover
Zhamie
Dennis
Jaxon
Ennemies
GM Ilmakis |
Reflex: 1d20 + 11 ⇒ (9) + 11 = 20
Zhamie recognizes the giant creature as a Stegosaurus, a dinosaur that can trample creatures up to large and can deflect melee attack with its dorsal spines As a reaction it gains +2AC
Finding no weakness in the creautre's defense she shoots at the "smaller" ones and hit, wounding it.
ROUND 1 (bold may act)
Radim
Stegosaurus -25
Charlies
Princess Clover
Zhamie -12
Dennis
Jaxon
P1
P2 -9
Princess Clover |
Reflex: 1d20 + 10 ⇒ (7) + 10 = 17
"Oh. Ow. Okay."
Clover steps closer, and out of such a tight pack, while studying the creature in her mirror. It's a big creature, so she can't see a lot of it at once in the small reflection, but it should suffice.
And then she swings her warhammer... down? It's like attacking a wall. The angle doesn't seem to matter much.
"Your weakness... a smaller creature, that can find the gaps in your armor hopefully!"
◆ Exploit the big oneEsoteric Lore: 1d20 + 13 ⇒ (5) + 13 = 18 That's probably a failure... if it's level 3 or lower, Clover learns and can exploit its highest weakness (which I don't think an animal is likely to have anyway). In the likely even that it has no weakness and/or that's a failure, she creates a personal antithesis granting it weakness 4 to her own attacks.
◆ Step
◆ Strike Warhammer: 1d20 + 14 ⇒ (7) + 14 = 21 for bludgeoning damage: 2d8 + 7 ⇒ (6, 2) + 7 = 15 plus weakness
↺ Implement's Interruption if the target of her Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using.
If the attack is a crit, it disrupts the triggering action.
Jaxon Richter |
Reflex Save: 1d20 + 11 ⇒ (4) + 11 = 15
Jaxon is caught flatfooted as the dinosaur rumbles through the group. "Spread out and surround it!" He circles around the big dinosaur and sees the chance to be a legend. He tries to grab hold of the huge creature to bring it down.
Trip vs Reflex DC: 1d20 + 13 ⇒ (5) + 13 = 18
He does have Titan Wrestler, so it's at least possible.
◆ Move
◆ Stumbling Stance
◆ Trip
If attacked, Jaxon will use ↺ Nimble Dodge for +2AC
Dennis the Menace |
Reflex +Bulwark, DC 25: 1d20 + 10 + 3 ⇒ (7) + 10 + 3 = 20
At first, Dennis is excited to see the huge dinosaurs. Then one of them tramples him. "Owww! Bad dino!"
Failure => Dennis takes 12 damage
Dennis can make an AoO against the creature
As the stegosaurus passes him by, Dennis stabs with his halberd.
(Reactive Strike) +1 Striking Halberd vs Steg: 1d20 + 17 ⇒ (19) + 17 = 36Piercing Damage: 2d10 + 4 ⇒ (4, 9) + 4 = 17
Hearing Jaxon call out to surround the huge beast, Dennis acknowledges, "You can count on me, Mister Jaxon." Excited to please his fellow Pathfinder, Dennis runs into a flanking position with the big man. He stabs twice.
+1 Striking Halberd vs Steg: 1d20 + 17 ⇒ (1) + 17 = 18 (vs offguard due to flanking)
Piercing Damage: 2d10 + 4 ⇒ (8, 9) + 4 = 21
+1 Striking Halberd vs Steg +MAP: 1d20 + 17 - 5 ⇒ (2) + 17 - 5 = 14 (vs offguard due to flanking)
Piercing Damage: 2d10 + 4 ⇒ (3, 5) + 4 = 12
Alas, the pounding from the dinosaur took its toll, and Dennis is wildly ineffective.
Seriously? A 1 and a 2 for attack rolls? Dennis is sad. :(
↺ Reactive Strike (on Dino's turn)
◆ Stride, ◆◆ Strike x2
+1 Striking Halberd: 1d20 + 17 ⇒ (4) + 17 = 21
Piercing Damage: 2d10 + 4 ⇒ (3, 9) + 4 = 16
Zhamie Zhapp |
Ouch...
Charlies |
Charlies retreats while Estes rushes forward. Charlies protects Estes with his divine aura while Estes punches the beast!
+1 Striking Fist (Primary) Attack: 1d20 + 14 ⇒ (12) + 14 = 26 vs Stegosaurus
+1 Striking Fist Damage: 2d8 + 4 ⇒ (7, 2) + 4 = 13 bludgeoning damage plus 1 spirit damage (from Hallowed Strikes) vs unholy creatures or those with weakness to spirit damage
He punches again!
+1 Striking Fist (Primary) Attack, MAP: 1d20 + 14 - 5 ⇒ (16) + 14 - 5 = 25 vs Stegosaurus
+1 Striking Fist Damage: 2d8 + 4 ⇒ (3, 7) + 4 = 14 bludgeoning damage plus 1 spirit damage (from Hallowed Strikes) vs unholy creatures or those with weakness to spirit damage
◆ Tandem Movement
◆ Act Together (◆ Protect Companion of Charlies for Estes (+1 to AC); ◆ Strike of Estes)
↺ Life Block is triggered if Estes takes 20 or more damage
◆ Strike of Estes
GM Ilmakis |
Charlies Reflex DC25: 1d20 + 10 ⇒ (12) + 10 = 22
Estes Reflex DC25: 1d20 + 10 ⇒ (20) + 10 = 30
Despite Estes quickness, Charlies is unable to avoid the stomping stegosaurus as his comrades! But the angel avanges his master by striking twice.
Jaxon even tries to stop by himself, standing still as the creature stomps him! He fails to be a legend and is unable to make the creature fall.
Dennis reacts quickly as the creature tramples him and lefts a big wound on its flank but fails to follow the mementum and is unable to hit the creature.
Princess doesn't remember much against the creature and fails to hit it.
Clobbering Charge P1: 1d20 + 11 ⇒ (16) + 11 = 27
Damages, B: 1d10 + 6 ⇒ (1) + 6 = 7
↺ Sudden Shove (Athletic): 1d20 + 11 - 5 ⇒ (7) + 11 - 5 = 13
Skull P1: 1d20 + 11 - 10 ⇒ (4) + 11 - 10 = 5
=======
1 Estes, 2 Zhamie, 3 Princess: 1d3 ⇒ 2
Clobbering Charge P2: 1d20 + 11 ⇒ (19) + 11 = 30
Damages, B: 1d10 + 6 ⇒ (7) + 6 = 13
Skull P2: 1d20 + 11 - 5 ⇒ (19) + 11 - 5 = 25
Damages, B: 1d10 + 6 ⇒ (4) + 6 = 10
The two smaller creatures charge the Pahtfinders! The first one hits Charlies but fails to pushes him with his head while the other charges Zhamie, with a strike right on the head! Crit! followed by another lucky strike on the shoulder hit.
ROUND 2 (bold may act)
Radim
Stegosaurus -86
Charlies/Estes -19
Princess Clover -12
Zhamie -48
Dennis -12
Jaxon -24
P1
P2 -9
Zhamie Zhapp |
"Sacre Bleu! Aieee!! M'aidez!!"
Radim Vesperra |
I did not understand who exactly the Hunt Prey was used on, but I will attack the same creature, obviously.
Flurry: +1 Striking Returning Light Hammer: 1d20 + 14 ⇒ (9) + 14 = 232d6 + 3 ⇒ (2, 3) + 3 = 8
Flurry: +1 Striking Returning Light Hammer: 1d20 + 12 ⇒ (1) + 12 = 132d6 + 3 ⇒ (6, 1) + 3 = 10
Flurry: +1 Striking Returning Light Hammer: 1d20 + 10 ⇒ (10) + 10 = 202d6 + 3 ⇒ (3, 6) + 3 = 12
As usual in this game, GM rolls much better for Radim than I, lol.
GM Ilmakis |
@Radim on the Stegosaurus
Radim throws again his hammer on the giant dinosaur, but only his first attack hits it!
Wounded, the Stegosaurus throws his tail at the creature that hurt it the most, Dennsi! hit! then, its tail continues on Princess Clover hit, then Zhamie who take the full force of the attack! Crit!
tail: 1d20 + 18 ⇒ (16) + 18 = 34
Damages, P: 2d8 + 9 ⇒ (6, 8) + 9 = 23
tail: 1d20 + 18 - 5 + 1 ⇒ (12) + 18 - 5 + 1 = 26
Damages, P: 2d8 + 9 ⇒ (1, 8) + 9 = 18
tail: 1d20 + 18 - 10 + 1 ⇒ (20) + 18 - 10 + 1 = 29
Damages, P: 2d8 + 9 ⇒ (5, 6) + 9 = 20
ROUND 2 (bold may act)
Radim
Stegosaurus -92
Charlies/Estes -19
Princess Clover -30
Zhamie -88 -> Dying 2
Dennis -35
Jaxon -24
#P1
#P2 -9