GM Frost's S03-13 Guardian's Covenant (Inactive)

Game Master Frozen Frost

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Challenge Points: 30 (HIGH Tier, Level 5-6)


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Grand Archive

m CN half-drow Monk 5 | HP 73/73 | AC 25 | F +12 R +13 W+12 | Perc +12 | Low-Light & Darkvision | Stealth +14 | Speed 35' | HeroP 1/3

Gotcha! It was not for nothing that Zizarc broke through the thickets to the battlefield for so long - now he can fall on a small but dangerous creature with all his might.

VS twig 2: ◆ Flurry of Blows ◆ Strike ◆ Strike
Flurry x Tiger Stance: 1d20 + 14 ⇒ (14) + 14 = 282d8 + 3 ⇒ (5, 7) + 3 = 15
Flurry x Tiger Stance: 1d20 + 10 ⇒ (10) + 10 = 202d8 + 3 ⇒ (7, 5) + 3 = 15
Tiger Stance: 1d20 + 6 ⇒ (5) + 6 = 112d8 + 3 ⇒ (7, 7) + 3 = 17
Tiger Stance: 1d20 + 6 ⇒ (3) + 6 = 92d8 + 3 ⇒ (7, 4) + 3 = 14


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DC 21 basic Fortitude save: 1d20 + 9 ⇒ (14) + 9 = 23 vs Frostbite (Success, 5 cold damage)

Snowdrop makes Twig 2 frosty.

Snarlfist makes good use of the ring.
DC 22 Fotitude save: 1d20 + 9 ⇒ (10) + 9 = 19 vs Ring of the Ram (Failure, 26 force damage, push 15 ft

Twig 2 takes all of the damage and is pushed back!

Zizarc needs to roll Reflex save vs Entangling Flora first before he can act.
Zizarc's Reflex Save (E): 1d20 + 13 ⇒ (2) + 13 = 15 vs Entangling Flora (Fail)

Spending first action to Stride because Twig 2 is pushed back by Snarlfist then Flurry and Strike. Zizarc sluggishly moves out of the entangling ground and brings punches at Twig 2. The Flurry of Blows is enough to take down Twig 2. You have one action left if you want to use it.

⬤ WOODLAND STALKERS! Round 3 and 4 ⬤
Terrain Feature(s): DC 22 Reflex save vs Entangling Flora before you act: All surfaces in the area are difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it's also immobilized for 1 round. Creatures can attempt to Escape to remove these effects; The underbrush (on your right) is Difficult Terrain that provides enough concealment for Small or prone creatures to Hide or Sneak. The rock formation (on your left) is 10 ft high.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
[ooc]Round 4
Stalker 1 (Red) (HP -70) |
➤ Meadow (AC 24) (HP 56/74) | 2☘️ |
➤⠀⠀⠀Silence the Owl (AC 23) (HP 43/52) |
Twig 3 (Yellow, Tiny) (HP -59) |
Stalker 2 (Blue) (HP -) | Hidden; Wall of Thorns (AC 10, Hardness 10, 20 HP) |
Galanthus Nival 'Snowdrop' Frostweaver (AC 23) (HP 36/36) | 1☘️ |
Zizarc (AC 25) (HP 73/73) | 1 action left | 2☘️ |
Snarlfist (AC 24+2 w ↺ Nimble Dodge) (HP 71/86) | Deny Advantage | 1☘️ |
Twig 1 (Black, Tiny) (HP -56) |
Twig 2 (White, Tiny) (HP -65) | No Splint Spray until Rd 5

Round 3
➤ Shayla Quickfingers (AC 23) (HP 74/74) | 1☘️ |
➤ Clover (AC 23) (HP 44/61) | 2☘️ |

EFFECTS & CONDITIONS REFERENCE

Camouflage :
A creature with this ability can Hide in natural environments, even if it doesn’t have cover.

Wall of Thorns :
Over the course of a minute, you grow a wall of thorny brambles from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.

Deny Advantage :
Snarlfist is not flat footed to hidden, undetected, or flanking creatures of my level or lower (6), or creatures of your level or lower using surprise attack. If attacker is unseen still can't use Nimble Dodge (+2 AC) though.

Radiant Oath

2396852-2016 | CG Female Human | Street Urchin | Rogue Lvl 6 | Draconic Sorcerer Dedication | Hero Points: 1/3 | Moderate Healing Potion | Resistance: Void 1 | ◈◇↺ | HP 74/74 | AC 24 (26 Nimble Dodge) | F/R/W 13/14/11 | Perc +11 | 25 feet | Class DC 23 | Spell DC 20 | +1 SH: 16/20 | Stealth(E): +15, Thievery(E)/Acrobatics(E): +14, Medicine(E): +12, Athletics +11, Deception/Diplomacy/Intimidation/Performance/Arcana(E) +10, Nature/Religion/Survival +9, Occultism/Lore(Absalom, PFS) +8 | Exploration Activity: Avoid Notice

Shayla tries to find the Stalker.

Seek; Perception +11

If the Perception check succeeds, Shayla will point him out. If not, she'll just spend her actions hacking at the wall of thorns. Shayla also has Deny Advantage (Rogue 6)

+1 Striking Shortsword: 1d20 + 15 ⇒ (10) + 15 = 25 for Slashing Damage: 2d6 + 4 ⇒ (6, 6) + 4 = 16 Critical Hit: Double Damage
+1 Striking Shortsword, MAP, Agile: 1d20 + 11 ⇒ (14) + 11 = 25 for Slashing Damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10 Critical Hit: Double Damage

◈ Seek
◈ Point out or Strike (Quick Draw)
◈ Strike

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 74/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 2/3 | Focus 1/1 | speed 35 |Prey=red |

Meadow taps Silence on the head and whispers. "Let's try routine 7 again. Get up top. Imma go see if I can spot this guy. He's starting to get on my nerves."

The ranger moves to a better vantage point and tries to pinpoint the creature once again.

◆ Stride, ◆ seek, ◆ either seek again if necessary or if spotted/heard then hunt prey.


M Snowy Owl HP 43/52 | AC 23| F +12 R +14 W +13 | Perception +13

Silence hoots softly then takes to the air.

◆ Fly (Once again he ends 30 feet in the air.)

Vigilant Seal

Female Poppet Thaumaturge 6 (needs leveling) | HP 61/61 | AC 23 | F+11 R+11 W+9; resist cold and electricity 1 | Perc +9; Darkvision | Class DC 21 | Speed 25ft | Hero Points: 1 | Exploration: Investigate | Active Conditions: None

Reflex: 1d20 + 11 ⇒ (14) + 11 = 25

That's very annoying, but less so to people who can be in two places at once. As one image of Cover disappears, she angles her mirror through the thorny growth. She can just see herself on the other side, because that's where she is.

That Clover moves through the (non-magical) flora to close with the twig creature and attempts to smash it. She seems to be the only one.

"You do have our permission," she calls out, "to simply give up and use your very clever camouflage skills to just leave."

At the start of her turn, one of the mirror images disappears. I keep the one closer to the wall.
◆ Mirror's Reflection
◆ Stride. Moving ends Mirror's Reflection, so there's only one of her again.
◆ Strike Warhammer: 1d20 + 14 ⇒ (9) + 14 = 23 for bludgeoning damage: 2d8 + 8 ⇒ (7, 4) + 8 = 19


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Zizarc has one action left from my previous post. I will assume you will Stride closer to enemy, you can just move your icon. Or if you have other action in mind, just let me know.

GM Screen:
Perception: 1d20 + 11 ⇒ (15) + 11 = 26

Shayla finds the exact location of stalker and points it out to her allies. Stalker becomes Observed to everyone She then hacks her way through the wall of thorns. immune to crit, 16 - 10 hardness = 4 damage to that 10 x 10 portion of that wall

Meadow moves while Silences flies. Since Stalker is now Observed to everyone, I will have you redo your two actions, Meadow.

My bad, I forgot to remove White Twig, it is already eliminated. Everyone is left with Stalker 2. From the last position I can remember, with the same actions above, Clover can attack the Stalker, so I will redirect your actions to it since it becomes Observed to everyone now.

Clover goes for the already observed Stalker and bonks it. 19 B damage

Stalker is frustrated that it continues to slash Snarlfist with claws!
Claw Attack: 1d20 + 15 ⇒ (17) + 15 = 32 vs Snarlfist AC 24
Damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17 slashing plus DC 22 Fortitude save vs Stalker Sap

Claw Attack, MAP: 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30 vs Snarlfist AC 24
Damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14 slashing plus DC 22 Fortitude save vs Stalker Sap

Claw Attack, MAP: 1d20 + 15 - 8 ⇒ (7) + 15 - 8 = 14 vs Snarlfist AC 24

⬤ WOODLAND STALKERS! Round 4 and 5 ⬤
Terrain Feature(s): DC 22 Reflex save vs Entangling Flora before you act: All surfaces in the area are difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it's also immobilized for 1 round. Creatures can attempt to Escape to remove these effects; The underbrush (on your right) is Difficult Terrain that provides enough concealment for Small or prone creatures to Hide or Sneak. The rock formation (on your left) is 10 ft high.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Stalker 1 (Red) (HP -70) |
➤ Meadow (AC 24) (HP 56/74) | 2☘️ |
➤⠀⠀⠀Silence the Owl (AC 23) (HP 43/52) | Flying 30 ft above |
Twig 3 (Yellow, Tiny) (HP -59) |
Stalker 2 (Blue) (HP -19) | Wall of Thorns (AC 10, Hardness 10, 20 HP) |
➤ Galanthus Nival 'Snowdrop' Frostweaver (AC 23) (HP 36/36) | 1☘️ |
➤ Zizarc (AC 25) (HP 73/73) | 2☘️ |
➤ Snarlfist (AC 24+2 w ↺ Nimble Dodge) (HP 40/86) | Deny Advantage | 1☘️ |
Twig 1 (Black, Tiny) (HP -56) |
Twig 2 (White, Tiny) (HP -65) | No Splint Spray until Rd 5
➤ Shayla Quickfingers (AC 23) (HP 74/74) | Deny Advantage | 1☘️ |
➤ Clover (AC 23) (HP 44/61) | 2☘️ |

EFFECTS & CONDITIONS REFERENCE

Camouflage :
A creature with this ability can Hide in natural environments, even if it doesn’t have cover.

Wall of Thorns :
Over the course of a minute, you grow a wall of thorny brambles from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.

Deny Advantage :
Snarlfist is not flat footed to hidden, undetected, or flanking creatures of my level or lower (6), or creatures of your level or lower using surprise attack. If attacker is unseen still can't use Nimble Dodge (+2 AC) though.

Stalker Sap (poison) :
Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round); Stage 3 2d6 poison damage and clumsy 2 (1 round)

Verdant Wheel

Female Elf Witch (Winter) - 5 | hp:36/36 | HP 0/3 | AC 23 (24 w Shield) | P:9 F:9 R:11 W:11 | s/d 0:5/5 1:3/3 2:3/3 3:2/2 SA:11 DC:21 | Low Light | VW | 124312-2012

Snowdrop moves around the Wall of Thorns, before sliding down the rock. She then tosses frost at the stalker.

frostbite: 4d4 ⇒ (2, 2, 3, 3) = 10 basic fort DC 21

Vigilant Seal

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

save vs sap: 1d20 + 12 ⇒ (4) + 12 = 16
save vs second sap: 1d20 + 12 ⇒ (15) + 12 = 27

reflex vs flora: 1d20 + 10 ⇒ (7) + 10 = 17

Snarlfist growls in retaliation at getting stabbed, trying to demoralize the Stalker.

demoralize vs Stalker 2 Will DC: 1d20 + 16 ⇒ (5) + 16 = 21

Snarlfist then stabs it.

If the Stalker is frightened it is flatfooted to Snarlfist
the stabbening (FF?): 1d20 + 15 ⇒ (4) + 15 = 19
Piercing+SA?: 2d8 + 4 + 2d6 ⇒ (8, 3) + 4 + (2, 3) = 20

Frightened Creatures hit by Snarlfist can’t reduce frightened condition below 1 for a round. Also When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you.

Snarlfist then takes a hand off their spear to deal with their wounds.

assurance Battle Medicine DC 20: 10 + 6 + 4 = 20
Godless healing: 2d8 + 10 + 5 ⇒ (3, 5) + 10 + 5 = 23

Deny Advantage, and Nimble Dodge (+2 AC)


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DC 21 basic Fortitude save: 1d20 + 9 ⇒ (7) + 9 = 16 vs Frostbite Fail, 10 cold damage

Snowdrop freezes the stalker after sliding down the rock formation. The poison seeps through Snarlfist's skin, affecting him. Stage 1, 1d6 ⇒ 1 poison

Stalker isn't frightened when Snarlfist growls at it. Fail to Demoralize And he misses to stabby it. He then heals himself.

⬤ WOODLAND STALKERS! Round 4 and 5 ⬤
Terrain Feature(s): DC 22 Reflex save vs Entangling Flora before you act: All surfaces in the area are difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it's also immobilized for 1 round. Creatures can attempt to Escape to remove these effects; The underbrush (on your right) is Difficult Terrain that provides enough concealment for Small or prone creatures to Hide or Sneak. The rock formation (on your left) is 10 ft high.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

BEFORE YOUR TURN
❗ Snarlfist: DC 22 Fortitude save vs Stalker Sap ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Stalker 1 (Red) (HP -70) |
Meadow (AC 24) (HP 56/74) | 2☘️ |
⠀⠀⠀Silence the Owl (AC 23) (HP 43/52) | Flying 30 ft above |
Twig 3 (Yellow, Tiny) (HP -59) |
Stalker 2 (Blue) (HP -29) | Wall of Thorns (AC 10, Hardness 10, 20 HP) |
➤ Galanthus Nival 'Snowdrop' Frostweaver (AC 23) (HP 36/36) | 1☘️ |
➤ Zizarc (AC 25) (HP 73/73) | 2☘️ |
Snarlfist (AC 24+2 w ↺ Nimble Dodge) (HP 63/86) | Deny Advantage; Stalker Sap (Stage 1) | 1☘️ |
Twig 1 (Black, Tiny) (HP -56) |
Twig 2 (White, Tiny) (HP -65) | No Splint Spray until Rd 5
➤ Shayla Quickfingers (AC 23) (HP 74/74) | Deny Advantage | 1☘️ |
➤ Clover (AC 23) (HP 44/61) | 2☘️ |

EFFECTS & CONDITIONS REFERENCE

Camouflage :
A creature with this ability can Hide in natural environments, even if it doesn’t have cover.

Wall of Thorns :
Over the course of a minute, you grow a wall of thorny brambles from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.

Deny Advantage :
Snarlfist is not flat footed to hidden, undetected, or flanking creatures of my level or lower (6), or creatures of your level or lower using surprise attack. If attacker is unseen still can't use Nimble Dodge (+2 AC) though.

Stalker Sap (poison) :
Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round); Stage 3 2d6 poison damage and clumsy 2 (1 round)

Notes :
Creatures hit by Snarlfist can’t reduce frightened condition below 1 for a round.

Vigilant Seal

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

EoT save vs sap DC 22: 1d20 + 12 ⇒ (7) + 12 = 19

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 74/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 2/3 | Focus 1/1 | speed 35 |Prey=red |

"There he is." Meadow raises her bow and fires.

Hunted Shot-shortbow vs blue: 1d20 + 15 ⇒ (14) + 15 = 29
piercing: 2d6 ⇒ (5, 3) = 8
deadly?: 1d10 ⇒ 1

Hunted Shot-shortbow vs blue: 1d20 + 15 - 5 ⇒ (2) + 15 - 5 = 12
piercing: 2d6 ⇒ (2, 5) = 7
deadly?: 1d10 ⇒ 10

precision: 1d8 ⇒ 2 extra damage on the first hit.

◆ Hunt prey, ◆ hunted shot

Radiant Oath

2396852-2016 | CG Female Human | Street Urchin | Rogue Lvl 6 | Draconic Sorcerer Dedication | Hero Points: 1/3 | Moderate Healing Potion | Resistance: Void 1 | ◈◇↺ | HP 74/74 | AC 24 (26 Nimble Dodge) | F/R/W 13/14/11 | Perc +11 | 25 feet | Class DC 23 | Spell DC 20 | +1 SH: 16/20 | Stealth(E): +15, Thievery(E)/Acrobatics(E): +14, Medicine(E): +12, Athletics +11, Deception/Diplomacy/Intimidation/Performance/Arcana(E) +10, Nature/Religion/Survival +9, Occultism/Lore(Absalom, PFS) +8 | Exploration Activity: Avoid Notice

Can I throw an axe through the wall of thorns? Can I see Stalker 2 through the wall?


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺
Snarlfist wrote:
[dice=EoT save vs sap DC 22]1d20+12

It is supposed to be rolled before the start of your next turn. I will note the result on the tracker now.

Shayla Quickfingers wrote:
Can I throw an axe through the wall of thorns? Can I see Stalker 2 through the wall?

The spell says "Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain." Since anyone can pass through the wall (but gets hurt), I will rule that the weapon thrown can also pass through. And yes, you can see Stalker 2 through the wall.

Meadow assigns Stalker as her prey and sticks an arrow to Stalker's shoulder. 8+2 P damage

⬤ WOODLAND STALKERS! Round 4 and 5 ⬤
Terrain Feature(s): DC 22 Reflex save vs Entangling Flora before you act: All surfaces in the area are difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it's also immobilized for 1 round. Creatures can attempt to Escape to remove these effects; The underbrush (on your right) is Difficult Terrain that provides enough concealment for Small or prone creatures to Hide or Sneak. The rock formation (on your left) is 10 ft high.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

BEFORE YOUR TURN
❗ Snarlfist: DC 22 Fortitude save vs Stalker Sap (for Rd 5, rolled Fail) ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Stalker 1 (Red) (HP -70) |
Meadow (AC 24) (HP 56/74) | 2☘️ |
⠀⠀⠀Silence the Owl (AC 23) (HP 43/52) | Flying 30 ft above |
Twig 3 (Yellow, Tiny) (HP -59) |
Stalker 2 (Blue) (HP -39) | Wall of Thorns (AC 10, Hardness 10, 20 HP) |
➤ Galanthus Nival 'Snowdrop' Frostweaver (AC 23) (HP 36/36) | 1☘️ |
➤ Zizarc (AC 25) (HP 73/73) | 2☘️ |
Snarlfist (AC 24+2 w ↺ Nimble Dodge) (HP 63/86) | Deny Advantage; Stalker Sap (Stage 1) | 1☘️ |
Twig 1 (Black, Tiny) (HP -56) |
Twig 2 (White, Tiny) (HP -65) | No Splint Spray until Rd 5
➤ Shayla Quickfingers (AC 23) (HP 74/74) | Deny Advantage | 1☘️ |
➤ Clover (AC 23) (HP 44/61) | 2☘️ |

EFFECTS & CONDITIONS REFERENCE

Camouflage :
A creature with this ability can Hide in natural environments, even if it doesn’t have cover.

Wall of Thorns :
Over the course of a minute, you grow a wall of thorny brambles from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.

Deny Advantage :
Snarlfist is not flat footed to hidden, undetected, or flanking creatures of my level or lower (6), or creatures of your level or lower using surprise attack. If attacker is unseen still can't use Nimble Dodge (+2 AC) though.

Stalker Sap (poison) :
Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round); Stage 3 2d6 poison damage and clumsy 2 (1 round)

Notes :
Creatures hit by Snarlfist can’t reduce frightened condition below 1 for a round.

Radiant Oath

2396852-2016 | CG Female Human | Street Urchin | Rogue Lvl 6 | Draconic Sorcerer Dedication | Hero Points: 1/3 | Moderate Healing Potion | Resistance: Void 1 | ◈◇↺ | HP 74/74 | AC 24 (26 Nimble Dodge) | F/R/W 13/14/11 | Perc +11 | 25 feet | Class DC 23 | Spell DC 20 | +1 SH: 16/20 | Stealth(E): +15, Thievery(E)/Acrobatics(E): +14, Medicine(E): +12, Athletics +11, Deception/Diplomacy/Intimidation/Performance/Arcana(E) +10, Nature/Religion/Survival +9, Occultism/Lore(Absalom, PFS) +8 | Exploration Activity: Avoid Notice

Shayla reaches into her coin purse and pulls out some silver coins. Concentrating, she mentally forms the coins into needles and sends them at Stalker 2.

Needle Darts, 60' range: 1d20 + 10 ⇒ (6) + 10 = 16 for Piercing Damage: 5d4 ⇒ (3, 3, 2, 2, 4) = 14 Critical Hit: Double Damage + 5 persistent bleed

She watches as the darts fly wide and return to her hand as a shapeless lump of silver. (-5 sp).

It's probably not susceptible to silver but I'm not throwing gold coins at it! :)

She continues hacking at the wall of thorns with her sword.

+1 Striking Shortsword, MAP, Agile: 1d20 + 11 ⇒ (16) + 11 = 27 for Slashing Damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11

Grand Archive

m CN half-drow Monk 5 | HP 73/73 | AC 25 | F +12 R +13 W+12 | Perc +12 | Low-Light & Darkvision | Stealth +14 | Speed 35' | HeroP 1/3

If I had one more action left on the last turn, then I think I could have reached the stalker in three actions and strike once.

Ref: 1d20 + 13 ⇒ (18) + 13 = 31

Jumping with big leaps like a tiger, Zizarс successfully overcomes the magical thickets and finds himself behind the enemy.

Flurry x Tiger Stance: 1d20 + 14 ⇒ (6) + 14 = 202d8 + 3 ⇒ (2, 1) + 3 = 6
Flurry x Tiger Stance: 1d20 + 10 ⇒ (16) + 10 = 262d8 + 3 ⇒ (7, 7) + 3 = 17


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Shayla misses to pokes the stalker with needles. Perhaps she could use another kind of metal. She continues to hack the thorns wall. 11 - Hardness 10 = 1 damage

Zizarc Misraria wrote:

If I had one more action left on the last turn, then I think I could have reached the stalker in three actions and strike once.

Your target twig was pushed back by Snarlfist's ring of the ram so you must spend one action before your flurry. Then for third action, I moved you to next target.

Zizarc jumps over the wall of thorns (to Shayla's surprise?) and connects tiger claws on both instances. 6 + 17 damage

COMBAT OVER! WELL DONE!
Snarlfist from failed Fortitude save vs Sap: 1d6 ⇒ 4 poison damage and Clumsy 1
Snarlfist's Fortitude Save (T): 1d20 + 12 ⇒ (12) + 12 = 24 vs Stage 2 Success, becomes Stage 1, takes 1d6 ⇒ 3 poison damage
Snarlfist's Fortitude Save (T): 1d20 + 12 ⇒ (16) + 12 = 28 vs Stage 1 Success

Party Health:
Meadow (56/74 HP) [2☘️]
Silence the Owl (43/52 HP) | Flying 30 ft above
Galanthus Nival 'Snowdrop' Frostweaver (36/36 HP) [1☘️]
Zizarc (73/73 HP) [2☘️]
Snarlfist (59/86 HP) [1☘️]
Clover (44/61 HP) [2☘️]

With threats eliminated, the Pathfinders can return to Viltydus to present their map. Upon their return, Viltydus congratulates them.

"You succeed at your task and even made the forest safer for the people of Port Valen." they say, as if they know what just happened. "And your map can be useful to the people if you sell it to them." they add when they take a look at it. (worth 100 gp)

"Heal yourselves before I give you your last task."

You have one hour to heal. Remember that you found four lesser healing potions before the encounter happened.

Verdant Wheel

Female Elf Witch (Winter) - 5 | hp:36/36 | HP 0/3 | AC 23 (24 w Shield) | P:9 F:9 R:11 W:11 | s/d 0:5/5 1:3/3 2:3/3 3:2/2 SA:11 DC:21 | Low Light | VW | 124312-2012

Whooooo Snowdrop commented. That was intense. I got potions if anyone wants

Radiant Oath

2396852-2016 | CG Female Human | Street Urchin | Rogue Lvl 6 | Draconic Sorcerer Dedication | Hero Points: 1/3 | Moderate Healing Potion | Resistance: Void 1 | ◈◇↺ | HP 74/74 | AC 24 (26 Nimble Dodge) | F/R/W 13/14/11 | Perc +11 | 25 feet | Class DC 23 | Spell DC 20 | +1 SH: 16/20 | Stealth(E): +15, Thievery(E)/Acrobatics(E): +14, Medicine(E): +12, Athletics +11, Deception/Diplomacy/Intimidation/Performance/Arcana(E) +10, Nature/Religion/Survival +9, Occultism/Lore(Absalom, PFS) +8 | Exploration Activity: Avoid Notice

Shayla can Treat Wounds (Assurance DC 20 w/ Continual Recovery) if you want to save the potions.


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Rolling healing:
Expert Healing: 2d8 + 10 ⇒ (5, 6) + 10 = 21 HP for Meadow
Expert Healing: 2d8 + 10 ⇒ (3, 2) + 10 = 15 HP for Silence
Expert Healing: 2d8 + 10 ⇒ (3, 8) + 10 = 21 HP for Snarlfist
Expert Healing: 2d8 + 10 ⇒ (7, 8) + 10 = 25 HP for Clover

Everyone gets fully healed with Shayla's Treat Wounds and Continual Recovery.

Viltydus directs the Pathfinders to a school in Port Valen. The building is a two-story structure that seems large from the outside but is probably cramped for the roughly 300 students who attend. A smattering of children run about in a play area, but most of the building is relatively quiet as the students within attend to their classes.

Viltydus beams at the school’s entrance. “This is my favorite place in town. The potential that radiates from this building is stunning. Many of these young people will become crafters or sailors or scholars, but some will become true heroes. One particular student with real talent and tenacity has caught my attention. I ask you to inspire this individual to realize their destiny as an adventurer!”

"Here is your last task: convince a specific student at the school to focus on their field of interest and use their learning to pursue a heroic career, perhaps even as a Pathfinder initiate. I actually have one student in mind. There is this Valen-born boy named Bjensen who loves to play with wooden swords but is hesitant about becoming a warrior because his father was a bullying brute who left on a longship and never returned." they tell them. "He is of obvious Ulfen stock and is a natural athlete with a penchant for bravery when you see him.

Soon, the doors of the school open to release the students from their studies. Viltydus quickly leaves the Pathfinders. Looking around, the Pathfinders easily find Bjensen.

Each PC makes one skill check to pitch adventuring to the student. Repeated use of the same skill incurs a cumulative –2 penalty. To engage Bjensen, use DC 20 Diplomacy, DC 20 Acrobatics, DC 20 Athletics, DC 17 Gladiatorial Lore, DC 22 Society, DC 22 Survival, or DC 19 Lore about any distant settlement to earn Motivation Points. Critical Success earns 2 Motivation Points, Success 1 Motivation Point, and Critical Failure makes you lose 1 Motivation Point.

Meadow
Snowdrop
Zizarc
Snarlfist
Shayla
Clover

Verdant Wheel

F Half-elf | Ranger 6 | ◆◇↺ | HP 74/74| AC 24 | F +11 R +14 W +13 | Perception +13 Low light vision | Hero 2/3 | Focus 1/1 | speed 35 |Prey=red |

Meadow concentrates and Silence's wounds disappear. Heal Companion

Snowdrop Frostweaver wrote:
Whooooo Snowdrop commented. That was intense. I got potions if anyone wants

Meadow's own wounds begin to mend on their own.

"Prolly not necessary. My aeon stone should fix me up soon enough."

Vigilant Seal

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

Snarlfist growls and shows Bjensen how to vault over any terrain that gets in their way.

Athletics DC 20: 1d20 + 14 ⇒ (19) + 14 = 33

Verdant Wheel

Female Elf Witch (Winter) - 5 | hp:36/36 | HP 0/3 | AC 23 (24 w Shield) | P:9 F:9 R:11 W:11 | s/d 0:5/5 1:3/3 2:3/3 3:2/2 SA:11 DC:21 | Low Light | VW | 124312-2012

Snowdrop follows up with a display of acrobatics
acrobatics: 1d20 + 11 ⇒ (3) + 11 = 14
((Hero point))
acrobatics: 1d20 + 11 ⇒ (2) + 11 = 13

Radiant Oath

2396852-2016 | CG Female Human | Street Urchin | Rogue Lvl 6 | Draconic Sorcerer Dedication | Hero Points: 1/3 | Moderate Healing Potion | Resistance: Void 1 | ◈◇↺ | HP 74/74 | AC 24 (26 Nimble Dodge) | F/R/W 13/14/11 | Perc +11 | 25 feet | Class DC 23 | Spell DC 20 | +1 SH: 16/20 | Stealth(E): +15, Thievery(E)/Acrobatics(E): +14, Medicine(E): +12, Athletics +11, Deception/Diplomacy/Intimidation/Performance/Arcana(E) +10, Nature/Religion/Survival +9, Occultism/Lore(Absalom, PFS) +8 | Exploration Activity: Avoid Notice

Shayla performs some acrobatic tricks.

Acrobatics: 1d20 + 14 ⇒ (14) + 14 = 28


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Bjensen is somewhat startled when Snarlfist suddenly appears in front of him and shows his athletic skills of vault over the terrains. Crit, 2 MP

The student is kinda unimpressed but gives Snowdrop a nod of her performance. Shayla however catches his attention more when she shows him more stunning acrobatic tricks. Success, 1 MP

"How did you do that?!" he exclaims to them in awe. "Hello, I am Bjensen, and I want to learn those stunts and acrobatics. Where do you come from? What are your names? Can you teach those you just showed me? How do you train? I practice sword fighting but I think I can improve more if I will learn from you, if you allow me." he beams at them.

Your group has earned enough Impression Points to pique his curiosity. Now, you can invite him to participate in various physical conditioning exercises such as sprints, gymnastics, and sparring. These regimens require one successful DC 19 Fortitude saving throw, one successful DC 19 Reflex saving throw, and one successful AC 19 melee attack roll. Any combination of PCs may accomplish the complete regimen, but each PC can only attempt each regimen once, and failure inflicts 2d6+4 damage. A critical success lowers the DCs of subsequent checks by 2, while a critical failure gives the PC the fatigued condition.

Party Health:
Meadow (74/74 HP) [2☘️]
Silence the Owl (52/52 HP)
Galanthus Nival 'Snowdrop' Frostweaver (36/36 HP) [0☘️]
Zizarc (73/73 HP) [2☘️]
Snarlfist (86/86 HP) [1☘️]
Shayla Quickfingers (74/74 HP) [1☘️]
Clover (61/61 HP) [2☘️]

Vigilant Seal

Female Poppet Thaumaturge 6 (needs leveling) | HP 61/61 | AC 23 | F+11 R+11 W+9; resist cold and electricity 1 | Perc +9; Darkvision | Class DC 21 | Speed 25ft | Hero Points: 1 | Exploration: Investigate | Active Conditions: None

"Learning to use your weapon is important, but it's also important to learn to work with a team--and to have a team to work with! Training with the Pathfinder Society can help you there, and we can provide opportunities once you're done with training."

Clover demonstrates her own weapon training.

Warhammer: 1d20 + 14 ⇒ (8) + 14 = 22

"Striking out on your own is very dangerous. If you would like to pursue adventuring, I advise looking into the Society!"

Verdant Wheel

Female Elf Witch (Winter) - 5 | hp:36/36 | HP 0/3 | AC 23 (24 w Shield) | P:9 F:9 R:11 W:11 | s/d 0:5/5 1:3/3 2:3/3 3:2/2 SA:11 DC:21 | Low Light | VW | 124312-2012

I'm Snowdrop and I'm from an area near Irrisen. Not in it but near it. As for how Shayla did that ..... it takes practice. I'm more of a spellslinger than a swordsperson but .... anyway ... swimming is my go to for physical conditioning.

Snowdrop gives the regime a go.
reflex: 1d20 + 11 ⇒ (15) + 11 = 26

Radiant Oath

2396852-2016 | CG Female Human | Street Urchin | Rogue Lvl 6 | Draconic Sorcerer Dedication | Hero Points: 1/3 | Moderate Healing Potion | Resistance: Void 1 | ◈◇↺ | HP 74/74 | AC 24 (26 Nimble Dodge) | F/R/W 13/14/11 | Perc +11 | 25 feet | Class DC 23 | Spell DC 20 | +1 SH: 16/20 | Stealth(E): +15, Thievery(E)/Acrobatics(E): +14, Medicine(E): +12, Athletics +11, Deception/Diplomacy/Intimidation/Performance/Arcana(E) +10, Nature/Religion/Survival +9, Occultism/Lore(Absalom, PFS) +8 | Exploration Activity: Avoid Notice

"Shayla Quickfingers. Not only are reflexes good, but you also have to be strong enough to handle tests of endurance that come your way. Like having to hold your breath to not breathe in a stinky gas attack, for example."

Shayla shows off her endurance by running laps and holding her breath.

Fort: 1d20 + 13 ⇒ (16) + 13 = 29

Looks like DC 17 for the Will save


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

The trio teaches Bjensen their craft, eager to listen to their advice and do what they are instructing him to do. They do exercises on weapon use, tests of physical endurance, and also strength.

Success on all required checks!

When they are finished, they take their rest.

"Pathfinder Society, you say? I heard they travel around and discover lots of things. People told me that they go to the inn yearly to tell stories of their adventures. Now it thrills me to be one of your members!" Bjensen happily tells them.

Once their task is over, the student thanks everyone and leaves them. Viltydus approaches them to congratulate them.

"Another student will soon be legendary!" they say and hand over Shayla a diplomat's badge. "Take that as your reward for the successful task."

As the Pathfinders conclude their fourth and final task, Viltydus recalls the results of all the four tasks they have done for them and applauds their work, celebrating the prospect of a long and beneficial relationship with the Pathfinder Society. The Pathfinders receive a hot meal and a warm bed in the Port Valen Lodge.

"You can stay in Port Valen as long as you like, and as agreed, you can use the Maze portal to seek adventure at other Pathfinder lodges. Until we meet again, Pathfinders," Viltydus bids the goodbye.

FIN

Grand Archive

m CN half-drow Monk 5 | HP 73/73 | AC 25 | F +12 R +13 W+12 | Perc +12 | Low-Light & Darkvision | Stealth +14 | Speed 35' | HeroP 1/3

Huge thanks, GM!

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