PFS1 #8-00: The Cosmic Captive, Tier 7-8 (GM Mike...R) [PbP Gameday XIII]

Game Master Mike...R

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Game dates: 8th of September - 23rd of October


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The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22

Aoi and Sputnik moves to the center of the group and ready actions for the roll twice take worse Ill Omen + DC21 Slumber combo to the Gargoyle once it get in the 25ft range.

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(29) T 13 FF 21(27), -2 shield ac when two-handed +2 against Evil | CMB +9(11), CMD 22(24) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 25/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Bull's Strength Circle againtst Evil Divine Favor Haste Shield of Wings |Fervor: 1/5 | Sacred Weapon:4/6 | Ki pool:2/4

Tippa will cast Divine favor through the wand and then move toward the elemental.

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 18/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Insp Cour +2

"Yowza!" shouts Jilla, as she takes a heavy blow from the elemental. She rolls away from the creature. "I'm going to need some help from Dr. Mortimont's Patented Vim & Vigor Tonic to take down this beastie!" She removes a vial of foul-smelling liquid and chugs it down. Her muscles visible bulge with power!

Free action to drop prone, using Scuttle to move half speed without provoking an AoO, and then a standard action to drink my mutagen (+4 Str, -2 Int for 10 minutes).


Grunjar wrote:

[dice=Sense Motive]1d20+12

Why is this elemental(?) attacking us? The gargoyles, they are evil, sure. Hm...

Grunjar gets the impression that these foes are here as part of an organised force defending the asteroid. i.e. he doesn't get the impression they are attacking just because they enjoy fighting.

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 52/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 12/20; Lore Master: 1/1; Spells: 3rd 1/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Darkvision 60 ft,, Invisibility, Eagle's Splendor (+4 Cha)

Grunjar's Bless is not going to stack with Shasta's Inspire Courage, which is a +2 morale bonus to hit and damage, and also helps with charm and fear effects.

Shasta just has whip master, not the advanced feat, so no AOOs.

"Uff Da!" Shasta grunts as she is struck by the elemental. Grunjar's channeled healing helps takes some of the sting away.

Shasta tumbles away from the big guy, and sets up to continue her comedic inspiration and then do a burn on the enemies.

Acrobatics to move from a threatened square: 1d20 + 18 ⇒ (7) + 18 = 25

"What's the best way to beat an earth elemental? With paper, of course! Don't try scissors, though! You know, earth types are very sensitive! They hate being taken for granite!"

Some magical energy fills her last two sentences, causing the air around nearby enemies to get very hot. Blistering Invective

Intimidate, demoralize: 1d20 + 17 ⇒ (4) + 17 = 21
Those who are demoralized take Fire: 7d10 ⇒ (1, 5, 1, 10, 10, 9, 7) = 43.
If they can catch fire, they must make a DC 16 reflex save to avoid catching fire.
Spell affects all within 30 feet.
Inspire courage +2 continues.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 8 | HP 39/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Shasta Lux wrote:
Grunjar's Bless is not going to stack with Shasta's Inspire Courage, which is a +2 morale bonus to hit and damage, and also helps with charm and fear effects.

Actually, the attack roll part does stack, because a part of Inspire Courage isn't granting a morale bonus:

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.


Unfortunately for Shasta her attempt to tumble away from the elemental is not enough to avoid it attacking her and it swipes at the bard with one of its rocky arms...

earth elemental AoO slam + earth mastery + PA vs Shasta: 1d20 + 17 + 1 - 3 ⇒ (5) + 17 + 1 - 3 = 20
bludgeoning damage + earth mastery + PA: 2d8 + 9 + 1 + 6 ⇒ (5, 8) + 9 + 1 + 6 = 29

...but luckily misses.

To further add to her troubles the blistering invective is met with a blank stare from the elemental who does not seem to understand what she said, while the gargoyle is a little too far away to hear.

Unfortunately Blistering Invective is a language dependent spell, so doesn't work on targets who don't understand what is being said. Based on Shasta's profile it doesn't look like she speaks any of the languages that the elemental understands, so sadly the spell can't affect it (although let me know if there are any languages missing from the list in her profile).

Initiative wrote:

-- ROUND 2 --

Gargoyle (yellow)
Grunjar
Shasta -25
Xasay
Jilla -24 (prone)
Aoi
Tippa
Earth Elemental (orange)

(Bold may act)


As it's been a couple of day, I'll bot Xasay for this round to keep things moving.

Xasay sorts through his shadow stencils once more, having selected the desired tool he again draws upon his mastery of shadows and suddenly the huge elemental's own shadow seems to turn against its master(casts shadow trap)...

Elemental will save vs DC 18: 1d20 + 7 ⇒ (6) + 7 = 13

...grabbing the massive creature and holding it in place.

The elemental is entangled and unable to move more than 5 feet from its current location. It can spend a full round action to try and escape with another will save.

I'll let Xasay do any movement or other remaining action he wanted to do as part of the next round.


The earth elemental, unable to get it's hands on any of its foes strains and struggles against the shadows restraining it...

earth elemental will vs shadow trap (DC 18): 1d20 + 7 ⇒ (14) + 7 = 21

...and finally manages to break free, before taking a step forward.

The gargoyle meanwhile circles around to the other side of the group, giving Aoi a wide berth after what happened to its compatriot.

Initiative wrote:

-- ROUND 3 --

Gargoyle (yellow)
Grunjar
Shasta -12
Xasay
Jilla -11 (prone)
Aoi
Tippa
Earth Elemental (orange)

(Bold may act)

The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22

Since the gargoyle are deterred, Aoi and Sputnik will shift their focus at the huge size earth elemental. 5ft step
Sputnik will clicks the Ill Omen wand at the elemental. UMD: 1d20 + 14 ⇒ (6) + 14 = 20, and Aoi invokes her Misfortune hex on the hulking earth.
DC 21 Will save with roll twice take worse for elemental; if it failed then it rolls twice take worse on any ability check, attack roll, saving throw, or skill check for 1 round.

If her hexing combo is successful, she will start laughting (Crackle to extend Misfortune by 1 round) and signals Tippa to go ahead.

"Jilla, watch out for above!"

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 18/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Insp Cour +2

Keeping low, Jilla bear crawls away from the massive elemental. But when she cranes her neck up high, she sees a gargoyle swooping down from above! Thinking quickly, she hurls a "Mortimont cocktail" at the creature!

Move action to crawl at half speed. Standard action to throw a bomb at the Yellow gargoyle. As a a free action, I'll use my "Killgull" boon to add an additional 1d6 damage against an airborne target for 3 rounds, and if I hit, it takes a -5 penalty to Fly checks until the beginning of my next turn.

Bomb (with Bless & Inspire Courage vs Yellow Touch AC: 1d20 + 6 + 1 + 2 ⇒ (16) + 6 + 1 + 2 = 25

Fire Damage (with Killgull & Inspire Courage): 1d6 + 1 + 1d6 + 2 ⇒ (1) + 1 + (4) + 2 = 8

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 8 | HP 39/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Grunjar waits with his actions until he perceives if Aoi's hexing combo is successful.


earth elemental will vs misfortune (DC 21): 1d20 + 7 ⇒ (3) + 7 = 10
earth elemental will vs misfortune (DC 21): 1d20 + 7 ⇒ (7) + 7 = 14

Aoi successfuly curses the elemental with grave misfortune, while Jilla's bomb strikes the gargoyle damaging it and impeding its ability to fly.

Initiative wrote:

-- ROUND 3 --

Gargoyle (yellow) -8 (-5 to fly)
Grunjar
Shasta -12
Xasay
Jilla -11 (prone)
Aoi
Tippa
Earth Elemental (orange) (misfortuned)

(Bold may act)

Silver Crusade

CG male Wayang Macabre Puppeteer 8
Spoiler:
|AC 21*, T 14*, FF 18|HP: 43/45|F +2, R +9*, W +4 (+2 vs shadow, +4 vs fear/drain/death/Necromancy)|Init +2, Perc +4|CMB +7* CMD 18|12/23 Performance, 3/3 Shadow Speaker, 3/3 Phantasm, 1/1 comic relief, #7

Yeah, sorry about that, got a tad overwhelmed over the weekend - but good choice of move! Way to puppeteer a Puppeteer! *has sudden Being John Malkovich flashbacks...*

Xasay switches to another stencil: This one is similarly delicate and abstract, if not moreso, yet also more definite in its geometric perfection almost abstract design. He holds it aloft as though it were a torch of blackness against blackness...and a singularly bizarre singularity of irregular illumination winks into being, immediately emitting a short fusillade of barely-visible radiation!

The battlefield is now lit by something like a blacklight disco ball! DC 21 Will save reduces it to 20% reality, you get the picture.

Ranged touch attacks, penetrates anything, all versus A Claywork Orange:
light ray, Courage: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d6 + 2 ⇒ (6) + 2 = 8

light ray, Courage: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d6 + 2 ⇒ (3) + 2 = 5

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(29) T 13 FF 21(27), -2 shield ac when two-handed +2 against Evil | CMB +9(11), CMD 22(24) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 25/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Bull's Strength Circle againtst Evil Divine Favor Haste Shield of Wings |Fervor: 1/5 | Sacred Weapon:4/6 | Ki pool:2/4

Tippa casts shield of faith as swift action consuming a fervor and tries to move toward the enemy.
She slashes the elemental very hard.
VS+PA: 1d20 + 11 - 1 - 2 + 2 + 1 + 2 ⇒ (13) + 11 - 1 - 2 + 2 + 1 + 2 = 26
damage: 2d10 + 6 + 1 + 6 + 2 + 2 ⇒ (2, 3) + 6 + 1 + 6 + 2 + 2 = 22


Xasay Xyu wrote:
Yeah, sorry about that, got a tad overwhelmed over the weekend - but good choice of move! Way to puppeteer a Puppeteer! *has sudden Being John Malkovich flashbacks...*

No worries. Shadow trap is a personal favourite of my wayang shadow witch.

earth elemental will save vs shadow magic (DC 21): 1d20 + 7 ⇒ (8) + 7 = 15

The blasts from Xasay's shadow lantern both successfully strike the huge elemental doing obvious damage to the big creature, who appears not to have recognised the true nature of its new assailant.

Tippa then moves in, earning an angry swipe from the elemental...

earth elemental slam + earth mastery + PA vs Tippa (misfortune roll #1): 1d20 + 17 + 1 - 3 ⇒ (1) + 17 + 1 - 3 = 16
earth elemental slam + earth mastery + PA vs Tippa (misfortune roll #2): 1d20 + 17 + 1 - 3 ⇒ (4) + 17 + 1 - 3 = 19

...which fails to connect and is answered by Tippa's much more successful strike, which doesn't do quite as much damage as would normally be expected, but still hits her foe hard.

Initiative wrote:

-- ROUND 3 --

Gargoyle (yellow) -8 (-5 to fly)
Grunjar
Shasta -12
Xasay
Jilla -11 (prone)
Aoi
Tippa
Earth Elemental (orange) -30 (misfortuned)

(Bold may act)

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 52/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 12/20; Lore Master: 1/1; Spells: 3rd 1/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Darkvision 60 ft,, Invisibility, Eagle's Splendor (+4 Cha)

Unfortunately, none of Shasta's spells or melee attacks can be safely cast given the long reach of the elemental. So she settles for firing two arrows at the hulk, hoping to chip a few nuggets off it.

MWK Composite Shortbow, 1st: 1d20 + 10 ⇒ (10) + 10 = 20
Damage, P: 1d6 + 2 ⇒ (2) + 2 = 4

MWK Composite Shortbow, 2nd: 1d20 + 5 ⇒ (1) + 5 = 6
Damage, P: 1d6 + 2 ⇒ (6) + 2 = 8


Shasta's first arrow strikes the elemental, but does not seem to do enough damage to harm it. The second shot looks like it would have been powerful enough to injure the beast but unfortunately misses the target.

As it's been over 24 hours I'll bot Grunjar to help keep things moving...

Grunjar steps over to Sputnik and casts guidance on the little inevitable to aid with the wand use.

The earth elemental lashes out twice more at Tippa...

earth elemental slam + earth mastery + PA vs Tippa (misfortune roll #1): 1d20 + 17 + 1 - 3 ⇒ (5) + 17 + 1 - 3 = 20
earth elemental slam + earth mastery + PA vs Tippa (misfortune roll #2): 1d20 + 17 + 1 - 3 ⇒ (10) + 17 + 1 - 3 = 25

earth elemental slam + earth mastery + PA vs Tippa (misfortune roll #1): 1d20 + 17 + 1 - 3 ⇒ (6) + 17 + 1 - 3 = 21
earth elemental slam + earth mastery + PA vs Tippa (misfortune roll #2): 1d20 + 17 + 1 - 3 ⇒ (6) + 17 + 1 - 3 = 21

...but its luck continues to fail it and both blows miss.

Elsewhere the gargoyle spirals down towards Jilla, striking with its claw...

gargoyle (yellow) claw vs Jilla: 1d20 + 9 ⇒ (19) + 9 = 28
piercing/slashing damage: 1d6 + 4 ⇒ (5) + 4 = 9

...which leaves a nasty wound.

Initiative wrote:

-- ROUND 4 --

Gargoyle (yellow) -8
Grunjar
Shasta -12
Xasay
Jilla -20 (prone)
Aoi
Tippa
Earth Elemental (orange) -30 (misfortuned)

(Bold may act)

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 8 | HP 39/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Thanks for botting.

Grunjar walks forward (provokes) and uses his domain ability bit of luck on Tippa.

"Desna smiles on you. Now hit it with all you got!"

Bit of luck: For 1 round the target rolls every d20 twice and takes the better result.

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 18/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Insp Cour +2

"Ow!" Jilla rolls to her feet and tries to brain the gargoyle with her trusty rolling pin. It (the rolling pin) starts to cry audibly. "Now you've done it!" she says angrily to the monster.

Standing up (provoking an AoO) and then doing an improvised weapon attack (with Catch-Off Guard).

Rolling Pin (w/ Mutagen & Bless & Inspire Courage): 1d20 + 5 + 2 + 1 + 2 ⇒ (18) + 5 + 2 + 1 + 2 = 28
damage (bludgeoning; w/ Mutagen & Inspire Courage & Killgull): 1d4 + 1 + 2 + 2 + 1d6 ⇒ (4) + 1 + 2 + 2 + (3) = 12

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(29) T 13 FF 21(27), -2 shield ac when two-handed +2 against Evil | CMB +9(11), CMD 22(24) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 25/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Bull's Strength Circle againtst Evil Divine Favor Haste Shield of Wings |Fervor: 1/5 | Sacred Weapon:4/6 | Ki pool:2/4

"As you wish sir!"She holds the sword really high.
Crusader Flurry+PA: 1d20 + 11 - 1 - 2 + 2 + 1 + 2 ⇒ (17) + 11 - 1 - 2 + 2 + 1 + 2 = 30
Crusader Flurry+PA: 1d20 + 11 - 1 - 2 + 2 + 1 + 2 ⇒ (1) + 11 - 1 - 2 + 2 + 1 + 2 = 14
Damage: 1d10 + 6 + 1 + 6 + 2 + 2 ⇒ (10) + 6 + 1 + 6 + 2 + 2 = 27
Crusader Flurry+PA: 1d20 + 11 - 1 - 2 + 2 + 1 + 2 ⇒ (19) + 11 - 1 - 2 + 2 + 1 + 2 = 32
Crusader Flurry+PA: 1d20 + 11 - 1 - 2 + 2 + 1 + 2 ⇒ (14) + 11 - 1 - 2 + 2 + 1 + 2 = 27
Damage: 1d10 + 6 + 1 + 6 + 2 + 2 ⇒ (4) + 6 + 1 + 6 + 2 + 2 = 21
Swift action Ki strikeAfter two slashes, Tippa charges the foe with her shoulder
Ki strike+PA: 1d20 + 9 - 2 + 2 + 1 + 2 ⇒ (18) + 9 - 2 + 2 + 1 + 2 = 30
Ki strike+PA: 1d20 + 9 - 2 + 2 + 1 + 2 ⇒ (9) + 9 - 2 + 2 + 1 + 2 = 21
Damage: 1d6 + 4 + 4 + 2 + 2 ⇒ (4) + 4 + 4 + 2 + 2 = 16

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(29) T 13 FF 21(27), -2 shield ac when two-handed +2 against Evil | CMB +9(11), CMD 22(24) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 25/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Bull's Strength Circle againtst Evil Divine Favor Haste Shield of Wings |Fervor: 1/5 | Sacred Weapon:4/6 | Ki pool:2/4

I guess no need to crit confirm

The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22

After Jilla attacks, Aoi cicle around the broken wall and try to put gargoyle to sleep. (In Terran) "You can't run away from me forever."
Familiar UMD: 1d20 + 15 ⇒ (5) + 15 = 20 Guidance for the win

DC 21 Will save roll twice take worse vs Slumber

Still 1 round of Misfortune left for elemental

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 8 | HP 39/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Tippa wrote:
I guess no need to crit confirm

I'd say, better roll (twice) for crit confirm as well - we do not know the elemental's exact HP. And it has DR...

The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22
Grunjar wrote:
Tippa wrote:
I guess no need to crit confirm
I'd say, better roll (twice) for crit confirm as well - we do not know the elemental's exact HP. And it has DR...

Elemental subtype immune to flank and crit


The elemental swings at Grunjar as he moves forward to place Desna's blessing on Tippa...

earth elemental slam + earth mastery + PA vs Tippa (misfortune roll #1): 1d20 + 17 + 1 - 3 ⇒ (16) + 17 + 1 - 3 = 31
earth elemental slam + earth mastery + PA vs Tippa (misfortune roll #2): 1d20 + 17 + 1 - 3 ⇒ (8) + 17 + 1 - 3 = 23

...However the giant creature fails to make contact with the dwarf and is then promptly hit by three solid blows from the warpriest. (Yeah, no need to confirm as the elemental seems to be resistant to crits.)

Meanwhile the gargoyle similarly looks to strike Jilla as she stands up...

gargoyle (yellow) claw vs Jilla: 1d20 + 9 ⇒ (18) + 9 = 27
piercing/slashing damage: 1d6 + 4 ⇒ (3) + 4 = 7

...landing another vicious claw strike on the gnome, who successfully retaliates with her audibly upset kitchen implement. However, the damage done is significantly less that she would have normally expected from such a solid blow (Although let me know if the rolling pin does any special damage types which might help vs DR).

gargoyle (yellow) will vs slumber (DC 21): 1d20 + 6 ⇒ (16) + 6 = 22
gargoyle (yellow) will vs slumber (DC 21): 1d20 + 6 ⇒ (5) + 6 = 11

Then finally Aoi puts the winged monster to sleep.

Initiative wrote:

-- ROUND 4 --

Gargoyle (yellow) -10 (prone, sleeping)
Grunjar
Shasta -12
Xasay
Jilla -27
Aoi
Tippa
Earth Elemental (orange) -79 (misfortuned)

(Bold may act)

Grand Lodge

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Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 52/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 12/20; Lore Master: 1/1; Spells: 3rd 1/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Darkvision 60 ft,, Invisibility, Eagle's Splendor (+4 Cha)

Shasta decides if she is going to do anything useful, she will have to get closer and cast a damaging spell while avoiding any attacks by the elemental. She cautiously moves forward and chooses her moment and concentrates, avoiding the elemental's notice long enough to cast her spell. She calls out, How can we know how to defeat this thing? It's elementary! Maintains Inspire Courage +2. Then she says, "By popular request, my next solo is 'Sing, Sing, Sing!'" She stomps her feet as the says this and the ground between her and the elemental begins to rumble loudly as it vibrates beneath the monster's feet (or whatever its form has instead).

Casting spell on the Defensive: DC 21 for 3rd level spell
Concentration: 1d20 + 11 ⇒ (19) + 11 = 30

Spell: Thundering Drums, 15-foot cone.

Thundering Drums, sonic damage: 5d8 ⇒ (1, 5, 1, 5, 3) = 15
DC 17 Fortitude for half. Knocks those in the spell area prone unless the fort save is made.


As the ground vibrates violently...

earth elemental fort save vs thundering drums (DC 17) (misfortune roll #1): 1d20 + 11 ⇒ (17) + 11 = 28
earth elemental fort save vs thundering drums (DC 17) (misfortune roll #2): 1d20 + 11 ⇒ (3) + 11 = 14

...the huge elemental stumbles and trips over. It is still active, but only just.

Initiative wrote:

-- ROUND 4 --

Gargoyle (yellow) -10 (prone, sleeping)
Grunjar
Shasta -12
Xasay
Jilla -27
Aoi
Tippa
Earth Elemental (orange) -94 (misfortuned, prone)

(Bold may act)

Silver Crusade

CG male Wayang Macabre Puppeteer 8
Spoiler:
|AC 21*, T 14*, FF 18|HP: 43/45|F +2, R +9*, W +4 (+2 vs shadow, +4 vs fear/drain/death/Necromancy)|Init +2, Perc +4|CMB +7* CMD 18|12/23 Performance, 3/3 Shadow Speaker, 3/3 Phantasm, 1/1 comic relief, #7

Such timing!

Xasay and the eerie little thing overhead are ready: Xasay takes a few shots with his enchanted bow...

ALL versus A Claywork Orange:
Xasay:
+1 Adaptive Composite Shortbow, Courage: 1d20 + 12 ⇒ (1) + 12 = 13
damage: 1d4 + 4 ⇒ (4) + 4 = 8
arrow retrievable on low: 1d100 ⇒ 18

+1 Adaptive Composite Shortbow, Courage: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 1d4 + 4 ⇒ (4) + 4 = 8
arrow retrievable on low: 1d100 ⇒ 9
Unbelievable.

...but he COMPLETELY forgot about the gravity-problem.

The lantern continues its steady light-barrage.
Archopuppet:
light ray, Courage: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 2 ⇒ (4) + 2 = 6

light ray, Courage: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d6 + 2 ⇒ (2) + 2 = 4


While Xasay has no luck with his bow, his shadow lantern is much more successful, with its first blast causing the battered elemental to crumble into rubble.

As the party are finishing off the sleeping gargoyle an elf in scholar's robes approaches them. A few members of the party recognise him as one of Sorrina Westyr's more senior assistants.

"Ah good, it looks like you've managed to clear out this section nicely. Well done!"

"Now that we've secured this bridgehead around the gate, the next step is to secure the entrances into the interior of the asteroid. We've identified three such entrances which look promising."

"The first is the huge crater..." he say, indicating towards the massive crater which mars the surface of the asteroid close to where the pathfinders arrived. "It looks like that will present a significant combat challenge to the teams assigned to that sector as it is absolutely swarming with defenders and is heavily fortified."

"The crater sits on the boarder between the asteroids sunward side and it's colder dark side. The dark side of the asteroid is the location of some sort of frozen city or fortress, which we believe may likewise provide access to the interior. It seems this area is more sparsely defended. We have less information about what is there, so the challenge here will be as much focused on exploration as combat and there is always the possibility that the area could contain potential allies."

"The final entrance is on the sunward side of the asteroid, via a number of lava tubes. Hostile forces have been spotted there, but not as many as in the crater. It is also the area with the most environmental hazards. One thing of interest that has been identified in this sector is a the wreck of a metal craft. Where is came from and what it contains is unknown, but potentially it holds advanced technology which could aid our mission."

"You are all experienced agents, so I'll leave it up to you where you think you will be most useful."

I've reveled the map of the asteroid in the slides. The Pathfinders are looking to secure the entrances in three different sectors and you can chose which one you want to help out with. The Crater looks to have the most challenging combat encounters, while the other areas have more of a mix of encounters. Once you have selected an area you don't have to stay there, although traveling between areas does take extra time. It's also worth noting that while the dark side gets no sun light, it is still dimly lit.

Let me know which area you want to start with and I'll go with the one which gets the most votes. I've indicated your current location on the map with a Glyph of the Open Road token.

Silver Crusade

CG male Wayang Macabre Puppeteer 8
Spoiler:
|AC 21*, T 14*, FF 18|HP: 43/45|F +2, R +9*, W +4 (+2 vs shadow, +4 vs fear/drain/death/Necromancy)|Init +2, Perc +4|CMB +7* CMD 18|12/23 Performance, 3/3 Shadow Speaker, 3/3 Phantasm, 1/1 comic relief, #7

"A frozen city on the dark side of an errant comet?!? How could anyone not wish to see such a thing?

Why, it could be MOST inspiring...!"

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 8 | HP 39/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

"Aoi, take this, please." Grunjar hands her a wand of infernal healing, then shrugs. "Yes, I know. I know that it's an evil stick. I saw a wand like that used with great effect by other Pathfinders and bought one for myself. Unfortunately, my Lady Luck doesn't approve of me using it. Would you be as kind and use this on any of us that are injured - who do not mind being healed by this? Also, please keep it until we finish this mission."

He then turns to Xasay Xyu.

"A frozen city on the dark side of an errant comet sounds indeed fascinating."

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 18/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Insp Cour +2

"No way I want evil-stick magic!" exclaims Jilla. "But yeah, checking out that frozen city sounds awesome!"

The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22
Grunjar wrote:
"Aoi, take this, please." Grunjar hands her a wand of infernal healing, then shrugs. "Yes, I know. I know that it's an evil stick. I saw a wand like that used with great effect by other Pathfinders and bought one for myself. Unfortunately, my Lady Luck doesn't approve of me using it. Would you be as kind and use this on any of us that are injured - who do not mind being healed by this? Also, please keep it until we finish this mission."

Aoi smirks and takes out the same wand of Infernal Healing from her Handy Haversack: "No worries, I got that covered already." She then takes out yet another wand of Cure Light Wound and asks Jilla, "So I assumed you want your healing in fast, positive, and generic flavor then?"

"I concur on the frozen city. We are better suited for recruiting potential allies than act as a strike team, that's probably something for the more senior Pathfinders (10~11 tier)" Aoi says, "Hi Shasta, play Dark Side Of The Moon."


It looks like the Frozen City is the winning choice.

GM Rolls:
travel time: 2d10 + 10 ⇒ (7, 6) + 10 = 23

It takes the party 23 minutes to make their way from the site of their first battle and onto the darker side of the asteroid. The light from the stars provides only dim illumination in this area, while the lack of sunlight means the temperature is severally cold (Planetary adaptation or the potion of endure elements you were given earlier will prevent this temperature from being a problem for you, but let me know if anyone has not used either of those).

As you advance into the twilight on this side of the asteroid you find yourself entering a vast forest of lifeless trees which blankets the landscape. The trees here resemble conifers, but they are not of a species native to Golarion. A thin layer of ice coats each branch, tracing dappled shadows in the starlight. In the distance a dark, half-fallen spire rises through the trees, while running water splashes nearby alongside the sound of vicious combat.

Rounding a corner the party spot the sources of these later noises, which turns out to be a group of watery creatures armed with daggers congregated near the banks of an ice choked pool. One of the creatures (white), is stood on top of a large bolder, badly injured and appears to be pleading with the others. While the remaining two seem extremely angry and on the verge of resuming combat. The bodies of several more such creatures can be seen dead on the cold ground.

As the party come in to view the creature on the rock spots them and calls out, first in Aquan and then heavily accented Common "Please, help me!".

The other creatures glare in the direction of the newcomers. "Go back strangers, this in none of you business." before turning back to their cornered quarry. "They will not help you traitor, you will die like your treacherous companions and we will regain the favour of Kelizandri."

Knowledge (religion or planes) DC 15:
Kelizandri is the evil elemental lord of water.

I've reveled the map where this encounter is occurring (see slides), as this is a tense situation, I'll deal with actions one round at a time. If anything happens to initiate combat I'll roll initiative and go into proper combat rounds. It looks like your arrival has caused a brief pause in the fighting between these creatures, but it is likely to quickly resume. You do not get the impression that the side who are clearly winning are open to being negotiated with.

Initiative wrote:

-- ROUND 1 --

Grunjar
Shasta
Xasay
Jilla
Aoi
Tippa

(Bold may act)

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 18/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Insp Cour +2

Jilla strides forward and stamps her feet. "Hey! Two against one doesn't seem fair! Let me join in and then it'll be even!" She prepares by rolling up her sleeves.

Tagline adjusted to remove buffs for 23 minute walk.

@Aoi: Sure, if you don't mind expending some charges, I could use a few whacks with the happy wand.

The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22

@Jilla: just let me know how many charges.

Kn Plane, Kelizandri: 1d20 + 13 ⇒ (9) + 13 = 22
Aoi signals Jilla to wait for a bit, activates her medal, then step forward and speaks in Aquan: "Ah, loyal servants of the Kelizandri. We are tourists from far beyond accidentaly stumble upon here, and we give you our sincere apology for the interruption. Knowning that said traitor's fate is rather certain by your hand, could you please takes a momentary break from the slaughter and explain to us the witnesses of your loyalty, what's going on here?"
Diplomacy: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21
Diplomacy Lucky Number: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33


Seeing members of the party continuing towards them one of the two more aggressive creatures turns back to the party "I said leave here, you are not welcome in this place." it hisses, before they both resume their assault on the wounded creature...

At this point I'll go into proper combat rounds, feel free to sort out anything you would have done on the way here like healing etc as well. It would be a knowledge (planes) check to identify these creatures.

Note that the terrain here is icy so any Acrobatics checks while on the ground take a -2 penalty.

GM Rolls:
Initiative:
Init(Jilla): 1d20 + 1 ⇒ (14) + 1 = 15
Init(Tippa): 1d20 + 3 ⇒ (2) + 3 = 5
Init(Shasta): 1d20 + 3 ⇒ (6) + 3 = 9
Init(Grunjar): 1d20 + 6 ⇒ (19) + 6 = 25
Init(Xasay): 1d20 + 2 ⇒ (6) + 2 = 8
Init(Aoi): 1d20 + 2 + 4 ⇒ (1) + 2 + 4 = 7HA
Init(Blue): 1d20 + 3 ⇒ (16) + 3 = 19
Init(Cyan): 1d20 + 3 ⇒ (13) + 3 = 16
Initiative wrote:

-- ROUND 1 --

Grunjar
Creature (Blue)
Creature (Cyan)
Jilla
Shasta
Xasay
Aoi
Tippa

(Bold may act)

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 52/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 12/20; Lore Master: 1/1; Spells: 3rd 1/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Darkvision 60 ft,, Invisibility, Eagle's Splendor (+4 Cha)

Shasta pulls out her own wand and taps her wounds a couple of times to heal them up.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Twenty-three minutes is long enough for Shasta to play Aoi's request and then plays one of her favorites that seems to fit the mood.

Note: everybody has an extra 10 feet of speed from Shastas use of Triple Time masterpiece. Does that change the time needed to travel?

Knowledge (Religion): 1d20 + 9 ⇒ (12) + 9 = 21

As the group approaches the conflict, Shasta calls in Aquan, "Kerizandori wa sū de otoru teki o korosu koto ni sansei suru kamo shirenaiga, wareware wa sō wa omowanai!"

Aquan:
Kelizandri may approve of killing an outnumbered foe, but we do not!

Knowledge (Planes): 1d20 + 9 ⇒ (8) + 9 = 17

Then she puts on a pair of glasses and brings a pink and purple lens in front of one of the clear lenses of the glasses, which activate some magic for 1 minute. Shasta has darkvision, 60 and see invisible for the next minute, using Lenses of Situational Sight.

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(29) T 13 FF 21(27), -2 shield ac when two-handed +2 against Evil | CMB +9(11), CMD 22(24) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 25/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Bull's Strength Circle againtst Evil Divine Favor Haste Shield of Wings |Fervor: 1/5 | Sacred Weapon:4/6 | Ki pool:2/4

After the previous battle, Tippa will pick up her wand and put it back in the wrist sheath


Shasta Lux wrote:
Note: everybody has an extra 10 feet of speed from Shastas use of Triple Time masterpiece. Does that change the time needed to travel?

I think it would make sense that it would change the travel time. Given you would be traveling at the pace of the slowest member of the party the masterpiece would increase the parties movement speed from 20 feet t0 30 feet. So the increase in speed would allow you to make the trip in 15 minutes instead of 23.

Shasta recognises the creatures as Water Veelas, she knows that they are hard to damage without magic weapons and are resistant to spells (DR 10/magic and SR 18).

Silver Crusade

CG male Wayang Macabre Puppeteer 8
Spoiler:
|AC 21*, T 14*, FF 18|HP: 43/45|F +2, R +9*, W +4 (+2 vs shadow, +4 vs fear/drain/death/Necromancy)|Init +2, Perc +4|CMB +7* CMD 18|12/23 Performance, 3/3 Shadow Speaker, 3/3 Phantasm, 1/1 comic relief, #7

15 minutes means my remove fear is gone.

GM Mike...R wrote:
(Planetary adaptation or the potion of endure elements you were given earlier will prevent this temperature from being a problem for you, but let me know if anyone has not used either of those).

Did we all get one of the latter? I didn't bother with the former - and then I went and led the charge toward the dark side of a comet! Yay me for properly playing a character with a 10-point INT-to-WIS disparity, I guess, heh-heh-heh...!

Inevitable Fortitude save, my s@+#tiest one, yaaay!: 1d20 + 2 ⇒ (15) + 2 = 17

Shadowy physiology and sheer enthusiasm propel Xasay onward even in the otherworldly-cold!

Knowledge (Religion): 1d20 + 11 ⇒ (10) + 11 = 21
"'Kelizandri'...I know that name. It stands to reason elemental beings would be the ones to fare best in a place like this...."

Knowledge (Planes) to know about Water Veelae: 1d20 + 11 ⇒ (16) + 11 = 27

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 52/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 12/20; Lore Master: 1/1; Spells: 3rd 1/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Darkvision 60 ft,, Invisibility, Eagle's Splendor (+4 Cha)

As a fight appears inevitable, Shasta calls out, "Water Veelas! Hit 'em with your most powerful magic and magic weapons. They'll resist some spells, so concentrate!"


Xasay Xyu wrote:
Did we all get one of the latter?

Yep, everyone was given a potion of endure elements for free when they arrived at the Spire of Nex.

Xasay also knows a few things about Water Veela. Specifically he knows that they do not take damage from the cold (they are immune to cold damage), they have spell-like abilities (At will-hydraulic push, resist energy (cold only), 3/day-cure serious wounds, suggestion, 1/day-cone of cold , dispel magic), and have the Beckoning Dance and Elemental Veil special attacks.

Beckoning Dance:
Quote:
As a standard action, a veela can compel a target that it can see to join it in dancing. The target must succeed at a Will save or find herself forced to dance with the veela for up to 1 minute. At the end of each of the target’s turns, she must attempt a Perform (dance) check opposed by the veela’s Perform (dance) check. If the target doesn’t meet or exceed the veela’s result, she takes 1d4 points of Constitution damage and becomes fatigued. For every point of Constitution damage a veela deals in this way, it heals 5 hit points. Hit points healed in excess of its maximum become temporary hit points that last up to 1 hour before dissipating. While engaged in a beckoning dance, both a veela and its target are protected from being attacked as if by a sanctuary spell. Any target of a veela’s beckoning dance that exceeds the veela’s result on the opposed Perform check ends the beckoning dance and gains the benefits of the veela’s cure serious wounds spell-like ability (if any uses of that ability remain), which consumes one of the veela’s daily uses. Targets that save against a veela’s beckoning dance can’t be affected by that veela’s beckoning dance again for 24 hours.
Elemental Veil:
Quote:

A water veela’s element manifests as an overflow of energy that infuses its natural attacks and any melee weapons it holds, causing it to deal an extra 1d6 points of cold damage on any successful melee attack.

In addition, as a standard action a veela can wreathe itself in a luminescent halo of energy. This duplicates the effect of the spell fire shield (caster level 9th) but deals damage of the same damage type as the extra melee damage. Ending or resuming this effect is a standard action.

---

As it's been over 24 hours I'll bot Grunjar...

Grunjar uses his wand of bless to bless the party.

The two followers of Kelizandri continue their assault against the wounded Veela on the rock. The party get the impression that nothing short of the party attacking them will pull their attention away from the job of murdering the 'traitor' and it doesn't look like the wounded Veela can hold out much longer (It likely couldn't survive another round of attacks)

Initiative wrote:

-- ROUND 2 --

Grunjar
Creature (Blue)
Creature (Cyan)

-- ROUND 1 --
Jilla
Shasta
Xasay
Aoi
Tippa

(Bold may act)

The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22

Aoi move forward, ask for help from her patron now that her medal run out of charge (Invoke Patron for +1 Hex DC), and hex the Cyan water veela.
DC 21 Sumber


veela (cyan) will vs slumber (DC 21): 1d20 + 6 ⇒ (7) + 6 = 13

The veela falls asleep, its ally casts an angry glance over its shoulder.

Initiative wrote:

-- ROUND 2 --

Grunjar
Creature (Blue)
Creature (Cyan) (asleep)
-- ROUND 1 --
Jilla
Shasta
Xasay
Aoi
Tippa

(Bold may act)

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(29) T 13 FF 21(27), -2 shield ac when two-handed +2 against Evil | CMB +9(11), CMD 22(24) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 25/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Bull's Strength Circle againtst Evil Divine Favor Haste Shield of Wings |Fervor: 1/5 | Sacred Weapon:4/6 | Ki pool:2/4

Tippa moves forward and takes out her bow, shooting the awaken foe with the entangle arrow and her anger:"Enough! You are murdering your own kin! I will excute you! In Ragathiel's name!"
shoot: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22 vs touch AC

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 52/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 12/20; Lore Master: 1/1; Spells: 3rd 1/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Darkvision 60 ft,, Invisibility, Eagle's Splendor (+4 Cha)

Shasta advances quickly and as she runs, she starts singing an inspiring anthem.

"Fight for the right!
Deep in the night!
Heart and Bone
Freedom's Home
Our fight is right
Defeat the Night!"

Inspire Courage +2


veela (blue) reflex vs glued (DC 10): 1d20 + 9 ⇒ (2) + 9 = 11

While Shasta inspires the party Tippa's arrow successfully strikes the still active veela which just about manages to avoid being stuck to the ground (but is still entangled).

Initiative wrote:

-- ROUND 2 --

Grunjar
Veela (Blue) (entangled)
Veela (Cyan) (asleep)
-- ROUND 1 --
Jilla
Shasta
Xasay
Aoi
Tippa

(Bold may act)

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 18/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Insp Cour +2

Jilla hustles to get closer to the action.

Double move.

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