[ACO] PF2e - 05-19: Demonic Afterparty (Inactive)

Game Master UncleFroggy

Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺)


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Horizon Hunters

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 135/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 26 | F/R/W: +19 (Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

Hancock ignores the bugs and smashes the effigy.

bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (9, 2) + 8 = 19
4 of the damage is force damage;

to hit maul, map -5: 1d20 + 15 - 5 ⇒ (7) + 15 - 5 = 17
bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (6, 12) + 8 = 26
4 of the damage is force damage;

If already next to it...
to hit maul, map -5: 1d20 + 15 - 10 ⇒ (14) + 15 - 10 = 19
bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (10, 1) + 8 = 19
4 of the damage is force damage;

Envoy's Alliance

Sprite Barbarian 6 | AC 23 | ♥️ 96 | Spd 30 | F 13, R 10, W 12 | Perc 12 | Athletics 15 | Acrobatics, Intimidation, Thievery 11 | Guild Lore, Society, Stealth, Survival 10 | ◆ | ☘️☘️

Fort save: 1d20 + 12 ⇒ (18) + 12 = 30

Folmyr will ◆ get out his blade (since we didn't have our weapons in hand), ◆ fly onto the statue, and ◆ strike it: 1d20 + 14 ⇒ (11) + 14 = 25for: 2d12 + 4 ⇒ (2, 3) + 4 = 9

since we didn't roll initiative, Folmyr isn't raging

Radiant Oath

Exploration Activity: Avoid Notice | Class DC 17 ♥️ 53 | AC 23 | Saves 10/12/9 | Perception +9 (Trap Finder) | PFS ID: 133608-2003 | Female Nephilim(Human) Investigator 5 | ☘️ 1 | Focus Points □ | ◆◇↺ ☑□|

Fort Save, Trap Finder: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25

Swayaah ducks instinctively. Not just from the bugs, but from Hancock and his more direct solution.

She watches Folmyr flutter past and chip in.

Horizon Hunters

Female Human Witch 5 | AC: 21/22 | HP: 38 | Per: 10, Fort: 9, Ref: 10, Will: 11 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3, 3rd 2

Flory’s save: 1d20 + 6 ⇒ (14) + 6 = 20

Sir Miles’ save: 1d20 + 10 ⇒ (5) + 10 = 15

Vigilant Seal

m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

Fortitude vs. DC:20: 1d20 + 9 ⇒ (4) + 9 = 13

"Why do these things look funny?" mutters Ahzeem loudly. He then draws his scimitar and tries to case Shield.

Current AC=18 (base and Mystic Armor); +1 if Shield works.

Envoy's Alliance

male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

Fort Save: 1d20 + 11 ⇒ (14) + 11 = 25

Jaxon shoos the bugs away and watches Hancock go to town on the effigy. He cracks his knuckles and carefully watches the bunker for any sign of activity.

Horizon Hunters

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 135/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 26 | F/R/W: +19 (Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

First to hit roll:
to hit maul: 1d20 + 15 ⇒ (15) + 15 = 30

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

Hancock lives up to his name and gets angry. He wades in with his maul and pounds the effigy until it ends up in two pieces. The bugs suddenly disappear.

Realizing that the effigy will serve as evidence required by the venture-captain, you gather up the pieces, taking care to keep both halves separate...

With the coast clear and the magical watchdog rendered inoperable, you head down the stairs to the bunker. When you enter the antechamber, you are confronted by four scruffy individuals who don't appear to have bathed recently. They all pull weapons and attack.

You also notice what appears to be a mirror against the far wall...

GM Dice:

Swayaah Maeleranti's Initiative using Search: 1d20 + 10 ⇒ (18) + 10 = 28
Ahzeem Kazzahd's Initiative using Follow the Expert: 1d20 + 11 ⇒ (6) + 11 = 17
Flory Buntzer 's Initiative using Repeat a Spell: 1d20 + 14 ⇒ (7) + 14 = 21
Folmyr's Initiative using Scout: 1d20 + 12 ⇒ (11) + 12 = 23
Hancock the Angry's Initiative using Search: 1d20 + 12 ⇒ (1) + 12 = 13
Jaxon Ritcher's Initiative using Search: 1d20 + 12 ⇒ (2) + 12 = 14
Red Init: 1d20 + 8 ⇒ (18) + 8 = 26
White Init: 1d20 + 8 ⇒ (14) + 8 = 22
Blue Init: 1d20 + 8 ⇒ (12) + 8 = 20
Yellow Init: 1d20 + 8 ⇒ (6) + 8 = 14

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
------------------
Those with ** may go

**Swayaah Maeleranti - AC 23 53/53
Red
Folmyr - AC 22 81/81 (temp hp - 8/8)
White
Flory Buntzer - AC 18 (19 w/shield) 32/32 (AC 19)
Blue
Ahzeem Kazzahd - AC 17 48/48
Yellow
Jaxon Ritcher - AC 24 (25 w/shield) 80/80
Hancock the Angry - AC 23 106/106 (temp hp - 8/8)

Radiant Oath

Exploration Activity: Avoid Notice | Class DC 17 ♥️ 53 | AC 23 | Saves 10/12/9 | Perception +9 (Trap Finder) | PFS ID: 133608-2003 | Female Nephilim(Human) Investigator 5 | ☘️ 1 | Focus Points □ | ◆◇↺ ☑□|

"Alright, whoever is down there probably knows we're coming." Swayaah sighs.

As she enters, she peers at the strange fellows. "So... you found a place to sleep in the middle of nowhere and put a religious alarm nearby?"

Who are these guys? Recall Knowledge. Worst Saving Throw would help.

Then she moves up and tries to wrestle with the Yellow fellow.
Athletics: 1d20 + 12 ⇒ (2) + 12 = 14
"Gods, you need to get outside and catch some rain."

◆ Recall Knowledge. Society +13, Religion +7
◆ Stride
◆ Grapple Yellow. If I know the Reflex Save is lowest, Trip Yellow instead. Not that it will matter with that roll.

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

GM Dice:

Swayaah Maeleranti's Society (E): 1d20 + 13 ⇒ (15) + 13 = 28

Perception
Swayaah Maeleranti's Perception (E): 1d20 + 9 ⇒ (15) + 9 = 24
Ahzeem Kazzahd's Perception (T): 1d20 + 9 ⇒ (2) + 9 = 11
Flory Buntzer 's Perception (T): 1d20 + 7 ⇒ (2) + 7 = 9
Folmyr's Perception (E): 1d20 + 11 ⇒ (8) + 11 = 19
Hancock the Angry's Perception (E): 1d20 + 11 ⇒ (15) + 11 = 26
Jaxon Ritcher's Perception (E): 1d20 + 11 ⇒ (18) + 11 = 29

Swayaah:
These unwashed savages are Deskari Fanatics. Will is their lowest save. You also notice that the lavish mirror in the other side of the room looks out of place...

Hancock/Jaxon:
The lavish mirror on the other side of the room looks out of place for the antechamber.

Swayaah charges forward and tries to grapple Yellow, but his month-old body odor drives her back and brings tears to her eyes. Red runs forward and flanks Swayaah with Yellow. He stabs at her with a dagger.

Dagger vs Swayaah AC 23: 1d20 + 12 ⇒ (3) + 12 = 15 for P/S: 2d4 + 7 ⇒ (2, 3) + 7 = 12
Dagger vs Swayaah AC 23, MAP, Agile: 1d20 + 8 ⇒ (7) + 8 = 15 for P/S: 2d4 + 7 ⇒ (3, 2) + 7 = 12

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
------------------
Those with ** may go

Swayaah Maeleranti - AC 23 53/53
Red
**Folmyr - AC 22 81/81 (temp hp - 8/8)
White
Flory Buntzer - AC 18 (19 w/shield) 32/32 (AC 19)
Blue
Ahzeem Kazzahd - AC 17 (18 w/shield) 48/48
Yellow
Jaxon Ritcher - AC 24 (25 w/shield) 80/80
Hancock the Angry - AC 23 106/106 (temp hp - 8/8)

Radiant Oath

Exploration Activity: Avoid Notice | Class DC 17 ♥️ 53 | AC 23 | Saves 10/12/9 | Perception +9 (Trap Finder) | PFS ID: 133608-2003 | Female Nephilim(Human) Investigator 5 | ☘️ 1 | Focus Points □ | ◆◇↺ ☑□|

"Religious fanatics, they love Deskari. Oh hey, their Willpower sucks." Swayaah grins. "Good, means I don't have to touch 'em."

Envoy's Alliance

Sprite Barbarian 6 | AC 23 | ♥️ 96 | Spd 30 | F 13, R 10, W 12 | Perc 12 | Athletics 15 | Acrobatics, Intimidation, Thievery 11 | Guild Lore, Society, Stealth, Survival 10 | ◆ | ☘️☘️

Folmyr rages and makes a five-foot step into Red's area.

Strike: 1d20 + 14 ⇒ (1) + 14 = 15for: 2d12 + 4 + 6 ⇒ (5, 11) + 4 + 6 = 26

Strike: 1d20 + 14 - 5 ⇒ (7) + 14 - 5 = 16for: 2d12 + 4 + 6 ⇒ (3, 4) + 4 + 6 = 17

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

White's eyes glaze over and he erupts into a frenzied state. Mouth foaming he charges Swayaah and strikes at her thrice.

Frenzied Assault [◆◆◆]
The Deskari fanatic Strides to an enemy creature and makes three Strikes in a frenzy. These Strikes have a +1 status bonus to attack and a +2 status bonus to damage. The Deskari fanatic can’t make a frenzied assault on a creature it’s already in melee with.

Dagger vs Swayaah AC 23: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17 for P/S: 2d4 + 7 + 2 ⇒ (3, 1) + 7 + 2 = 13
Dagger vs Swayaah AC 23, MAP, Agile: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 for P/S: 2d4 + 7 + 2 ⇒ (3, 3) + 7 + 2 = 15
Dagger vs Swayaah AC 23, MAP 2+, Agile: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 for P/S: 2d4 + 7 + 2 ⇒ (1, 1) + 7 + 2 = 11

I'm going to assume that Hancock will get angry and get his temp hp on his turn!

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
------------------
Those with ** may go

Swayaah Maeleranti - AC 23 38/53
Red
Folmyr - AC 22 81/81 (temp hp - 8/8)
White
**Flory Buntzer - AC 18 (19 w/shield) 32/32 (AC 19)
Blue
Ahzeem Kazzahd - AC 17 (18 w/shield) 48/48
Yellow
Jaxon Ritcher - AC 24 (25 w/shield) 80/80
Hancock the Angry - AC 23 106/106 (temp hp - 8/8)

Horizon Hunters

Female Human Witch 5 | AC: 21/22 | HP: 38 | Per: 10, Fort: 9, Ref: 10, Will: 11 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3, 3rd 2

Flory steps up beside her champion, her cloak floating at shoulder height.
Sir Miles takes a bite at the scruffy one Folmyr attacked. He doesn’t seem to mind the smell.

FB: Cast shield, Step
SM: Strike x2 @ Red

Attack: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10P +Poison: 1d4 ⇒ 4

Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11P +Poison: 1d4 ⇒ 4

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

Sir Miles chomps down on Red. Blood spurts. Suddenly the mirror activates! A ghastly figure of blood suddenly appears in the mirror’s surface.

Init:

Mirror Init: 1d20 + 12 ⇒ (2) + 12 = 14

Blue also goes into a frenzy. He charges into the party's front line and stabs Hancock, Sir Miles, Swayaah: 1d3 ⇒ 3

Dagger vs Swayaah AC 23: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31 for P/S: 2d4 + 7 + 2 ⇒ (3, 4) + 7 + 2 = 16
Dagger vs Swayaah AC 23, MAP, Agile: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 for P/S: 2d4 + 7 + 2 ⇒ (1, 4) + 7 + 2 = 14
Dagger vs Swayaah AC 23, MAP 2+, Agile: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 for P/S: 2d4 + 7 + 2 ⇒ (4, 1) + 7 + 2 = 14

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
DC 23 Fortitude vs Bloody Glare: Swayaah, Folmyr, Flory, Sir Miles, Ahzeem, Jaxon, Hancock

Special Conditions:
Disable the Mirror: 0/1
------------------
Those with ** may go

Swayaah Maeleranti - AC 23 22/53
Red (-14; AC <= 30)
Folmyr - AC 22 81/81 (temp hp - 8/8)
White
Flory Buntzer - AC 18 (19 w/shield) 32/32 (AC 19)
Blue
**Ahzeem Kazzahd - AC 17 (18 w/shield) 48/48
Yellow
Mirror
Jaxon Ritcher - AC 24 (25 w/shield) 80/80
Hancock the Angry - AC 23 106/106 (temp hp - 8/8)

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

Bloody Glare; DC 23 Fortitude:

CS/S: unaffected
F: The creature bleeds from its nose and mouth
CF: As F but Drained 1

Disable the Mirror:

DC 20 Thievery (trained) to fully cover the mirror
2nd level dispel, DC 22 Counteract

Horizon Hunters

Female Human Witch 5 | AC: 21/22 | HP: 38 | Per: 10, Fort: 9, Ref: 10, Will: 11 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3, 3rd 2

Flory’s Fort save: 1d20 + 6 ⇒ (14) + 6 = 20

Sir Miles’ Fort save: 1d20 + 10 ⇒ (9) + 10 = 19

Vigilant Seal

m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

Ahzeem Steps back, grasps his Holy Symbol of Sarenrae, and calls out, "Oh great Goddess Sarenrae, your humble servant request that you heal his companion," his eyes and the symbol momentarily flash and Swayaah's wounds start to heal.

2st Level Heal vs. Swayaah: 2d10 + 16 ⇒ (9, 1) + 16 = 26

Step (1 action); Heal, 2L (2 actions). NOTE: AC=18 (no Shield).

Radiant Oath

Exploration Activity: Avoid Notice | Class DC 17 ♥️ 53 | AC 23 | Saves 10/12/9 | Perception +9 (Trap Finder) | PFS ID: 133608-2003 | Female Nephilim(Human) Investigator 5 | ☘️ 1 | Focus Points □ | ◆◇↺ ☑□|

Fort Save: 1d20 + 10 ⇒ (14) + 10 = 24

"Can anyone handle that mirror? I seem to have attracted multiple gentlemen- par for the course." Swayaah grunts as another cultist shanks her.

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

Ahzeem moves and heals Swayaah. Flory and Sir Miles begin bleeding from their nose and mouth. Although they look gruesome, they take no damage.

Ahzeem Fort vs DC 23: 1d20 + 9 ⇒ (15) + 9 = 24

Sir Miles is 7: 1d7 ⇒ 1

The mirror projects a reflection of Folmyr bleeding profusely from the eyes, nose, and mouth.

Yellow simply goes into Chuckie mode and stabs Swayaah thrice.

Dagger vs Swayaah AC 23: 1d20 + 12 ⇒ (7) + 12 = 19 for P/S: 2d4 + 7 ⇒ (4, 4) + 7 = 15
Dagger vs Swayaah AC 23, MAP, Agile: 1d20 + 8 ⇒ (18) + 8 = 26 for P/S: 2d4 + 7 ⇒ (4, 1) + 7 = 12
Dagger vs Swayaah AC 23, MAP 2+, Agile: 1d20 + 4 ⇒ (18) + 4 = 22 for P/S: 2d4 + 7 ⇒ (3, 4) + 7 = 14

------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Before your Turn:
DC 23 Fortitude vs Bloody Glare: Folmyr, Jaxon, Hancock
DC 21 Will: Folmyr

After your Turn:
DC 15 Flat check vs 2d8 Persistent Bleed: Folmyr (if you fail your DC 21 Will Save)

Special Conditions:
Disable the Mirror: 0/1
------------------
Those with ** may go

-2-
**Swayaah Maeleranti - AC 23 36/53
Red (-14; AC <= 30)
Folmyr - AC 22 81/81 (temp hp - 8/8)
White
Flory Buntzer - AC 18 (19 w/shield) 32/32 (AC 19)
Blue
Ahzeem Kazzahd - AC 18 (19 w/shield) 48/48
Yellow
Mirror

-1-
**Jaxon Ritcher - AC 24 (25 w/shield) 80/80
**Hancock the Angry - AC 23 106/106 (temp hp - 8/8)

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

Bloody Glare; DC 23 Fortitude:

CS/S: unaffected
F: The creature bleeds from its nose and mouth
CF: As F but Drained 1

Your bloody reflection; DC 21 Will:

CS: Unaffected; Immune for 1 minute
S: The creature bleeds from their mouth or nose.
F: The creature bleeds from their eyes, mouth, and nose; 2d8 Persistent Bleed.
CF: As F; Frightened 1

Disable the Mirror:

DC 20 Thievery (trained) to fully cover the mirror
2nd level dispel, DC 22 Counteract

Radiant Oath

Exploration Activity: Avoid Notice | Class DC 17 ♥️ 53 | AC 23 | Saves 10/12/9 | Perception +9 (Trap Finder) | PFS ID: 133608-2003 | Female Nephilim(Human) Investigator 5 | ☘️ 1 | Focus Points □ | ◆◇↺ ☑□|

"Thanks. Ow." Swayaah's emotions slip from gratitude to annoyance as the cultists surround her. "Something tells me they're not going to stop."

She looks at Red, gauges his stance, his form.

Devise a Stratagem: 1d20 ⇒ 16
It's lousy. She grins and readies a claw.

Claw, Devise A Stratagem: 16 + 14 = 30
Strategic Strike Damage: 2d4 + 2d6 + 4 ⇒ (1, 1) + (4, 2) + 4 = 12

Claw, Multiple Attack, Agile: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 29
Slashing: 2d4 + 3 ⇒ (2, 1) + 3 = 6

The target must succeed at a DC 17 Fortitude save or be Slowed 1 until the end of Swayaah's next turn.

"Yeah! Now we're talkin!" Swayaah growls.

Envoy's Alliance

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male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

Fort Save: 1d20 + 11 ⇒ (9) + 11 = 20

Jaxon begins bleeding from the nose and mouth, but while he's a bit surprised, it wasn't anything that he hadn't experienced dozens of times before. This time he didn't even need to get hit.

The thug spots the bloody reflection in the mirror hustles over to it. He whips off his shirt and flexes for a moment. "Nah, you can't handle this!" Then he drops the shirt over the reflection.

Thievery: 1d20 + 12 ⇒ (13) + 12 = 25

◆ Move
◆ Move
◆ Disable Mirror

Horizon Hunters

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 135/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 26 | F/R/W: +19 (Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

DC 23 fort save vs. Bloody Glare: 1d20 + 14 ⇒ (15) + 14 = 29

Hancock's posture straightens, losing the habitual slouch. His movements become more quick and violent. His mumbling grows louder but no more coherent than usual.

He swings his maul at blue. If blue goes down ne steps forward and swings at yellow.

  • to hit maul: 1d20 + 15 ⇒ (9) + 15 = 24
  • bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (9, 10) + 8 = 27
    4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save

  • to hit maul, map -5: 1d20 + 15 - 5 ⇒ (4) + 15 - 5 = 14
  • bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (3, 5) + 8 = 16
    4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save

  • to hit maul, map -10: 1d20 + 15 - 10 ⇒ (18) + 15 - 10 = 23
  • bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (2, 10) + 8 = 20
    4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save

    All the while he eyes the guy that popped out of the mirror.

    Note that Hancock has reactive strike.

  • Radiant Oath

    ◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

    Swayaah manages to carve a piece out of Red but he doesn't seem to notice.

    GM Dice:
    Fort: 1d20 + 11 ⇒ (16) + 11 = 27

    Jaxon whips off his shirt and flexes, before moving to the mirror and covering it with his shirt.
    Mirror is disabled!

    Hancock seems to enjoy the spectacle of the bleeding figure in the mirror. He then enters a frenzy rivaling that of the cultists. The main difference being, he hits harder. Yellow finds out first hand as two of Hancock's strikes leave him bloody.

    Red tries to stab Flory, Folmyr, Sir Miles, Swayaah: 1d4 ⇒ 4

    Dagger vs Swayaah AC 23: 1d20 + 12 ⇒ (10) + 12 = 22 for P/S: 2d4 + 7 ⇒ (4, 4) + 7 = 15
    Dagger vs Swayaah AC 23, MAP, Agile: 1d20 + 8 ⇒ (18) + 8 = 26 for P/S: 2d4 + 7 ⇒ (4, 2) + 7 = 13
    Dagger vs Swayaah AC 23, MAP 2+, Agile: 1d20 + 4 ⇒ (18) + 4 = 22 for P/S: 2d4 + 7 ⇒ (2, 2) + 7 = 11

    ------------------
    COMBAT TRACKER
    Round: 2
    Tactical Map
    Before your Turn:
    DC 23 Fortitude vs Bloody Glare: Folmyr
    DC 21 Will: Folmyr

    After your Turn:
    DC 15 Flat check vs 2d8 Persistent Bleed: Folmyr (if you fail your DC 21 Will Save)

    Special Conditions:
    Disable the Mirror: DISABLED!
    ------------------
    Those with ** may go

    Swayaah Maeleranti - AC 23 23/53
    Red (-38; 14 < AC <= 23)
    **Folmyr - AC 22 81/81 (temp hp - 8/8)
    White (14 < AC <= 23)
    Flory Buntzer - AC 18 (19 w/shield) 32/32 (AC 19)
    Blue (14 < AC <= 23)
    Ahzeem Kazzahd - AC 18 (19 w/shield) 48/48
    Yellow (-47; 14 < AC <= 23)
    Mirror
    Jaxon Ritcher - AC 24 (25 w/shield) 80/80
    Hancock the Angry - AC 23 106/106 (temp hp - 8/8)

    --------------------------------
    CONDITIONS AND EFFECTS REFERENCE
    --------------------------------

    Bloody Glare; DC 23 Fortitude:

    CS/S: unaffected
    F: The creature bleeds from its nose and mouth
    CF: As F but Drained 1

    Your bloody reflection; DC 21 Will:

    CS: Unaffected; Immune for 1 minute
    S: The creature bleeds from their mouth or nose.
    F: The creature bleeds from their eyes, mouth, and nose; 2d8 Persistent Bleed.
    CF: As F; Frightened 1

    Radiant Oath

    Exploration Activity: Avoid Notice | Class DC 17 ♥️ 53 | AC 23 | Saves 10/12/9 | Perception +9 (Trap Finder) | PFS ID: 133608-2003 | Female Nephilim(Human) Investigator 5 | ☘️ 1 | Focus Points □ | ◆◇↺ ☑□|

    "Damn, I'm popular. I'm sure mom is proud." Swayaah takes another dagger to the gut.

    Envoy's Alliance

    Sprite Barbarian 6 | AC 23 | ♥️ 96 | Spd 30 | F 13, R 10, W 12 | Perc 12 | Athletics 15 | Acrobatics, Intimidation, Thievery 11 | Guild Lore, Society, Stealth, Survival 10 | ◆ | ☘️☘️

    Will: 1d20 + 11 ⇒ (15) + 11 = 26

    Thick, gooey fey blood comes out of Folmyr's mouth and nose.

    Fort: 1d20 + 12 ⇒ (2) + 12 = 14

    Even more blood comes out...

    Strike Red: 1d20 + 14 ⇒ (14) + 14 = 28for: 2d12 + 4 + 6 ⇒ (12, 9) + 4 + 6 = 31
    Crit Specialization: They become off-guard

    Intimidating Glare at Yellow vs Will DC: 1d20 + 9 ⇒ (18) + 9 = 27

    If Red is still up: Strike Red: 1d20 + 14 - 5 ⇒ (13) + 14 - 5 = 22for: 2d12 + 4 + 6 ⇒ (9, 2) + 4 + 6 = 21

    Else, move into White's square.

    Radiant Oath

    ◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

    Folymr bleeds but doesn't take any damage. He then strikes Red and dispatches him.

    Folmyr, what's the +6 for?

    He then glares at Yellow which rattles him. He then moves into White's face.

    White grins at Folmyr and tries to stab him thrice.

    Dagger vs Folmyr AC 22: 1d20 + 12 ⇒ (5) + 12 = 17 for P/S: 2d4 + 7 ⇒ (3, 1) + 7 = 11
    Dagger vs Folmyr AC 22, MAP, Agile: 1d20 + 8 ⇒ (19) + 8 = 27 for P/S: 2d4 + 7 ⇒ (2, 1) + 7 = 10
    Dagger vs Folmyr AC 22, MAP 2+, Agile: 1d20 + 4 ⇒ (13) + 4 = 17 for P/S: 2d4 + 7 ⇒ (1, 2) + 7 = 10

    ------------------
    COMBAT TRACKER
    Round: 2
    Tactical Map
    Special Conditions:
    Disable the Mirror: DISABLED!
    ------------------
    Those with ** may go

    Swayaah Maeleranti - AC 23 23/53
    Folmyr - AC 22 79/81
    White (14 < AC <= 23)
    **Flory Buntzer - AC 18 (19 w/shield) 32/32 (AC 19)
    Blue (14 < AC <= 23)
    Ahzeem Kazzahd - AC 18 (19 w/shield) 48/48
    Yellow (-47; 14 < AC <= 23; F1)
    Mirror
    Jaxon Ritcher - AC 24 (25 w/shield) 80/80
    Hancock the Angry - AC 23 106/106 (temp hp - 8/8)

    Horizon Hunters

    Female Human Witch 5 | AC: 21/22 | HP: 38 | Per: 10, Fort: 9, Ref: 10, Will: 11 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3, 3rd 2

    Flory eyes Swayaah with concern. ”Looking a bit tatty, my dear”, she says gently, as she starts making sewing motions in the air.

    Sir Miles finds a new snack.

    Flory: Cast heal on Swayaah
    Sir Miles: Strike Blue

    Healing: 2d8 + 16 ⇒ (5, 3) + 16 = 24

    Attack: 1d20 + 12 ⇒ (12) + 12 = 24
    Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8P +Poison: 1d4 ⇒ 3

    Radiant Oath

    ◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

    Flory heals Swayaah and Sir Miles pokes Blue with his fangs, doing damage. Blue seems to enjoy the pain and returns the favor.

    Hancock, if you want to use your RS, go for it! In future, though, you may post your reactive strike behind a spoiler.

    Dagger vs Sir Miles AC 20: 1d20 + 12 ⇒ (19) + 12 = 31 for P/S: 2d4 + 7 ⇒ (2, 3) + 7 = 12
    Dagger vs Sir Miles AC 20, MAP, Agile: 1d20 + 8 ⇒ (15) + 8 = 23 for P/S: 2d4 + 7 ⇒ (2, 3) + 7 = 12
    Dagger vs Sir Miles AC 20, MAP 2+, Agile: 1d20 + 4 ⇒ (2) + 4 = 6 for P/S: 2d4 + 7 ⇒ (2, 1) + 7 = 10

    ------------------
    COMBAT TRACKER
    Round: 2
    Tactical Map
    Special Conditions:
    Disable the Mirror: DISABLED!
    ------------------
    Those with ** may go

    Swayaah Maeleranti - AC 23 47/53
    Folmyr - AC 22 79/81
    White (14 < AC <= 23)
    Flory Buntzer - AC 18 (19 w/shield) 32/32; Sir Miles AC 20 1/37
    Blue (-11; 14 < AC <= 23)
    **Ahzeem Kazzahd - AC 18 (19 w/shield) 48/48
    Yellow (-47; 14 < AC <= 23; F1)
    Mirror
    Jaxon Ritcher - AC 24 (25 w/shield) 80/80
    Hancock the Angry - AC 23 106/106 (temp hp - 8/8)

    Vigilant Seal

    m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

    Ahzeem grasps his Holy Symbol of Sarenrae, and calls out, "Oh great Goddess Sarenrae, your humble servant request that you heal his companion adding your divine blessing to this gift." his eyes and the symbol momentarily flash and Sir Miles' wounds start to heal....

    Divine Font vs. Sir Miles: 2d10 + 16 + 2 ⇒ (1, 1) + 16 + 2 = 20

    Healer's Blessing (1 action); Divine Font (2 actions); AC: 18.

    Healer's Blessing:
    Focus: 1 action; Range: 30 feet; Targets: 1 willing living creature Duration: 1 minute
    Your words bless a creature with an enhanced connection to vital energy. When the target regains Hit Points from a healing vitality spell, it regains 2 additional Hit Points.
    The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once, when they are first healed.
    Heightened (+1) The additional healing increases by 2 HP.

    Envoy's Alliance

    Sprite Barbarian 6 | AC 23 | ♥️ 96 | Spd 30 | F 13, R 10, W 12 | Perc 12 | Athletics 15 | Acrobatics, Intimidation, Thievery 11 | Guild Lore, Society, Stealth, Survival 10 | ◆ | ☘️☘️
    GM Tiger wrote:

    Folmyr, what's the +6 for?

    Titan Mauler damage

    Radiant Oath

    Exploration Activity: Avoid Notice | Class DC 17 ♥️ 53 | AC 23 | Saves 10/12/9 | Perception +9 (Trap Finder) | PFS ID: 133608-2003 | Female Nephilim(Human) Investigator 5 | ☘️ 1 | Focus Points □ | ◆◇↺ ☑□|
    Flory Buntzer wrote:
    Flory eyes Swayaah with concern. ”Looking a bit tatty, my dear”, she says gently, as she starts making sewing motions in the air.

    "Thanks for not using the word batty." Swayaah feels her wounds close. Fae can't help but giggle.

    Radiant Oath

    ◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

    Ahzeem calls upon Sarenrae and heals Swayaah.

    Who: Folmyr, Jaxon, Swayaah: 1d3 ⇒ 3

    wow.. the dice bot REALLY likes you for whatever reason...

    "FIEND!" Yellow howls as he goes into full Chuckie mode and stabs at Swayaah...

    Dagger vs Swayaah AC 23: 1d20 + 12 ⇒ (18) + 12 = 30 for P/S: 2d4 + 7 ⇒ (1, 3) + 7 = 11
    Dagger vs Swayaah AC 23, MAP, Agile: 1d20 + 8 ⇒ (19) + 8 = 27 for P/S: 2d4 + 7 ⇒ (4, 4) + 7 = 15
    Dagger vs Swayaah AC 23, MAP 2+, Agile: 1d20 + 4 ⇒ (6) + 4 = 10 for P/S: 2d4 + 7 ⇒ (4, 3) + 7 = 14

    "FIEND!" he howls again as his dagger connects twice, spittle flying all over the place...

    ------------------
    COMBAT TRACKER
    Round: 2
    Tactical Map
    Special Conditions:
    Disable the Mirror: DISABLED!
    ------------------
    Those with ** may go

    -3-
    **Swayaah Maeleranti - AC 23 21/53
    **Folmyr - AC 22 79/81
    White (14 < AC <= 23)
    Flory Buntzer - AC 18 (19 w/shield) 32/32; Sir Miles AC 20 21/37
    Blue (-11; 14 < AC <= 23)
    Ahzeem Kazzahd - AC 18 (19 w/shield) 48/48
    Yellow (-47; 14 < AC <= 23)

    -2-
    **Jaxon Ritcher - AC 24 (25 w/shield) 80/80
    **Hancock the Angry - AC 23 106/106 (temp hp - 10/10)

    Vigilant Seal

    m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

    I would like to point out that Ahzeem healed Sir Miles and that the Healer's Blessing Focus Spell has a 1 min. duration. I know how tricky keeping track of everything can get.

    Radiant Oath

    Exploration Activity: Avoid Notice | Class DC 17 ♥️ 53 | AC 23 | Saves 10/12/9 | Perception +9 (Trap Finder) | PFS ID: 133608-2003 | Female Nephilim(Human) Investigator 5 | ☘️ 1 | Focus Points □ | ◆◇↺ ☑□|
    Yellow wrote:
    "FIEND!" he howls again.

    "Technically mom's the fiend." She glares at the Yellow attacker.

    Devise A Stratagem: 1d20 ⇒ 19

    "But uh, anyway. If you could stop gouging me?"
    Intimidating Glare vs Yellow: 1d20 + 11 ⇒ (2) + 11 = 13

    "No? Fine."
    Claw, Devise A Stratagem: 19 + 14 = 33
    Strategic Strike Damage: 2d4 + 2d6 + 4 ⇒ (1, 3) + (5, 3) + 4 = 16 Please Double if this is a Critical Hit

    These cultists have wide swings. Leaves them vulnerable.

    Radiant Oath

    ◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp
    Ahzeem Kazzahd wrote:

    I would like to point out that Ahzeem healed Sir Miles and that the Healer's Blessing Focus Spell has a 1 min. duration. I know how tricky keeping track of everything can get.

    GAH! oops! My bad! that's what I meant! Sir Miles! Right! That's it! Starts with S... :)

    Radiant Oath

    ◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

    Correction - Ahzeem healed Sir Miles.

    Swayaah glares at Yellow to get him to stop. When he refuses, she stabs him anyway and he drops in a heap. Crit

    ------------------
    COMBAT TRACKER
    Round: 2-3
    Tactical Map
    Special Conditions:
    Disable the Mirror: DISABLED!
    ------------------
    Those with ** may go

    -3-
    Swayaah Maeleranti - AC 23 21/53
    **Folmyr - AC 22 79/81
    White (14 < AC <= 23)
    Flory Buntzer - AC 18 (19 w/shield) 32/32; Sir Miles AC 20 21/37
    Blue (-11; 14 < AC <= 23)
    Ahzeem Kazzahd - AC 18 (19 w/shield) 48/48

    -2-
    **Jaxon Ritcher - AC 24 (25 w/shield) 80/80
    **Hancock the Angry - AC 23 106/106 (temp hp - 10/10)

    Envoy's Alliance

    Sprite Barbarian 6 | AC 23 | ♥️ 96 | Spd 30 | F 13, R 10, W 12 | Perc 12 | Athletics 15 | Acrobatics, Intimidation, Thievery 11 | Guild Lore, Society, Stealth, Survival 10 | ◆ | ☘️☘️

    Strike at White: 1d20 + 14 ⇒ (10) + 14 = 24for: 2d12 + 4 + 6 ⇒ (1, 10) + 4 + 6 = 21

    Strike at White: 1d20 + 14 - 5 ⇒ (6) + 14 - 5 = 15for: 2d12 + 4 + 6 ⇒ (8, 12) + 4 + 6 = 30

    Strike at White: 1d20 + 14 - 10 ⇒ (9) + 14 - 10 = 13for: 2d12 + 4 + 6 ⇒ (12, 2) + 4 + 6 = 24

    Radiant Oath

    ◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

    Folmyr attacks White and hits with his first strike.

    ------------------
    COMBAT TRACKER
    Round: 2-3
    Tactical Map
    Special Conditions:
    Disable the Mirror: DISABLED!
    ------------------
    Those with ** may go

    -3-
    Swayaah Maeleranti - AC 23 21/53
    Folmyr - AC 22 79/81
    White (-21; 15 < AC <= 23)
    Flory Buntzer - AC 18 (19 w/shield) 32/32; Sir Miles AC 20 21/37
    Blue (-11; 14 < AC <= 23)
    Ahzeem Kazzahd - AC 18 (19 w/shield) 48/48

    -2-
    **Jaxon Ritcher - AC 24 (25 w/shield) 80/80
    **Hancock the Angry - AC 23 106/106 (temp hp - 10/10)

    Horizon Hunters

    N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 135/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 26 | F/R/W: +19 (Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

    Once again Hancockswings his maul at blue. If blue goes down he charges forward to engage the man from the mirror running right past yellow

  • to hit maul: 1d20 + 15 ⇒ (10) + 15 = 25
  • bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (10, 7) + 8 = 25
    4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save

  • to hit maul, map -5: 1d20 + 15 - 5 ⇒ (11) + 15 - 5 = 21
  • bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (3, 11) + 8 = 22
    4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save

  • to hit maul, map -10: 1d20 + 15 - 10 ⇒ (8) + 15 - 10 = 13
  • bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (1, 11) + 8 = 20
    4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save

  • Envoy's Alliance

    male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

    Jaxon moves to flank one of the creatures. He comes up behind it and punches it in the back of the head.

    Attack vs White, OG: 1d20 + 15 ⇒ (5) + 15 = 20
    Damage (backstabber): 2d8 + 4 + 2d6 + 1 ⇒ (4, 1) + 4 + (6, 2) + 1 = 18

    ◆ Stumbling Stance
    ◆ Move
    ◆ Strike

    Radiant Oath

    ◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

    Hancock pounds Blue with his first blow. Then Blue realizes that there is this tactic called ducking that lets Hancock play out his anger without getting walloped by that massive hammer he's carrying.

    Jaxon stumbles over to flank White. He manages to punch him in the back of the head.

    The attack barely hit with a flank, so AC 22.

    White howls in anger at the blindsided attack. He turns and goes full Chuckie on Jaxon.

    Dagger vs Jaxon AC 24: 1d20 + 12 ⇒ (11) + 12 = 23 for P/S: 2d4 + 7 ⇒ (3, 2) + 7 = 12
    Dagger vs Jaxon AC 24, MAP, Agile: 1d20 + 8 ⇒ (13) + 8 = 21 for P/S: 2d4 + 7 ⇒ (3, 1) + 7 = 11
    Dagger vs Jaxon AC 24, MAP 2+, Agile: 1d20 + 4 ⇒ (5) + 4 = 9 for P/S: 2d4 + 7 ⇒ (3, 3) + 7 = 13

    Apparently Jaxon's swaying stance proves too much for the raving lunatic to accurately hit.

    ------------------
    COMBAT TRACKER
    Round: 3
    Tactical Map
    Special Conditions:
    Disable the Mirror: DISABLED!
    ------------------
    Those with ** may go

    Swayaah Maeleranti - AC 23 21/53
    Folmyr - AC 22 79/81
    White (-38; AC 22)
    **Flory Buntzer - AC 18 (19 w/shield) 32/32; Sir Miles AC 20 21/37
    Blue (-36; AC 22)
    Ahzeem Kazzahd - AC 18 (19 w/shield) 48/48
    Jaxon Ritcher - AC 24 (25 w/shield) 80/80
    Hancock the Angry - AC 23 106/106 (temp hp - 10/10)

    Horizon Hunters

    Female Human Witch 5 | AC: 21/22 | HP: 38 | Per: 10, Fort: 9, Ref: 10, Will: 11 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3, 3rd 2

    Flory tends to her champion’s wounds, and eyes the thug before them. ”A shame you don’t have someone to look after you”, she says sadly. ”You’ll just die here, alone and uncared for”

    Sir Miles tries to make that happen.

    Flory: Battle Medicine on Sir Miles, Demoralize Blue
    Sir Miles: Strike Blue x2

    Medicine: 1d20 + 7 ⇒ (15) + 7 = 22
    Healing: 2d8 ⇒ (3, 2) = 5

    Intimidation: 1d20 + 7 ⇒ (11) + 7 = 18

    Attack: 1d20 + 12 ⇒ (4) + 12 = 16
    Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8P +Poison: 1d4 ⇒ 2

    Attack: 1d20 + 7 ⇒ (8) + 7 = 15
    Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12P +Poison: 1d4 ⇒ 1

    Hero Point on 1st attack

    Attack: 1d20 + 12 ⇒ (6) + 12 = 18

    Radiant Oath

    ◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

    Flory heals Sir Miles and gives Blue a cold-blooded glare that rattles him. Sir Miles tries to bite Blue but doesn't succeed.

    Folmyr, Hancock, Sir Miles, Swayaah: 1d4 ⇒ 2

    Swayaah probably breathes a sigh of relief here! :)

    Blue grins through the mix of spittle and blood on his face and attacks Hancock.

    Dagger vs Hancock AC 23: 1d20 + 12 ⇒ (9) + 12 = 21 for P/S: 2d4 + 7 ⇒ (2, 1) + 7 = 10
    Dagger vs Hancock AC 23, MAP, Agile: 1d20 + 8 ⇒ (17) + 8 = 25 for P/S: 2d4 + 7 ⇒ (3, 2) + 7 = 12
    Dagger vs Hancock AC 23, MAP 2+, Agile: 1d20 + 4 ⇒ (18) + 4 = 22 for P/S: 2d4 + 7 ⇒ (4, 4) + 7 = 15

    ------------------
    COMBAT TRACKER
    Round: 3
    Tactical Map
    Special Conditions:
    Disable the Mirror: DISABLED!
    ------------------
    Those with ** may go

    -4-
    **Swayaah Maeleranti - AC 23 21/53
    **Folmyr - AC 22 79/81
    White (-38; AC 22)
    Flory Buntzer - AC 18 (19 w/shield) 32/32; Sir Miles AC 20 26/37

    -3-
    Blue (-36; AC 22)
    **Ahzeem Kazzahd - AC 18 (19 w/shield) 48/48
    **Jaxon Ritcher - AC 24 (25 w/shield) 80/80
    **Hancock the Angry - AC 23 104/106

    Envoy's Alliance

    Sprite Barbarian 6 | AC 23 | ♥️ 96 | Spd 30 | F 13, R 10, W 12 | Perc 12 | Athletics 15 | Acrobatics, Intimidation, Thievery 11 | Guild Lore, Society, Stealth, Survival 10 | ◆ | ☘️☘️

    Strike at White: 1d20 + 14 ⇒ (18) + 14 = 32for: 2d12 + 4 + 6 ⇒ (4, 1) + 4 + 6 = 15

    Strike at White: 1d20 + 14 - 5 ⇒ (4) + 14 - 5 = 13for: 2d12 + 4 + 6 ⇒ (12, 4) + 4 + 6 = 26

    Strike at White: 1d20 + 14 - 10 ⇒ (13) + 14 - 10 = 17for: 2d12 + 4 + 6 ⇒ (7, 12) + 4 + 6 = 29

    If the first strike killed White, then the second action will be to move into Blue's space, and the third action is the Strike Blue for 13

    Radiant Oath

    Exploration Activity: Avoid Notice | Class DC 17 ♥️ 53 | AC 23 | Saves 10/12/9 | Perception +9 (Trap Finder) | PFS ID: 133608-2003 | Female Nephilim(Human) Investigator 5 | ☘️ 1 | Focus Points □ | ◆◇↺ ☑□|

    "Huh, I guess they got tired of fighting me." She watches the cultist and their dirty White robes.

    Devise a Stratagem: 1d20 ⇒ 18
    Jaxon is providing a good distraction. And not just his muscles, but the flank is nice, too.

    Claw, Devise A Stratagem: 18 + 14 = 32
    Strategic Strike Damage: 2d4 + 2d6 + 4 ⇒ (4, 2) + (2, 4) + 4 = 16
    If this Crits, the target must succeed at a DC 17 Fortitude save or be Slowed 1 until the end of Swayaah's next turn.

    Swayaah takes this time to hold the other cultist.
    Athletics vs Blue Fort DC: 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24

    "Stop ducking. Hancock, have fun with the piñata." She grins.

    Envoy's Alliance

    male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

    Jaxon shift over, now drawing the attention of both thugs. He kicks the man's knee in with a squelching pop and then tries to follow up with a knifehand to the throat.

    Attack vs White, OG: 1d20 + 15 ⇒ (7) + 15 = 22
    Damage (backstabber): 2d8 + 2 + 2d6 + 1 ⇒ (6, 2) + 2 + (5, 3) + 1 = 19

    Attack vs White, OG: 1d20 + 15 - 4 ⇒ (10) + 15 - 4 = 21
    Damage (backstabber): 2d8 + 2 + 2d6 + 1 ⇒ (7, 2) + 2 + (2, 1) + 1 = 15

    ◆ Step (Gang Up makes both of the enemies OG to anyone in reach)
    ◆ Strike
    ◆ Strike

    If White drops from that:
    ↺ You're Next on Blue: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23

    If White is still up, Jaxon will use ↺ Nimble Dodge (+2AC) on the first attack against him.

    Horizon Hunters

    N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 135/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 26 | F/R/W: +19 (Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

    Hancock looks almost as if he enjoyed getting attacked and hit. With a wide grin he swings almost langidly at the foe, like he half hopes that he will miss and the fight will go on.

  • to hit maul: 1d20 + 15 ⇒ (5) + 15 = 20; plus flank bonuses
  • bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (11, 11) + 8 = 30
    4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save

  • to hit maul, map -5: 1d20 + 15 - 5 ⇒ (2) + 15 - 5 = 12; plus flank bonuses
  • bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (5, 11) + 8 = 24
    4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save

  • to hit maul, map -10: 1d20 + 15 - 10 ⇒ (10) + 15 - 10 = 15; plus flank bonuses
  • bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (7, 4) + 8 = 19
    4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save

  • Vigilant Seal

    m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

    Ahzeem grasps his Holy Symbol of Sarenrae, and calls out, "Oh great Goddess Sarenrae, your humble servant request that you heal his companion adding your divine blessing to this gift." his eyes and the symbol momentarily flash and Swayaah's wounds start to heal....

    Heal(1L) vs. Swayaah:: 1d10 + 16 + 2 ⇒ (3) + 16 + 2 = 21

    Healer's Blessing (1 action); Divine Font (2 actions); AC: 18.

    Healer's Blessing::

    Focus: 1 action; Range: 30 feet; Targets: 1 willing living creature Duration: 1 minute
    Your words bless a creature with an enhanced connection to vital energy. When the target regains Hit Points from a healing vitality spell, it regains 2 additional Hit Points.
    The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once, when they are first healed.
    Heightened (+1) The additional healing increases by 2 HP.

    Radiant Oath

    ◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

    Swayaah, Hancock and Jaxon reduce the remaining two cultists into something resembling jam...

    COMBAT OVER!

    We can handwave healing and refocusing -- it's probably not going to take more than an hour anyway since it's just hp damage; you're not really on a timetable. Just don't camp out for a week! :)

    Any further prep you need to do, now would be the time

    Radiant Oath

    ◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

    Searching the cultists, you find a collection of assorted coins, gems, and trinkets dropped by fleeing merchants valued at 40 gp.
    1 Treasure Bundle

    You also discover one cultist wears a tarnished medallion bearing the symbol of Deskari that can serve as evidence.

    Any special prep, go ahead. Just do so before rolling a skill check!

    Beyond the door, you find another set of descending stairs. Unlike the first, these look to be part of the original structure rather than a hasty addition.

    * You must make your way through the labyrinth and its unnerving obstacles to progress deeper into the bunker before the other cultists become aware of your presence.
    * You accomplish this by way of Labyrinth Points as follows: CS/S/F/CF - +2/+1/0/-1
    * The check each obstacle can only be attempted once per PC
    * Creative solutions may get a bonus
    * Automatic crit success for use of a non-cantrip spell or consumable item.
    * Successes Needed: 6+

    The walls seem to close in, shifting and changing in disorienting patterns.

    Overcome:
    DC 21 Arcana or DC 23 Occultism to discern the flow of magic and reorient oneself.

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    Vigilant Seal

    m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

    Ahzeem had 29 HP still when he took his turn. 15x2=30. He should be at -1, but Dying 2 because of the Critical Hit.

    Radiant Oath

    Exploration Activity: Avoid Notice | Class DC 17 ♥️ 53 | AC 23 | Saves 10/12/9 | Perception +9 (Trap Finder) | PFS ID: 133608-2003 | Female Nephilim(Human) Investigator 5 | ☘️ 1 | Focus Points □ | ◆◇↺ ☑□|

    Ahzeem, do you have potions on hand?

    Feels like we need to form a line, these enemies attack a LOT.

    Vigilant Seal

    m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

    Ahzeem has 2 minor potions of heal left from before and the 2nd level scroll. Not sure where they are. Used to carry potions in belt pouches/healing kit but I don't see belt pouches as an option anymore. I do have a healer's kit though.

    Radiant Oath

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    just in case, I hope you have enough AcPs to buy resurrection boons. Since I have no desire to mark any of you dead...

    Horizon Hunters

    N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 135/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 26 | F/R/W: +19 (Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

    It is not looking good, is it. These guys are hard hitters, got damage resistance, and numerous. Not a good combo. I've really been wondering about the balance here.

    Radiant Oath

    Exploration Activity: Avoid Notice | Class DC 17 ♥️ 53 | AC 23 | Saves 10/12/9 | Perception +9 (Trap Finder) | PFS ID: 133608-2003 | Female Nephilim(Human) Investigator 5 | ☘️ 1 | Focus Points □ | ◆◇↺ ☑□|

    These thugs are rough. I can focus on slowing Jaxon down while the Barbarians clobber the minions.

    If we can get Ahzeem back up he can focus on keeping us alive.

    I don't know how the possession mechanics work. Seems like we need to keep Jaxon held back until he critically succeeds and ejects the demon. That's going to take a while.

    Envoy's Alliance

    male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

    You could probably also down Jaxon and maybe the demon would emerge. But I think clearing out the cultists is key.

    Horizon Hunters

    N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 135/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 26 | F/R/W: +19 (Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

    Yellow going down is huge. I feel like we have a good chance now. Hopefully blue goes down too.

    Vigilant Seal

    m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

    A bit of Meta-gaming going on here, but the GM doesn't seem to be concerned so I will throw my 2 cents in.

    Ahzeem will NOT be able to keep us alive if he was up. Ahzeem currently has 1 Focus Point. He can use it for Fire Ray OR Healer's Blessing.

    Spell-wise, he has 1 Healers Font left. 1 1L Create Water, and cantrips.

    The GM stated that Spirit Magic is just the new Holy. According to Archives of Nethys, the "Official" source according to Pazio, Spirit energy is defined:

    Spirit:
    Source: Player Core pg. 461 2.0
    Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.

    and Possession as:

    Possession:
    Source: Player Core pg. 459 2.0
    Effects with this trait allow a creature to project its mind and spirit into a target. A creature immune to mental effects can’t use a possession effect. While possessing a target, a possessor’s true body is unconscious (and can’t wake up normally), unless the possession effect allows the creature to physically enter the target. Whenever the target takes damage, the possessor takes half that amount of damage as mental damage.
    A possessor loses the benefits of any of its active spells or abilities that affect its physical body, though it gains the benefits of the target’s active spells and abilities that affect their body. A possessor can use any of the target’s abilities that are purely physical, and it can’t use any of its own abilities except spells and purely mental abilities. The GM decides whether an ability is purely physical or purely mental. A possessor uses the target’s attack modifier, AC, Fortitude save, Reflex save, Perception, and physical skills, and its own Will save, mental skills, spell attack modifier, and spell DC; benefits of invested items apply where relevant (the possessor’s invested items apply when using its own values, and the target’s invested items apply when using the target’s values). A possessor gains no benefit from casting spells that normally affect only the caster, since it isn’t in its own body. The possessor must use its own actions to make the possessed creature act.
    If a possessor reaches 0 Hit Points through any combination of damage to its true body and mental damage from the possession, it is knocked out as normal and the possession immediately ends. If the target reaches 0 Hit Points first, the possessor can either fall unconscious with the body and continue the possession or end the effect as a free action and return to its body. If the target dies, the possession ends immediately, and the possessor is stunned for 1 minute.

    so if Ahzeem WAS still standing, he could try to batter both of them with Divine Lance, but would have to succeed in getting through Jaxons AC to do so.

    IMHO, priority MUST be given to dropping the extras first. We are looking at a protentional, quite possibly even enviable, TPK otherwise.

    Just my 2 cents. I could be wrong of course, it has happened once or twice before in my lifetime. *joke*

    Radiant Oath

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    Actually, the part I forgot to mention is that the demon itself (when not possessing anyone) is incorporeal, which explains why it has a resistance to certain kinds of damage. The possession spell in this adventure is a slightly modified version (range of touch, otherwise I would have tried to get someone long ago).

    You can either do a dispel counteract (unlikely since the DC is quite high) or Jaxon goes on a hot streak and succeeds each round with the Will Save. If Jaxon Critically succeeds, the demon gets kicked out.

    When I played this, I got lucky and made the save, which made the demon an unwanted passenger instead of getting controlled...

    Radiant Oath

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    Ahzeem Kazzahd wrote:

    A bit of Meta-gaming going on here, but the GM doesn't seem to be concerned so I will throw my 2 cents in.

    Ahzeem will NOT be able to keep us alive if he was up. Ahzeem currently has 1 Focus Point. He can use it for Fire Ray OR Healer's Blessing.

    Spell-wise, he has 1 Healers Font left. 1 1L Create Water, and cantrips.

    The GM stated that Spirit Magic is just the new Holy. According to Archives of Nethys, the "Official" source according to Pazio, Spirit energy is defined:

    ** spoiler omitted **

    and Possession as:

    ** spoiler omitted **...

    Ahzeem, worst case scenario -- you can burn all your hero points to not die... or if someone can feed you your healing potion...

    Horizon Hunters

    N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 135/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 26 | F/R/W: +19 (Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
    GM Tiger wrote:

    Actually, the part I forgot to mention is that the demon itself (when not possessing anyone) is incorporeal, which explains why it has a resistance to certain kinds of damage. The possession spell in this adventure is a slightly modified version (range of touch, otherwise I would have tried to get someone long ago).

    You can either do a dispel counteract (unlikely since the DC is quite high) or Jaxon goes on a hot streak and succeeds each round with the Will Save. If Jaxon Critically succeeds, the demon gets kicked out.

    When I played this, I got lucky and made the save, which made the demon an unwanted passenger instead of getting controlled...

    Good thing Hancock's weapon has ghost touch. Then again it might never appear again.

    Radiant Oath

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    just think... if the victim of the possession was hancock... (evil grin)

    Horizon Hunters

    N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 135/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 26 | F/R/W: +19 (Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

    Yea, that would have been bad, but he does have a 25% chance to make the save and a boon that would end it if he does. Folmyr would have been bad too though she is pretty beat up and barely hanging on.

    Radiant Oath

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    Oh Ahzeem, you don't need to roll the recovery for Dying since you were healed.

    Radiant Oath

    Exploration Activity: Avoid Notice | Class DC 17 ♥️ 53 | AC 23 | Saves 10/12/9 | Perception +9 (Trap Finder) | PFS ID: 133608-2003 | Female Nephilim(Human) Investigator 5 | ☘️ 1 | Focus Points □ | ◆◇↺ ☑□|
    Ahzeem wrote:
    Before I take my turn could someone be kind enough to explain what the OG in my conditions mean, please?

    Off Guard. You're still prone after I revived you, so you're considered off guard and your AC is lower as a result. Spend an action to Stand Up and you'll get rid of it.

    Envoy's Alliance

    male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

    You all might have done it. If Red goes down, and Folmyr has Jaxon Restrained, then you can just tie him up. Either the demon gives him up and it's 5 vs 1 now, or you can just Divine Lance the tied up Jaxon until he crit succeeds a Will Save.

    Radiant Oath

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    If we can keep the posting rate up, we can probably finish before Gameday. there's one more encounter but compared to this guy it'll be easy... trust me... :)

    If you want your downtimes included, go ahead and roll them now as well.

    Radiant Oath

    "Pickle?" | 2396852-2009 | Female Unbreakable Goblin Bard Lvl 7 | Champion Dedication | Musical Prodigy | Hero Points: 1/3 | HP 80/80 | AC 25 (26 w/shield) | F/R/W/P 13/14/12/12 DV | Spell Attack: +15 | 25 feet | Class DC 25 | Exploration Activity: Avoid Notice | Performance (Virtuosic Performer): +20 | ◆◇↺ | Spells: -/3/3/3/2/ | Focus Points: 2/2 |

    Lokaloka lets out a screech and composes a mournful dirge as she realizes what just happened to Jaxon...

    Performance, Wind Instruments(Virtuosic), Maestro's Instrument vs DC 19: 1d20 + 16 ⇒ (12) + 16 = 28

    Success for 6.4 gp.

    Horizon Hunters

    Female Human Witch 5 | AC: 21/22 | HP: 38 | Per: 10, Fort: 9, Ref: 10, Will: 11 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3, 3rd 2

    Would I need to use my downtime to replace Sir Miles instead of earning income?

    Radiant Oath

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    Flory Buntzer wrote:
    Would I need to use my downtime to replace Sir Miles instead of earning income?

    If Sir Miles is your familiar sent by your patron, then it appears your patron gives you another familiar during your next daily prep.

    Witch Class

    Otherwise I am not 100% sure since I've never played a Witch before... I've been called one... but I've never played one... :)

    Radiant Oath

    Exploration Activity: Avoid Notice | Class DC 17 ♥️ 53 | AC 23 | Saves 10/12/9 | Perception +9 (Trap Finder) | PFS ID: 133608-2003 | Female Nephilim(Human) Investigator 5 | ☘️ 1 | Focus Points □ | ◆◇↺ ☑□|

    Lore: Underworld: 1d20 + 11 ⇒ (10) + 11 = 21

    Those cultists knew how to hold knives. Swayaah spends some time figuring out who taught them to fight like that. It could be an asset... or a threat.

    Vigilant Seal

    m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

    Upon returning to the Guild, Ahzeem eagerly writes his reports complete with drawings/sketches.

    Lore (scribing): 1d20 + 7 ⇒ (1) + 7 = 8

    Ahzeem is 3rd Level. Not sure what the DC/result is.

    Figures.

    Radiant Oath

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    DC is 15 for Lvl 3. But a Crit fail nets zero unfortunately...

    Radiant Oath

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    btw, Folmyr -- Othello inspired one of my other PCs. I recently rebuilt one of my PCs as a halberd-wielding cleric (w/ rogue dedication). I'm looking to play him with both fly and R4 invisibility... with a reach weapon... :)

    Envoy's Alliance

    Sprite Barbarian 6 | AC 23 | ♥️ 96 | Spd 30 | F 13, R 10, W 12 | Perc 12 | Athletics 15 | Acrobatics, Intimidation, Thievery 11 | Guild Lore, Society, Stealth, Survival 10 | ◆ | ☘️☘️
    GM Tiger wrote:
    btw, Folmyr -- Othello inspired one of my other PCs. I recently rebuilt one of my PCs as a halberd-wielding cleric (w/ rogue dedication). I'm looking to play him with both fly and R4 invisibility... with a reach weapon... :)

    Othello is slightly sub-optimal. But, that makes him fun to play.

    Horizon Hunters

    N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 135/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 26 | F/R/W: +19 (Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

    legal lore downtime: 1d20 + 10 ⇒ (1) + 10 = 11

    I think Ahzeem and Hancock just went partying instead, to celebrate surviving, at the encouragement of Bruce. We both had crit fails and that seems like a good excuse.

    Vigilant Seal

    m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

    Sounds good to me as long as I get home wearing at least my Holy Symbol.

    Envoy's Alliance

    male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

    Underworld Lore: 1d20 + 10 ⇒ (18) + 10 = 28

    Just beat Jaxon down

    Radiant Oath

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    A freshly exorcised Jaxon walks out of the Grand Lodge seeing Hancock and Ahzeem arm in arm singing bawdy songs slightly off-key... swaying side to side...

    Horizon Hunters

    Female Human Witch 5 | AC: 21/22 | HP: 38 | Per: 10, Fort: 9, Ref: 10, Will: 11 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3, 3rd 2
    GM Tiger wrote:
    Flory Buntzer wrote:
    Would I need to use my downtime to replace Sir Miles instead of earning income?

    If Sir Miles is your familiar sent by your patron, then it appears your patron gives you another familiar during your next daily prep.

    Witch Class

    Otherwise I am not 100% sure since I've never played a Witch before... I've been called one... but I've never played one... :)

    He’s a companion. RAW, it takes a week of downtime to replace him.

    Radiant Oath

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    ah. ok.

    Horizon Hunters

    Female Human Witch 5 | AC: 21/22 | HP: 38 | Per: 10, Fort: 9, Ref: 10, Will: 11 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3, 3rd 2

    Thanks for running!
    Good game everyone!

    Envoy's Alliance

    male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

    No cost for Jaxon to get rid of the possession? It just happens at the end of the scenario?


    I got my chronicle sheet this time. Yea!

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