[ACO] PF2e - 06-09: The Power of Legends (P1) (Inactive)

Game Master UncleFroggy

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Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 0/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

reflex save DC32: 1d20 + 19 ⇒ (9) + 19 = 28

Failure Astrid takes 22-1=21 void damage

Astrid moves up to the spirits and attempts to calm them.

occultism DC30: 1d20 + 17 ⇒ (6) + 17 = 23

◆ stride, ◆◆ disable haunt

Vigilant Seal

male gnome (vivacious ☐) bard [alchemist/gunslinger] 12 | ♥️ 164| ⛨31 deathless ☐ | F+21 R+21 W+19* | Perc+18 low-light, darkvision | speed 25ft | focus ☐☐ | spells 1st ☐☐☐ 2nd ☐☑☐ 3rd ☐☐☐ 4th ☑☐☐ 5th ☑☑☐ 6th ☑☑☐| Diplomat's Badge ☐ |

Rex tries to see if he recalls anything about this haunt.

◆ Recall Knowledge
Bardic Lore +18. If that fails:
↺ Kreighton's Cognitive Crossover.
Theater Lore +22.

◆◆ Disable
Occultism: 1d20 + 19 ⇒ (15) + 19 = 34

Radiant Oath

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GM Dice:

Bardic: 1d20 + 18 ⇒ (8) + 18 = 26

Rex:
It's a cyclone of spirits, 10' wide and 60' high. When it travels it does void damage to anything not dead sharing its space. It can pick up individuals that don't get out of the way in time and drop them from it's full height.

Astrid fails to avoid the tower of spirits and feels the cold touch of the grave. She tries to calm the spirits but her words fall on deaf ears. Rex attempts to find out if he knows anything about the spirits. He, too, attempts to disable the spirits and weakens them somewhat.

The Spirit Cyclone continues to move around and convince you to join it

Void; DC 32 Basic Reflex: 2d10 + 13 ⇒ (2, 6) + 13 = 21

------------------
COMBAT TRACKER
Round: 4
Tactical Map

Active Conditions:
* Courageous Anthem (Rd 1/1; ends at the start of Rex's turn 2, though Astrid will get the benefit even if Rex acts first)
* +1 atk/+2 defense vs Red

Terrain:
* Entire Map past the bridge is difficult terrain
* Pink circles are 60' towers covered in sticky webbing (DC 30 Reflex or get stuck, same DC to escape)
* If you enter a square full of webbing (the conical structures), you need to make a DC 30 Reflex save or get stuck, same DC to escape)

Disable the Haunts: DC 30 Occultism/Religion (Trained); 3 successes
* Yellow: 1/3

Before your Turn:
DC 32 Basic Reflex vs 21 Void Damage: Astrid, Lydia, Rex, Quinoline[/b]
------------------
Those with ** may go

**Arrus Lionus - AC 33 149/176
**Quinoline Silicate - AC 31 (33 w/shield) 140/140 (AC 33; Shield - H10, 80/80)
**Lydia - AC 30 (32 Nimble Dodge) 129/129
**Astrid Gertasdottir - AC 34 (36 w/shield) 143/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Rex - AC 31 164/164
Yellow

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

NETHERWORLD INFO:

* Radius of all light from light sources and the areas of light spells are halved.
* Penumbra’s power affects the area within a mile of her castle, enhancing shadow magic while impeding light magic for the rest of the encounters you face in this adventure.
* Spells with the shadow trait gain a +1 circumstance bonus to their spell DC or spell attack roll with that spell.
* Spells with a Light trait need to succeed at a DC 6 flat check or the spell or activation is disrupted.

Spirit Cyclone; DC 32 Basic Reflex:

CF: You are swept up into the cyclone, becoming grabbed (Escape DC 32)
A creature grabbed by the cyclone moves along with the cyclone and takes 1d10+6 additional void damage at their beginning of its turn, and it must attempt a Reflex save against the cyclone on the cyclone’s turn, no matter where the cyclone moves.
A creature that successfully Escapes from the cyclone falls from a height of 1d12 × 5 feet.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

Lydia hurries across the difficult terrain as quickly as possible and begins to try to soothe the spirits.

Religion (T) DC 30: 1d20 + 16 ⇒ (20) + 16 = 36 Crit!

Actions: ◆stride ◆◆Disable
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)

Radiant Oath

6-20 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 140/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | AF 2/2, BL 2/2, EoL 0/2, MF 1/1, DV: 0/1, BM 0/1, VV: 5/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Reflex: 1d20 + 21 ⇒ (9) + 21 = 30 vs DC 32, 21 void damage

Quinoline Devises a Strategem ◆ but chooses Skill Strategem.

◆◆ Disable (Occultism), Skill Strategem: 1d20 + 23 + 1 ⇒ (14) + 23 + 1 = 38

Pseudo-Edit: As I was reading through the Devise a Strategem rules to make sure I did everything correctly, I noticed a rule quirk. RAW, I roll a d20 first, then decide whether to use it, then roll for the skill check if I select Skill Strategem. So I edited my post to do that, but the second roll was actually even higher, and realized that looked super suspicious, so I'm just going to stick with my original post, but make a dummy roll here. I doubt this scenario will come up again, but if this does, just let me know how you'd prefer me to handle it, GM.

Second d20 roll: 1d20 ⇒ 17 (would have been 41 total for Occultism)

So, RAW, the nat 14 should have been a superfluous Devise a Strategem roll, and the nat 17 should have been the actual skill check roll. Doesn't change anything in this specific scenario, but could lead to PbP shenanigans or at least the appearance thereof if the DCs or rolls were different.

Radiant Oath

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Actually, disregard the damage. You're not on a formal timeline to get the exploration done so I can assume you all rolled Natural 20's (since Lydia managed to disable the haunt).

Lydia manages to calm the spirits. With a scream, the spirit cyclone dissipates.

You have time to investigate the web bundles in the inner courtyard. Most of the bundles here contain the remains of the people who once lived in the fortress, primarily kayals and humans, but also several people of other ancestries.

DC 28 Medicine:
You examine the bodies and determine that they were severely injured, primarily by void damage, and then killed by something that didn’t leave a physical mark. The spider-inflicted wounds didn’t occur until after they were killed.

DC 26 Occultism/Religion:
Your examination also detects traces of magic that suggest these people’s souls were extracted from their bodies.

Though most of the victims’ possessions are heavily damaged and covered in webs, you manage to recover some personal effects. These items reveal that the humans and other natives of the Universe were a mixture of Knights of Ozem (the precursor to the Knights of Lastwall) and civilians under their protection. Meanwhile, the kayals’ inky-black equipment features externally facing barbs, a style that is more popular in the Netherworld than the Universe. In an exception to the overall battered quality of the gear, the body of one middle-aged human man whose a face is adorned with old battle scars still wears a set of gleaming full plate armor. This is a +2 resilient dawnsilver full plate emblazoned with Iomedae’s holy crest.

It's about the get insane. It doesn't say anything specific in the text but I'll allow one night's rest and final prep. The boss fight for this one's nuts... probably worse than the librarian

Radiant Oath

6-20 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 140/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | AF 2/2, BL 2/2, EoL 0/2, MF 1/1, DV: 0/1, BM 0/1, VV: 5/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Medicine: 1d20 + 21 ⇒ (17) + 21 = 38 vs DC 28

"These bodies were severely injured by void damage, and then killed by something that didn’t leave a physical mark. The spider-inflicted wounds didn’t occur until after they were killed."

Occultism: 1d20 + 23 ⇒ (7) + 23 = 30 vs DC 26

"I detect traces of magic that suggest these people’s souls were extracted from their bodies."

Quinoline will alter her daily preparations from what's listed in her profile. She has 9 dailies and she uses 1 for her own darkvision elixir, 8 are on offer. She has almost every formula (given that they're so cheap now). Darkvision elixir, bravos brew, eagle eye elixirs, and mistform elixirs are the ones I (as a player) think are pretty universally useful, but she's also got drakeheart mutagens and bloodhound masks. A full list is in her profile.

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Happy to take a Mistform Elixir.

Arrus works on their longstrider wand after resting.

DC 20 Nature: 1d20 + 22 ⇒ (6) + 22 = 28

Arrus looks around for any sign of what took these people's souls.
[ooc]Wondering if there's any signs to Hunt Prey with

Radiant Oath

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At this point, there's nothing specific you can hunt prey on -- other than the fact that the creature responsible is nasty... and powerful... Is your tailwind the heightened version or just the 1 hour version?

Radiant Oath

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

Before I forget, does anyone take the armor? Or is Astrid the only one who can use it?

Radiant Oath

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

Beyond the spider-infested courtyard, a stone castle looms. This fortress is a shadowy mirror of a defensive structure built in Lastwall by the Knights of Ozem several centuries ago. Some of the finer details of the building look smudged out, as if they had been rendered in charcoal and then blended by mistake, but you can still make out an engraving of the flag of Lastwall hanging over the fortress’s doors. You enter the castle via its front gate, or else break in through its boarded-up windows or back entrance. There is no light source inside but after lighting your wayfinders, you discover the ceilings are 10 feet tall. The wayfinder’s needle points the way toward the fortress’s center.

You are currently in the castle's foyer. The fortress’s entryway was recently the site of a sizable battle — the conflict between Penumbra and her undead allies against the fortress’s inhabitants. Though dried, rust-red blood spatters and deep gouges mar the floor in large numbers, no bodies remain. Hallways to either side lead to what appear to be barracks (or what's left of them). The wayfinder points straight ahead but there's a wall in front of you (the tiles they used look really confusing. It almost looked like the foyer where you are and where you need to go are connected)

Which way? Clockwise or counter-clockwise? No doors so I'm not going to ask for a designated door puller! :)

MAP

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Hightened Longstrider, so good for 8 hours, never swapped to the new spell, I think the only meaningful difference is the lack of air trait.

Arrus points left "Lets circle around that way."

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 0/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

Astrid looks at the armor and shrugs. "It's pretty but I prefer scary." She pounds her fist on her own worn armor.

Astrid will take a mistform elixir and a cheetah's elixir.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

Lydia prepares sure strike, see the unseen, and whirling scarves. Can't take the armor

Lydia looks at Quinoline's daily preparations, "Mind me taking a darkvision elixir and bravos brew?

Radiant Oath

6-20 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 140/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | AF 2/2, BL 2/2, EoL 0/2, MF 1/1, DV: 0/1, BM 0/1, VV: 5/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

When they wake up, Quinoline cooks up a liquid breakfast.

1. Greater darkvision elixir [24 h] (Quinoline, consumed immediately)
2. Greater mistform elixir [5 min] (Arrus)
3. Greater mistform elixir [5 min] (Astrid)
4. Greater cheetah's elixir [1 h, 10'] (Astrid)
5. Greater darkvision elixir [24 h] (Lydia)
6. Moderate bravo's brew [1 h, +2/+3] (Lydia)
7. Greater mistform elixir (Quinoline)
8. Moderate bravo's brew (Quinoline)
9. Greater eagle-eye elixir (Quinoline)

Quinoline follows Arrus clockwise.

Radiant Oath

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I'm just going to keep moving you until you hit an encounter or need to make a check.

Following Arrus, you find yourselves in what appeared to be a barracks. The place is a shambles. While simple clothing items remain here, the room is noticeably devoid of coinage or anything of significant personal or monetary value.

-- PLANNING/MAP ROOM --

The walls of this room contain a map of the nearby terrain on the wall, with pins marking various locations. Scraps of paper attached to the pins bear notes in Common, with statements like "zombies spotted here—origin to the west?" "ghouls eliminated," and "possible weakness in reality?" The people who until recently occupied this fortress used this room to chart out dangers in their surroundings.

-- ARMORY --

The equipment in this armory is a mishmash of armor and armaments, with nothing more powerful than a few non-magical weapons and armor. Notably, there is no weaponry made of special materials, and the most impressive display stands are empty.

The room to the north appears to contain statues...
Any way you'd like to prepare to enter this room?

Radiant Oath

6-20 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 140/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | AF 2/2, BL 2/2, EoL 0/2, MF 1/1, DV: 0/1, BM 0/1, VV: 5/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Since we're looking for a special piece of armor, Quinoline will drink her eagle eye elixir and look carefully for signs it is - or was - in the room. Assuming she finds nothing, she won't do anything additional when the party heads into the statue room.

They're obviously harmless statues.

Radiant Oath

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I'm going to assume you have weapons out.

Quin chugs her eagle eye elixir but can't really spot anything out of the ordinary. You enter the statuary. Stone statues of valiant knights with heavy armor stand vigil over a set of nine interconnected rooms. Red carpet runners inlaid with gold thread decorate the floor.

Apparently the rooms are all connected unlike what I said earlier. There is a door to the west of the room.

You recognize that some of these statues have long shadows, indicating that these statues are guardians with shadowpacts. Well, you also realize they're guardians because they've also started moving...

Init:

Arrus Lionus's Initiative using Search: 1d20 + 24 ⇒ (4) + 24 = 28
Rex's Initiative using Search: 1d20 + 18 ⇒ (11) + 18 = 29
Astrid Gertasdottir's Initiative using Defend: 1d20 + 21 ⇒ (8) + 21 = 29
Lydia's Initiative using Avoid Notice: 1d20 + 23 ⇒ (18) + 23 = 41
Quinoline Silicate's Initiative using : 1d20 + 18 ⇒ (19) + 18 = 37
Red: 1d20 + 17 ⇒ (16) + 17 = 33
Orange: 1d20 + 17 ⇒ (1) + 17 = 18
Blue: 1d20 + 17 ⇒ (20) + 17 = 37
Green: 1d20 + 13 ⇒ (12) + 13 = 25
Pink: 1d20 + 13 ⇒ (15) + 13 = 28

Let's see how far we can go before the upgrade

------------------
COMBAT TRACKER
Round: 1
Tactical Map

Special Conditions:
* Shadowpacts (see spoiler below)
* Sever the Shadowpact (see additional spoiler below; 1 action)
------------------
Those with ** may go

**Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Red
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Rex - AC 31 164/164
Pink
Arrus Lionus - AC 33 176/176
Orange
Green

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

NETHERWORLD INFO:

* Radius of all light from light sources and the areas of light spells are halved.
* Penumbra’s power affects the area within a mile of her castle, enhancing shadow magic while impeding light magic for the rest of the encounters you face in this adventure.
* Spells with the shadow trait gain a +1 circumstance bonus to their spell DC or spell attack roll with that spell.
* Spells with a Light trait need to succeed at a DC 6 flat check or the spell or activation is disrupted.

SHADOWPACT INFO:

With a new source of mythic power at her disposal, Penumbra has been developing a means of strengthening her allies. Nonsapient creatures and willing sapient creatures can enter into a shadowpact with her, swearing loyal service in exchange for a fragment of her mythic essence. Other than Penumbra herself, all of the creatures the PCs fight within the fortress or its courtyard are under a shadowpact, which manifests in the form of an unusually dark shadow that animates to assist them in performing a newly granted ability.

But these creatures aren’t the only ones benefitting from borrowed mythic power. Thanks to their own mythic infusion from the mystical berries at the beginning of the adventure, the PCs can interface with these altered shadows. In so doing, they can sever a creature’s connection to Penumbra while simultaneously freeing it from the obligation to fight until slain or destroyed on her behalf.

Gruasha’s account of the fleeing shadow allow you to automatically recognize how to use Sever the Shadowpact when you come across the shadowpact creatures

Sever the Shadowpact, 1 action:

* Must be Mythic and within 30' of a shadowpact creature
* Within 30 feet of the creature: DC 28 Occultism/Religion to metaphysically cut the shadowy link
* Adjacent of the creature:
-- DC 30 Athletics to wrestle the shadow away
-- DC 32 Thievery to steal the shadow
* Success: the creature permanently loses the ability granted from its shadowpact

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

Lydia tries to steal the closest statue's shadow, and then cut the link between Red and its shadow. Once freeing them of their shadows, Lydia attempts to slice pink

"This might make them angry! Should we reposition?" Lydia asks while holding her ground for now.

Sever shadowpact vs Pink (Thievery): 1d20 + 22 ⇒ (19) + 22 = 41 Success
Sever shadowpact vs Red (Religion): 1d20 + 16 ⇒ (17) + 16 = 33 Success

Strike vs Pink w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (16) + 22 = 38 Off guard from surprise attack/gang up
S dmg: 2d6 + 2 ⇒ (3, 2) + 2 = 7 | +fire,cold: 1d6 + 1d6 ⇒ (2) + (1) = 3 | +sneak vs OG: 3d6 ⇒ (6, 4, 2) = 12 | +Debilitating strike: No reactions

Actions: ◆Sever Pink (Thievery) ◆Sever Red (Religion) ◆Strike Pink
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)

Debilitating Strike / Tactical Debilitations:
Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends.
- Debilitation The target takes a –10-foot status penalty to its Speeds.
- Debilitation The target becomes enfeebled 1.
- Debilitation The target can’t use reactions.
- Debilitation The target can’t flank or contribute to allies’ flanking.
Gang Up:
You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.

Radiant Oath

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Lydia steals the long shadows from Pink and Red before slashing Pink. A loud crack can be heard as large flakes of stone shellacking fall from Pink. The underlying stone yields to Lydia's weapon.
(Crit, Broken Armor)

Blue reaches out and attempts to pound Who: 1d5 ⇒ 2

Fist vs Rex AC 31, Reach 10: 1d20 + 24 ⇒ (18) + 24 = 42 for Bludgeoning: 2d10 + 13 ⇒ (5, 1) + 13 = 19 Doubled to 38
Fist vs Rex AC 31, Reach 10, MAP: 1d20 + 19 ⇒ (1) + 19 = 20 for Bludgeoning: 2d10 + 13 ⇒ (4, 2) + 13 = 19
Fist vs Rex AC 31, Reach 10, MAP 2+: 1d20 + 14 ⇒ (18) + 14 = 32 for Bludgeoning: 2d10 + 13 ⇒ (9, 6) + 13 = 28

------------------
COMBAT TRACKER
Round: 1
Tactical Map

Special Conditions:
* Shadowpacts (see spoiler below)
* Sever the Shadowpact (see additional spoiler below; 1 action)

Shadowpact Severed: Pink, Red
------------------
Those with ** may go

Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue
**Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Red (No Reactions)
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Rex - AC 31 98/164
Pink (-44; AC <= 28; Broken Armor; No Reactions)
Arrus Lionus - AC 33 176/176
Orange
Green

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

NETHERWORLD INFO:

* Radius of all light from light sources and the areas of light spells are halved.
* Penumbra’s power affects the area within a mile of her castle, enhancing shadow magic while impeding light magic for the rest of the encounters you face in this adventure.
* Spells with the shadow trait gain a +1 circumstance bonus to their spell DC or spell attack roll with that spell.
* Spells with a Light trait need to succeed at a DC 6 flat check or the spell or activation is disrupted.

SHADOWPACT INFO:

With a new source of mythic power at her disposal, Penumbra has been developing a means of strengthening her allies. Nonsapient creatures and willing sapient creatures can enter into a shadowpact with her, swearing loyal service in exchange for a fragment of her mythic essence. Other than Penumbra herself, all of the creatures the PCs fight within the fortress or its courtyard are under a shadowpact, which manifests in the form of an unusually dark shadow that animates to assist them in performing a newly granted ability.

But these creatures aren’t the only ones benefitting from borrowed mythic power. Thanks to their own mythic infusion from the mystical berries at the beginning of the adventure, the PCs can interface with these altered shadows. In so doing, they can sever a creature’s connection to Penumbra while simultaneously freeing it from the obligation to fight until slain or destroyed on her behalf.

Gruasha’s account of the fleeing shadow allow you to automatically recognize how to use Sever the Shadowpact when you come across the shadowpact creatures

Sever the Shadowpact, 1 action:

* Must be Mythic and within 30' of a shadowpact creature
* Within 30 feet of the creature: DC 28 Occultism/Religion to metaphysically cut the shadowy link
* Adjacent of the creature:
-- DC 30 Athletics to wrestle the shadow away
-- DC 32 Thievery to steal the shadow
* Success: the creature permanently loses the ability granted from its shadowpact

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Would like to drink the Mistform before heading to statue room.

Radiant Oath

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6-20 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 140/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | AF 2/2, BL 2/2, EoL 0/2, MF 1/1, DV: 0/1, BM 0/1, VV: 5/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline tries to sever the shadowpact from all the remaining statues.

Occultism: 1d20 + 23 ⇒ (19) + 23 = 42 vs Blue, DC 28
Occultism: 1d20 + 23 ⇒ (14) + 23 = 37 vs Green, DC 28
Occultism: 1d20 + 23 ⇒ (2) + 23 = 25 vs Orange, DC 28
Will Hero Point that since Quinoline has 2.

Occultism, Hero Point: 1d20 + 23 ⇒ (5) + 23 = 28 vs Orange, DC 28

Heroic Intervention wrote:
Your heroic moments grant others the will to keep fighting. When you spend a Hero Point, you and any allies within 30 feet who can see you regain 4d6 Hit Points. This healing also affects dying allies, even if they cannot see you due to being unconscious.

Healing: 4d6 ⇒ (5, 4, 5, 2) = 16

Radiant Oath

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Quin manages to rip away the shadowpacts of the other statues. Arrus enters the room slightly out of focus...

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go

Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Red (No Reactions)
**Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Rex - AC 31 114/164
Pink (-44; AC <= 28; Broken Armor; No Reactions)
Arrus Lionus - AC 33 176/176 (Concealed)
Orange
Green

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

NETHERWORLD INFO:

* Radius of all light from light sources and the areas of light spells are halved.
* Penumbra’s power affects the area within a mile of her castle, enhancing shadow magic while impeding light magic for the rest of the encounters you face in this adventure.
* Spells with the shadow trait gain a +1 circumstance bonus to their spell DC or spell attack roll with that spell.
* Spells with a Light trait need to succeed at a DC 6 flat check or the spell or activation is disrupted.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 0/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

Astrid sets her shield in place then gets to work.

athletics, trip vs blue: 1d20 + 24 ⇒ (11) + 24 = 35

quick draw, Stormstriker, OG?: 1d20 + 25 - 5 ⇒ (4) + 25 - 5 = 24
damage, slashing, electrical: 3d8 + 8 + 1d6 ⇒ (4, 2, 3) + 8 + (3) = 20

◆ Enter stance, ◆ trip, ◆ quick draw

Radiant Oath

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Astrid kicks Blue's foot out from under it. The statue topples over with a loud BOOM! However Astrid appears to be too busy hopping on one foot to properly strike the prone statue.

She just kicked a rock, after all!!

None of the statues have reactions now that their shadowpact is severed

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go

Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue (Prone, OG)
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Red
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Rex - AC 31 114/164
Pink (-44; AC <= 28; Broken Armor)
Arrus Lionus - AC 33 176/176 (Concealed)
Orange
Green

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

NETHERWORLD INFO:

* Radius of all light from light sources and the areas of light spells are halved.
* Penumbra’s power affects the area within a mile of her castle, enhancing shadow magic while impeding light magic for the rest of the encounters you face in this adventure.
* Spells with the shadow trait gain a +1 circumstance bonus to their spell DC or spell attack roll with that spell.
* Spells with a Light trait need to succeed at a DC 6 flat check or the spell or activation is disrupted.

Vigilant Seal

male gnome (vivacious ☐) bard [alchemist/gunslinger] 12 | ♥️ 164| ⛨31 deathless ☐ | F+21 R+21 W+19* | Perc+18 low-light, darkvision | speed 25ft | focus ☐☐ | spells 1st ☐☐☐ 2nd ☐☑☐ 3rd ☐☐☐ 4th ☑☐☐ 5th ☑☑☐ 6th ☑☑☐| Diplomat's Badge ☐ |

Rex stands his ground, tapping into Mythic Power to try to hinder the enemy.

◆ Mythic Casting (2 mythic points remaining)
◆◆ Cast a Spell (Slow rank 6)

DC 37 Fortitude

Critical Success The target is unaffected.
Success The target is slowed 1 for 1 round.
Failure The target is slowed 1 for 1 minute.
Critical Failure The target is slowed 2 for 1 minute.

Radiant Oath

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

GM Dice:

Pink Fort: 1d20 + 17 ⇒ (2) + 17 = 19
Green Fort: 1d20 + 17 ⇒ (17) + 17 = 34
Red Fort: 1d20 + 24 ⇒ (16) + 24 = 40
Blue Fort: 1d20 + 24 ⇒ (1) + 24 = 25
Orange Fort: 1d20 + 24 ⇒ (18) + 24 = 42

Rex blasts the statues with his Mythic powers and causes Pink and Blue to drastically slow down. Orange and Red somehow weather the storm while Green is slightly more affected.

Pink tries to pound Lydia, Quin: 1d2 ⇒ 1 into the ground.

Fist vs Lydia AC 32: 1d20 + 19 ⇒ (18) + 19 = 37 for Bludgeoning: 2d12 + 6 ⇒ (1, 9) + 6 = 16

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go

Lydia - AC 30 (32 Nimble Dodge) 113/129
Blue (Prone, OG; Slowed 2)
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Red (Slowed 1 - 0/1)
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Rex - AC 31 114/164
Pink (-44; AC <= 28; Broken Armor; Slowed 2)
**Arrus Lionus - AC 33 176/176 (Concealed)
Orange (Slowed 1 - 0/1)
Green (Slowed 1)

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Arrus spends a moment to hunt green.

Free RK w/Nature +22. If that fails to generate any info, reroll with PFS Lore at +22. If at least a success, we all get +1 on our next attack and +2 on our next defense vs Green.

Arrus then fires through blue at green.

Penetrating Shot vs Green: 1d20 + 23 ⇒ (5) + 23 = 28
Likely +1 from Hunt Prey. Ignores the cover
Piercing+Fire+Force+Precision to Blue/Green: 3d10 + 2 + 1d6 + 1d6 + 2d8 ⇒ (7, 6, 8) + 2 + (5) + (5) + (8, 4) = 45

Radiant Oath

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

Arrus:
Well, it's obviously a rock. From what you can gather, it's not sentient and its thick skin will make it highly resistant to physical damage. Also it's probably immune to mental/emotional attacks that will disable/incapacitate a sentient being

Arrus marks Green as prey and tries to put a crossbow bolt into it via Blue. His bolt drills through Blue and hits Green

Who: 1d4 ⇒ 4

Orange lumbers forward and tries to pound Arrus into jam.

Concealed: 2d20 ⇒ (2, 12) = 14

Fist vs Arrus AC 33, Reach 10, MAP: 1d20 + 19 ⇒ (5) + 19 = 24 for Bludgeoning: 2d10 + 13 ⇒ (2, 5) + 13 = 20

Arrus dives out of the way and stares at the crater in the floor.

Green tries to stomp Astrid into a flat disk.

Fist vs Astrid AC 36: 1d20 + 19 ⇒ (12) + 19 = 31 for Bludgeoning: 2d12 + 6 ⇒ (7, 3) + 6 = 16
Fist vs Astrid AC 36, MAP: 1d20 + 14 ⇒ (4) + 14 = 18 for Bludgeoning: 2d12 + 6 ⇒ (11, 12) + 6 = 29

Astrid doesn't even need to move as the statue fails to come close.

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go

**Lydia - AC 30 (32 Nimble Dodge) 113/129
Blue (-35; Prone, OG; Slowed 2; AC 30)
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Red (Slowed 1 - 0/1; AC 30)
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Rex - AC 31 114/164
Pink (-44; AC <= 28; Broken Armor; Slowed 2)
Arrus Lionus - AC 33 176/176 (Concealed)
Orange (Slowed 1 - 0/1; AC 30)
Green (-25; Slowed 1; AC <= 28)

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

Lydia takes the silence from her teammates as the answer. Stand ground, got it, she thinks to herself as she begins a tirade of attacks against the statue with broken armor.

All strikes against Pink (off guard from gang-up). If pink goes down then will strike orange instead.
Strike vs Pink w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (10) + 22 = 32
S dmg: 2d6 + 2 ⇒ (5, 4) + 2 = 11 | +fire,cold: 1d6 + 1d6 ⇒ (3) + (5) = 8 | +sneak vs OG: 3d6 ⇒ (2, 5, 5) = 12 | (If vs OG) +Debilitating strike: No reactions

Strike vs Pink w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (14) + 22 - 4 = 32
S dmg, twin: 2d6 + 2 + 2 ⇒ (2, 2) + 2 + 2 = 8 | +fire,cold: 1d6 + 1d6 ⇒ (1) + (6) = 7 | +sneak vs OG: 3d6 ⇒ (3, 5, 1) = 9 | (If vs OG) +Debilitating strike: No reactions

Strike vs Pink w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 - 8 ⇒ (19) + 22 - 8 = 33
S dmg, twin: 2d6 + 2 + 2 ⇒ (1, 6) + 2 + 2 = 11 | +fire,cold: 1d6 + 1d6 ⇒ (4) + (2) = 6 | +sneak vs OG: 3d6 ⇒ (3, 3, 3) = 9 | (If vs OG) +Debilitating strike: No reactions

Actions: ◆Strike ◆Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)

Debilitating Strike / Tactical Debilitations:
Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends.
- Debilitation The target takes a –10-foot status penalty to its Speeds.
- Debilitation The target becomes enfeebled 1.
- Debilitation The target can’t use reactions.
- Debilitation The target can’t flank or contribute to allies’ flanking.
Gang Up:
You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.

Radiant Oath

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

Red turns into dust, squashed by Astrid's monstrous ego. However, when you turn around, you noticed that Rex has also disappeared.

Lydia slices and dices at Pink and also reduces it to rubble, before turning on Orange. Although she hits Orange, her blade appears to encounter some resistance penetrating.

Who: 1d4 ⇒ 4

Blue attempts to reduce Arrus to paste.

Concealment: 3d20 ⇒ (11, 10, 9) = 30

Fist vs Arrus AC 33, Reach 10: 1d20 + 24 ⇒ (5) + 24 = 29 for Bludgeoning: 2d10 + 13 ⇒ (1, 4) + 13 = 18
Fist vs Arrus AC 33, Reach 10, MAP: 1d20 + 19 ⇒ (2) + 19 = 21 for Bludgeoning: 2d10 + 13 ⇒ (10, 1) + 13 = 24
Fist vs Arrus AC 33, Reach 10, MAP 2+: 1d20 + 14 ⇒ (18) + 14 = 32 for Bludgeoning: 2d10 + 13 ⇒ (10, 9) + 13 = 32

Arrus lazily steps to the right and Blue's massive fist slams down where he used to be.

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go

Lydia - AC 30 (32 Nimble Dodge) 113/129
Blue (-35; Prone, OG; Slowed 2; AC 30)
**Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
**Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Arrus Lionus - AC 33 176/176 (Concealed)
Orange (-16; Slowed 1 - 0/1; AC 30)
Green (-25; Slowed 1; AC <= 28)

Radiant Oath

6-20 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 140/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | AF 2/2, BL 2/2, EoL 0/2, MF 1/1, DV: 0/1, BM 0/1, VV: 5/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Blue is prone and Slowed 2, so shouldn't have had 3 attacks. I think they all missed, anyway, but just noticing.

Quinoline will raise her shield and throw a Sticky Acid Flask at Blue if Blue is prone, or else, a Dazzling Bottled Lightning.

Bomb: 1d20 + 23 ⇒ (6) + 23 = 29
Acid: 3 = 3 plus 11 splash acid plus 3d6+11 persistent acid
Electricity: 3d6 ⇒ (4, 4, 6) = 14 plus 11 splash electricity plus off-guard (1 round) plus DC 31 Fort save vs dazzled (1 round)

If Blue has persistent acid, then Quinoline will throw a Sticky Bottled Lightning. If Blue doesn't have persistent acid but is off-guard, she'll throw a Sticky Acid Flask. If Blue isn't off-guard, she'll throw a Dazzling Bottled Lightning.

Bomb, MAP: 1d20 + 23 - 5 ⇒ (3) + 23 - 5 = 21
Acid: 3 = 3 plus 11 splash acid plus 3d6+11 persistent acid
Electricity: 3d6 ⇒ (4, 4, 1) = 9 plus 11 splash electricity plus off-guard (1 round) plus DC 31 Fort save vs dazzled (1 round) OR 11 persistent electricity

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Arrus reloads as he moves back a tiny bit and fires another bolt through blue at green.

Penetrating shot vs Green, ignoring cover from blue: 1d20 + 23 ⇒ (14) + 23 = 37

Piercing+Fire+Force+Precision to Blue/Green: 3d10 + 2 + 1d6 + 1d6 + 2d8 ⇒ (3, 3, 7) + 2 + (1) + (3) + (2, 6) = 27

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 0/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

Knowing that it probably can't be frightened but unable to help herself, Astrid threatens the fallen blue statue.

"Stupid statue. Let's see if you're still stupid once I smash you into rubble."

Demoralize vs blue: 1d20 + 25 ⇒ (16) + 25 = 41

Stormstriker vs Blue, OG: 1d20 + 25 ⇒ (14) + 25 = 39
damage, slashing, electrical: 3d8 + 8 + 1d6 ⇒ (5, 3, 6) + 8 + (5) = 27

Stormstriker, vs Blue OG: 1d20 + 25 - 5 ⇒ (2) + 25 - 5 = 22
damage, slashing, electrical: 3d8 + 8 + 1d6 ⇒ (1, 7, 1) + 8 + (1) = 18

Radiant Oath

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

Quin smashes an acid flask onto the horizontal Blue. The acid sticks to the rock and starts eating into the statue. She tries to follow up with a lightning bottle but it fails to stick.

Arrus shoots Green through Blue and connects, doing damage to both statues. The hit on green results in some sort of shellacking layer falling off (Crit on Green, Armor is Broken)

Astrid for whatever reason tries to scare a ROCK and learns that rocks have no feelings whatsoever. She then smacks Blue with her sword and connects once cleaving a chunk out of it, though the blade has difficulty pushing through.

Green tries to punch Astrid.

Fist vs Astrid AC 36: 1d20 + 19 ⇒ (12) + 19 = 31 for Bludgeoning: 2d12 + 6 ⇒ (1, 10) + 6 = 17
Fist vs Astrid AC 36, MAP: 1d20 + 14 ⇒ (3) + 14 = 17 for Bludgeoning: 2d12 + 6 ⇒ (10, 6) + 6 = 22

Astrid, Lydia, Quin: 1d3 ⇒ 2

Fist vs Lydia AC 32, ND, Reach 10: 1d20 + 24 ⇒ (12) + 24 = 36 for Bludgeoning: 2d10 + 13 ⇒ (6, 4) + 13 = 23
Fist vs Lydia AC 30, Reach 10, MAP: 1d20 + 19 ⇒ (11) + 19 = 30 for Bludgeoning: 2d10 + 13 ⇒ (4, 2) + 13 = 19

------------------
COMBAT TRACKER
Round: 3
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go

**Lydia - AC 30 (32 Nimble Dodge) 71/129
Blue (-111; Prone, OG; Slowed 2; AC 30; 3d6+11 Persistent Acid)
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Arrus Lionus - AC 33 176/176 (Concealed)
Orange (-16; AC 30)
Green (-51; Slowed 1; AC <= 28; Broken)

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

1d8+2 persistent bleed which is probably not relevant, along with 1d10 persistent fire on a crit.

Radiant Oath

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

Arrus also sets Green on fire. Flames can be seen licking the side of Green, probably some sort of reaction with the bolt and the armor?

Persistent Fire; Flat: 1d10 ⇒ 81d20 ⇒ 4

------------------
COMBAT TRACKER
Round: 3
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go

**Lydia - AC 30 (32 Nimble Dodge) 71/129
Blue (-111; Prone, OG; Slowed 2; AC 30; 3d6+11 Persistent Acid)
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Arrus Lionus - AC 33 176/176 (Concealed)
Orange (-16; AC 30)
Green (-59; Slowed 1; AC <= 28; Broken; 1d10 Persistent Fire)

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

Lydia reels from being punched and decides to try to stop blue before it can act. She steps towards blue and strikes repeatedly trying to finish it off

Strike vs Blue w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (2) + 22 = 24
S dmg: 2d6 + 2 ⇒ (4, 1) + 2 = 7 | +fire,cold: 1d6 + 1d6 ⇒ (5) + (5) = 10 | +sneak vs OG: 3d6 ⇒ (4, 6, 3) = 13 | +Debilitating strike: No reactions

Strike vs Blue w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (17) + 22 - 4 = 35
S dmg, twin: 2d6 + 2 + 2 ⇒ (1, 3) + 2 + 2 = 8 | +fire,cold: 1d6 + 1d6 ⇒ (3) + (1) = 4 | +sneak vs OG: 3d6 ⇒ (1, 4, 5) = 10 | +Debilitating strike: No reactions

Strike vs Blue w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 - 8 ⇒ (20) + 22 - 8 = 34
S dmg, twin: 2d6 + 2 + 2 ⇒ (3, 6) + 2 + 2 = 13 | +fire,cold: 1d6 + 1d6 ⇒ (3) + (4) = 7 | +sneak vs OG: 3d6 ⇒ (2, 6, 3) = 11 | +Debilitating strike: No reactions | OnCrit: 1d10 persist fire (flaming), DC 24 fort save or slowed 1 for 1 round (frost)

If blue dies after the 2nd strike, then Lydia's third action would be to step towards green (5'ft left of Astrid, and putting both enemies in range of Gang-Up

Actions: ◆Skirmish Strike (Step+Strike) ◆Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)

Debilitating Strike / Tactical Debilitations:
Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends.
- Debilitation The target takes a –10-foot status penalty to its Speeds.
- Debilitation The target becomes enfeebled 1.
- Debilitation The target can’t use reactions.
- Debilitation The target can’t flank or contribute to allies’ flanking.
Gang Up:
You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.

Radiant Oath

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

Lydia retaliates against Blue, carving it up but not totally destroying it. Blue punches out at Lydia...

Fist vs Lydia AC 32, Prone, Reach 10: 1d20 + 24 - 2 ⇒ (9) + 24 - 2 = 31 for Bludgeoning: 2d10 + 13 ⇒ (4, 2) + 13 = 19

... and misses before the acid eats through its body and cuts it in half.

------------------
COMBAT TRACKER
Round: 3
Tactical Map
Shadowpact Severed: Green, Orange
------------------
Those with ** may go

Lydia - AC 30 (32 Nimble Dodge) 71/129
**Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
**Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Arrus Lionus - AC 33 176/176 (Concealed)
Orange (-16; AC 30)
Green (-59; Slowed 1; AC <= 28; Broken; 1d10 Persistent Fire)

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Arrus heads past his allies, reloading as he goes before firing through orange at green.

Penetrating shot vs Green, ignoring cover from Orange: 1d20 + 23 ⇒ (2) + 23 = 25

Piercing+Fire+Force+Precision to Orange/Green: 3d10 + 2 + 1d6 + 1d6 + 2d8 ⇒ (1, 1, 2) + 2 + (5) + (5) + (1, 7) = 24

Running Reload, Penetrating Shot

Radiant Oath

6-20 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 140/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | AF 2/2, BL 2/2, EoL 0/2, MF 1/1, DV: 0/1, BM 0/1, VV: 5/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline will try to shock Green.

Bottled Lightning: 1d20 + 23 ⇒ (16) + 23 = 39
Electricity: 3d6 ⇒ (3, 4, 1) = 8 plus 11 splash electricity plus off-guard (1 round) plus DC 31 Fortitude vs dazzled (1 round)

If that's a critical hit, just a quick reminder that splash doesn't double, and that splash is applied on a miss but not critical miss.

Acid Flask, MAP: 1d20 + 23 - 5 ⇒ (6) + 23 - 5 = 24 vs off-guard
3 Acid plus 11 splash acid plus 3d6+11 persistent acid

Quinoline reaches over and slaps a bandage on Lydia.

Battle Medicine, Expert, Assurance 26: 2d8 + 10 ⇒ (6, 6) + 10 = 22

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 0/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

Seeing that the statues are seemingly fearless, Astrid decides to eschew subtlety and simply lashes out at the emotionless hunks of stone.

"Bah. These things are no fun. Let's just get this over with."

Stormstriker vs green, OG: 1d20 + 25 ⇒ (9) + 25 = 34
damage, slahing, electrical: 3d8 + 8 + 1d6 ⇒ (2, 7, 3) + 8 + (3) = 23

Stormstriker vs green, OG: 1d20 + 25 - 5 ⇒ (9) + 25 - 5 = 29
damage, slahing, electrical: 3d8 + 8 + 1d6 ⇒ (2, 5, 3) + 8 + (1) = 19

Stormstriker vs green, OG: 1d20 + 25 - 10 ⇒ (6) + 25 - 10 = 21
damage, slahing, electrical: 3d8 + 8 + 1d6 ⇒ (4, 8, 2) + 8 + (5) = 27

◆ Strike, ◆ strike, ◆ strike

Radiant Oath

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

Arrus, Astrid, Lydia, Quin: 1d4 ⇒ 4

Orange swings a massive fist at Quin...

Fist vs Quin AC 31, Reach 10: 1d20 + 24 ⇒ (17) + 24 = 41 for Bludgeoning: 2d10 + 13 ⇒ (9, 10) + 13 = 32
Fist vs Quin AC 31, Reach 10, MAP: 1d20 + 19 ⇒ (10) + 19 = 29 for Bludgeoning: 2d10 + 13 ⇒ (4, 8) + 13 = 25
Fist vs Quin AC 31, Reach 10, MAP 2+: 1d20 + 14 ⇒ (11) + 14 = 25 for Bludgeoning: 2d10 + 13 ⇒ (2, 5) + 13 = 20

... and lands a massive blow onto her.

------------------
COMBAT TRACKER
Round: 4
Tactical Map
Shadowpact Severed: Green, Orange
------------------
Those with ** may go

**Lydia - AC 30 (32 Nimble Dodge) 71/129
**Quinoline Silicate - AC 31 (33 w/shield) 76/140 (Shield - H10, 80/80; +3/4 Perc)
**Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Arrus Lionus - AC 33 176/176 (Concealed)
Orange (-40; AC 30)

Radiant Oath

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6-20 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 140/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | AF 2/2, BL 2/2, EoL 0/2, MF 1/1, DV: 0/1, BM 0/1, VV: 5/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Lydia should have 22 more hit points. Quinoline healed Lydia instead of raising the shield that would have saved her a near-max damage crit. lol

Same M.O., but this time, she'll raise the shield first.

Bottled Lightning: 1d20 + 23 ⇒ (16) + 23 = 39
Electricity: 3d6 ⇒ (1, 2, 5) = 8 plus 11 splash electricity plus off-guard (1 round) plus DC 31 Fortitude vs dazzled (1 round)

Acid Flask: 1d20 + 23 - 5 ⇒ (3) + 23 - 5 = 21 vs off-guard
3 acid plus 11 splash acid plus 3d6+11 persistent acid

Radiant Oath

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GAH! Oops. Fixed.

Fort: 1d20 ⇒ 6
Failure

Quin raises her shield and chucks a pair of bombs at Orange. The sparking blue bottle shocks the statue into irregular movement but the green bottle misses, though it spatters some of its caustic contents onto Orange's legs.

------------------
COMBAT TRACKER
Round: 4
Tactical Map
Shadowpact Severed: Orange
------------------
Those with ** may go

**Lydia - AC 30 (32 Nimble Dodge) 93/129
Quinoline Silicate - AC 31 (33 w/shield) 76/140 (AC 33; Shield - H10, 80/80; +3/4 Perc)
**Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Arrus Lionus - AC 33 176/176 (Concealed)
Orange (-70; AC 30; OG; Dazzled)

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 0/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

A bored Astrid sighs and turns to assault the final construct.

Stormstriker vs Orange, OG: 1d20 + 25 ⇒ (19) + 25 = 44
damage slashing, electrical: 3d8 + 8 + 1d6 ⇒ (3, 8, 4) + 8 + (6) = 29

Stormstriker vs Orange, OG: 1d20 + 25 - 5 ⇒ (5) + 25 - 5 = 25
damage slashing, electrical: 3d8 + 8 + 1d6 ⇒ (4, 7, 3) + 8 + (2) = 24

Stormstriker vs Orange, OG: 1d20 + 25 - 10 ⇒ (2) + 25 - 10 = 17
damage slashing, electrical: 3d8 + 8 + 1d6 ⇒ (1, 1, 8) + 8 + (2) = 20

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Arris circles around, hunts orange and then fires point blank.

Free RK with Hunt, always +22 Nature. If that learns nothing immediate reroll with PFS Lore +22. If that's at least a success, +1 to each of our next attacks and +2 to each of our next defenses.

Crossbow: 1d20 + 23 ⇒ (1) + 23 = 24
Likely +1 from above.

piercing+fire+force+precision: 3d10 + 1d6 + 1d6 + 2d8 ⇒ (8, 1, 5) + (2) + (1) + (7, 8) = 32

Radiant Oath

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GM Dice:

Nature: 1d20 + 22 ⇒ (1) + 22 = 23

Arrus designates Orange as prey. He runs around it and shoots it at pointblank range. His quarrel misses Orange completely and lodges in Quinoline's shield...

Arrus:
You determine that Orange appears to be made of cardboard...

Bored out of her skull, Astrid slashes at Orange, hitting with her first strike and carving out a generous piece of statue. However, she does not do as much damage as she would like as the statue appears to resist some of the damage.

------------------
COMBAT TRACKER
Round: 4
Tactical Map
Shadowpact Severed: Orange
------------------
Those with ** may go

**Lydia - AC 30 (32 Nimble Dodge) 93/129
Quinoline Silicate - AC 31 (33 w/shield) 76/140 (AC 33; Shield - H10, 80/80; +3/4 Perc)
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Arrus Lionus - AC 33 176/176 (Concealed)
Orange (-112; AC 30; OG; Dazzled)

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 0/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

I should have linked sword critical specialization with that first attack. Orange is off-guard until the start of Astrid's next turn.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

"Thanks!" Lydia says as Quinoline applies the bandage. Not wanting to miss out on the fun, Lydia skirmish strikes her way towards the remaining statue.

Strike vs Orange w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (7) + 22 = 29 Hit with OG
S dmg: 2d6 + 2 ⇒ (5, 1) + 2 = 8 | +fire,cold: 1d6 + 1d6 ⇒ (6) + (4) = 10 | +sneak vs OG: 3d6 ⇒ (1, 1, 5) = 7 | +Debilitating strike: No reactions

Strike vs Orange w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (6) + 22 - 4 = 24
S dmg, twin: 2d6 + 2 + 2 ⇒ (1, 5) + 2 + 2 = 10 | +fire,cold: 1d6 + 1d6 ⇒ (2) + (2) = 4 | +sneak vs OG: 3d6 ⇒ (2, 6, 2) = 10 | +Debilitating strike: No reactions

Strike vs Orange w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 - 8 ⇒ (1) + 22 - 8 = 15
S dmg, twin: 2d6 + 2 + 2 ⇒ (2, 1) + 2 + 2 = 7 | +fire,cold: 1d6 + 1d6 ⇒ (4) + (1) = 5 | +sneak vs OG: 3d6 ⇒ (6, 3, 4) = 13 | +Debilitating strike: No reactions

Actions: ◆Skirmish Strike (Step+Strike) ◆Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)

Debilitating Strike / Tactical Debilitations:
Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends.
- Debilitation The target takes a –10-foot status penalty to its Speeds.
- Debilitation The target becomes enfeebled 1.
- Debilitation The target can’t use reactions.
- Debilitation The target can’t flank or contribute to allies’ flanking.
Gang Up:
You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.

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Radiant Oath

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Hello! Welcome to my table. Before we start, please do the following:

Please complete the macros linked at the top of the page. This will be used for initiative and secret rolls.

Please also post your token to the slides and post your position in the marching order. The slides are also linked at the top of the page.

As per the Organized Play Foundation Community Standards, each player must decide if they will allow their characters to be damaged by friendly fire (usually via splash damage). In keeping with the “Explore, Report, Cooperate” motto of the Pathfinder Society, engaging in non-consensual character-versus-character conflict is prohibited. While accidental friendly fire happens due to missed attack rolls or other factors, players must obtain the consent of other players before deliberately including fellow PCs in damaging effects. This rule does not apply in situations where a character is not acting of their own free will, such as if they’re being mind-controlled by an NPC and forced to attack a fellow Pathfinder.

This applies to Scenarios only
You may select a consumable item from the Pathfinder Provisions list. These used to be the school items you get prior to starting an adventure. Quests and bounties do not receive provisions.

Credits:

Macros/Slides/Spell Templates: Frozen Frost

Horizon Hunters

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M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Arrus Thorough Reports:
Thorough Reports:
Human
Jinkin (Gremlin)
Manifestation of Qxal
Janni
VoidWyrm
Arbiter
Axiomatic
Sod Hound (Earth Elemental)
Boggard
Zephyr Hawk (Air Elemental)
Cinder Rat (Fire Elemental)
Skeletal Giant
Cairn Wight
Basilisk
Blodeuwedd (Fey/Plant Thingy)
Flytrap
Pixie
Grimstalker
Redcap
TwigJack
Giant Whiptail Centipede
Krooth
AxeBeak
Human(Russian)
Winter Wolf
Mephit Swarm
Mist Stalker
Wight
Ghast
Zombie Hulk
Mummy Guardian
Zombie Troop
Shanrigol
Mummy Pharoah
Cave Bear
Hippopotamus
Urdefhan High Tormentor
Nightmare (DEIMOSTRIDE)
Skelm
Animate Dream

Radiant Oath

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So that feat refers to all creatures you came across? I wondered about that... :)

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

I do have to do the work of keeping a list, and have to successfulyl ID the. It's normally +2 to future checks to ID them, but +4 with the Pathfinder Agent dedication (which Arrus has)

Radiant Oath

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I currently have 2 PCs with the Pathfinder Agent Dedication.

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Sorry, it's the Scrollmaster Dedication which increases the bonus to +4. (Which Arrus has)

Also, if I can't remember important mission details and am too lazy to read back in the thread I can ask. :P

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

ran a session this morning and have plans this evening. started reading through those mythic rules and have mostly picked what im doing.

Leaning towards Echoes of Swords + Godspeed to synergize with it. mythic strikes seems interesting but we already have 2x of it so im not sure if lydia needs it? hard to say. will think on this and post tomorrow morning

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)
Lydia by redeux wrote:

ran a session this morning and have plans this evening. started reading through those mythic rules and have mostly picked what im doing.

Leaning towards Echoes of Swords + Godspeed to synergize with it. mythic strikes seems interesting but we already have 2x of it so im not sure if lydia needs it? hard to say. will think on this and post tomorrow morning

I think we get all of

Correct the Story, Godspeed, Prescience, Rewrite Fare, Summon Mythic Power.

And then either Mythic Caster or Mythic Strike

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

Ah, thanks! The page layout seemed a bit odd.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 0/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

I have 2 glyphs and looking around I'm sure we have enough from everyone else for us to all start with 2 hero points.

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

I have 4 glyphs and a campaign coin.

Radiant Oath

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You all have enough glyphs for 2 HP each...

Astrid and Quinoline -- are the stats for your shields the same (because I'll just grab it from 05-18)...

and I know I'm probably getting ahead of myself here, but any possible interest for 06-19 (What Walks Again, 11-14) after this one? I've read it -- that's gonna make 04-15 (In Glorious Battle) look like a picnic! :)

Radiant Oath

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Sorry. Just been distracted of late, with Paizocon winding down and nearing the finish line for Glyph #5...

Vigilant Seal

male gnome (vivacious ☐) bard [alchemist/gunslinger] 12 | ♥️ 164| ⛨31 deathless ☐ | F+21 R+21 W+19* | Perc+18 low-light, darkvision | speed 25ft | focus ☐☐ | spells 1st ☐☐☐ 2nd ☐☑☐ 3rd ☐☐☐ 4th ☑☐☐ 5th ☑☑☐ 6th ☑☑☐| Diplomat's Badge ☐ |

Regarding the strangeness of wave of despair, I realized in hindsight it would have actually been better for Rex to have critically failed the save then simply failed.

Had I critically failed, I could have cast a spell to attempt to counter the slowed condition.

But with a success, even if I counter the slow, it could just come back next round.

Radiant Oath

6-20 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 140/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | AF 2/2, BL 2/2, EoL 0/2, MF 1/1, DV: 0/1, BM 0/1, VV: 5/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

I'm not an encyclopedic fount of PF2 knowledge, but a general pattern that I've noticed for many spells is this:

Critical Success: Unaffected
Success: Affected for 1 round
Failure: Affected for 1 minute, but saves every round
Critical Failure: Affected for 1 minute, no saves

So, in that context, I support that no Round 2 save is required from Quinoline.

Immediate save when the spell was cast: Success - unable to use reactions, new save at top of next turn.
Round 1 save: Success - unable to use reactions. End.

If she had failed the Round 1 save, it would have been:

Immediate save when the spell was cast: Success - unable to use reactions, new save at top of next turn.
Round 1 save: Failure - unable to use reactions plus Slowed 1 for Round 1. End.

If she had failed the Immediate save, it would have been:

Immediate save when the spell was cast: Failure - unable to use reactions, new save at top of every turn, 1-10.

Then, every round for a minute:

Every Round save: Success - unable to use reactions. New save next round.
Every Round save: Failure - unable to use reactions plus Slowed 1 for that round. New save next round.

I'm not 100% sure what happens if someone fails the immediate save and then CS or CF later (does the spell abruptly end?) but that's my interpretation for this spell and all related spells.

Radiant Oath

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I would assume that for the 2nd save it's either a success or a fail (otherwise the verbiage in AoN would have been longer). So basically the 2nd save is to see whether you spend 2 seconds crying your eyes out or not...

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

So Lydia failed the initial save and so now for 1 minute, every turn she will roll a save to see if she is slowed that round. Am I getting that right?

Radiant Oath

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correct.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 0/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:
GM Tiger wrote:
Quinoline Silicate wrote:
Astrid's speech should take a -1 circumstance penalty because Quinoline is rolling her eyes in the background.
LOL!!

Hey! I can't help it if Astrid's ego is levelling up faster than she is.

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

My apologies, I used the Bow Crit (Immobilize) in the first fight having never updated my notes that crossbows get their own crit now (bleed).

I've corrected my notes and should have it right going forward here. (I even typed this combat's post out with immobilize to start with before I happened to notice when double checking the Arbalest range)

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

Hey all,

I've had a bit of a short notice vacation planned for last 2 weeks of September (13-27). I may be able to post here or there, but would anyone be willing to bot Lydia for me so i'm not slowing things down? I normally wouldn't have started a game if i was going to be gone for 2 weeks but it wasn't planned and it's why i'm sitting out of Gameday this year

If it helps, here's some notes about my character sheet:
- in column AX (next to skills) are dice rolls for every skill
- Next to saves in column W are dice rolls for saves (but its a bit hidden from view)
- In cell K19 'Notes' i have a big block of text that can be posted for combat that has all the correct modifiers for strikes in a round. Just edit out any extra strikes. I also have spoilers in there for some of her extra abilities (gang up, feint, debilitations) that can be removed if they dont apply. similarly sneak attack damage can be removed from the rolls if sneak attack doesnt apply.

Those things usually make posting not too bad since its just copy+paste and for combat delete anything that isnt relevant

Otherwise Lydia is a scoundrel rogue. In combat she likes Feinting to get flat foot if needed, she has skirmish strike (step+strike or strike+step), and she has limited spell casting in a separate tab on her sheet (3x sure strike, 1x fly).

Radiant Oath

6-20 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 140/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | AF 2/2, BL 2/2, EoL 0/2, MF 1/1, DV: 0/1, BM 0/1, VV: 5/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Enjoy your vacation - I'll help out whenever I can, using your past posts as a guide.

Can you give a rough guide on how to use your Hero Points?

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

Thank you! I'll owe you one. And sure thing, hero points -
- Campaign coin (counts towards 3 max hero points) goes to someone who needs it. Usually I like to use it if someone was about to use their last hero point. This way they can still have 1 in reserve in case they go into dying.
- 2nd hero point - generally if i crit fail a save or skill check as part of a skill challenge. Not too often using on strikes since she has Sure Strike as a fortune effect for strikes.
- last hero point- generally keep 1 hero point in reserve in case lydia goes down. But if it's like a super critical roll that might somehow save someone from dying then that's fine too.

Though I also trust your intuition too, and whatever makes things easier for you.

Radiant Oath

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From my understanding, using the spellheart on armor doesn't need activation. But using it on a weapon, it needs to be activated by casting the cantrip. You do need to be able to cast spells to activate the weapon side.

I agree that it's a bit of grey area. Anyone else have any thoughts on this?

So essentially to activate the Dazzled effect you need to activate it by casting Figment (i.e. you need access to the 'cast a spell' action).

Vigilant Seal

male gnome (vivacious ☐) bard [alchemist/gunslinger] 12 | ♥️ 164| ⛨31 deathless ☐ | F+21 R+21 W+19* | Perc+18 low-light, darkvision | speed 25ft | focus ☐☐ | spells 1st ☐☐☐ 2nd ☐☑☐ 3rd ☐☐☐ 4th ☑☐☐ 5th ☑☑☐ 6th ☑☑☐| Diplomat's Badge ☐ |
rules wrote:

Spellhearts

Spellhearts are made from the same basic materials as talismans, though their complex construction—magically iterated around the concept of a single kind of spell—gives them a variety of additional powers and means they persist rather than burning out when used.

Unlike talismans, a spellheart can be used repeatedly, and doesn't burn out after use. Each spellheart can be attached to different items, giving a benefit depending on your choice, which means you can plan ahead in facing expected dangers. They have the spellheart trait.

Spellheart: Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to Affix a Talisman. The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. Crafting a spellheart requires the spells the spellheart can cast. For example, a major five-feather wreath requires air walk, gale blast, and wall of wind.

Phantasmal Doorknob

Armor You gain a +1 item bonus to Thievery checks to Pick a Lock.
Weapon If you critically succeed at a Strike with the weapon, the target is dazzled until the end of its next turn.

Flaming Star

ArmorYou gain resistance 2 to fire.
Weapon After you cast a fire spell by Activating the star, your Strikes with the weapon deal an additional 1d4 fire damage until the end of your next turn.

Nothing in the spellheart description or trait says casting a spell by activating the spellheart is required to gain the affixed ability, so it depends on the description of the individual spellheart. The phantasmal doorknob lacks the activation requirement.

Radiant Oath

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aha. ok. Archives of Nethys has the activation line at the bottom which is what I went by...

btw, you destroyed Barney with extreme prejudice... he was just trying to hug you... :P

Vigilant Seal

male gnome (vivacious ☐) bard [alchemist/gunslinger] 12 | ♥️ 164| ⛨31 deathless ☐ | F+21 R+21 W+19* | Perc+18 low-light, darkvision | speed 25ft | focus ☐☐ | spells 1st ☐☐☐ 2nd ☐☑☐ 3rd ☐☐☐ 4th ☑☐☐ 5th ☑☑☐ 6th ☑☑☐| Diplomat's Badge ☐ |

The activate line is for the cantrip itself. You have to use the cast a spell activity to activate the spellheart to cast the cantrip.

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

I think the doorknob on weapon applies dazzle on any crit. It's quite strong

Radiant Oath

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ok. I stand corrected then! :)

I agree! I should get a few for my larcenous PCs! :)

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

I'm starting my vacation, I'll still try to post if i see im up but otherwise i appreciate any botting since I'll be out of service for a few days here and there over the next 2 weeks. I made my char sheet editable in case you need to add in frightened or anything like that. Thanks again.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

Thanks for the bots @WaterySoup! I'm home now and can start posting again. Obligatory we had fun and arrived home in one piece!

Radiant Oath

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oh good, you weren't eaten by gigantic lizards...

Radiant Oath

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Please note that Paizo.com will be shutting down for a few days starting 8am Pacific Time to implement their new storefront. The boards will be inaccessible until this is complete.

MORE INFO

I suggest we pause the game until then so that we don't lose any updates.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

Sounds good to me!

Vigilant Seal

1 person marked this as a favorite.
male gnome (vivacious ☐) bard [alchemist/gunslinger] 12 | ♥️ 164| ⛨31 deathless ☐ | F+21 R+21 W+19* | Perc+18 low-light, darkvision | speed 25ft | focus ☐☐ | spells 1st ☐☐☐ 2nd ☐☑☐ 3rd ☐☐☐ 4th ☑☐☐ 5th ☑☑☐ 6th ☑☑☐| Diplomat's Badge ☐ |

A message to players and GMs

Radiant Oath

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Let me recalculate challenge points. Likely one statue will suddenly turn into rubble mysteriously...


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GM Tiger wrote:
Let me recalculate challenge points. Likely one statue will suddenly turn into rubble mysteriously...

It's probably too terrified of Astrid to hold itself together properly.

Radiant Oath

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6-20 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 140/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | AF 2/2, BL 2/2, EoL 0/2, MF 1/1, DV: 0/1, BM 0/1, VV: 5/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

More like Astrid's Immense Ego accidentally toppled it over because there literally wasn't enough room for the two of them!

Radiant Oath

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ROTFL! :)

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

I look forward to seeing which GM Tiger turns into canon ;)

Radiant Oath

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re Blue -- that's what I get for not reading my own notes while updating.

And I went with the ego reason :)


Is it likely / unlikely that we will finish this in two weeks?

I will be traveling from Dec 20 to Jan 4, with questionable access to Internet. If we're not done before then, I'll have to ask for a pause in the game or for someone to bot Quinoline.

Radiant Oath

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We can try but unlikely. The last fight is a doozy.

Sorry for letting this go as long as it has. I only realized when I started the game that this scenario was more complex than the other 9-12's I've run.

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

That's a funny interaction with Penetrating Shot and construct armor.

I suppose any that are crit get their armor popped, but if they have different ACs it's possible to crit one and not the other. Which of course would be awkward if I was using a fatal weapon.

Radiant Oath

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I'd probably have you roll twice (once for the fatal and the other). The Persistent fire will affect Green. Bleed - nah :)

They're different entities. Green/Pink have Hardness 10 to everything (well, not anymore)... the others are resistance (which IIRC doesn't break on a crit).

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

I picked up penetrating shot at 12 (10 was master monster hunter for me). As this is only Arrus's second adventure at 12 I'm still learning new things about it. And I love learning new things.

Certainty getting to make good use of it in this adventure at least.

Radiant Oath

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So do you have the d10 Persistent fire?

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --

d10 persist fire on crit is from Arrus's flaming rune

Reminds me - I think I have been forgetting my rune on-crit effects lol

Horizon Hunters

M Human | Ranger 12 | HP 118/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Yup, d10 persistent fire from the flaming rune on crit, sorry for any confusion.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 2*/3 | Active Conditions: --
Watery Soup wrote:

Is it likely / unlikely that we will finish this in two weeks?

I will be traveling from Dec 20 to Jan 4, with questionable access to Internet. If we're not done before then, I'll have to ask for a pause in the game or for someone to bot Quinoline.

I could potentially help bot for some of that, though Dec 24-29 I will have family in town, and then from Jan 1-Jan15 I will be working double shifts. I have enough bandwidth to continue playing during these times, but I'm also OK with a pause if that's what GM/group want.

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