Ving Tran
|
"Well now, isn't this interesting." says Ving. He then concentrates and casts a spell. Rannarix feels his pulse quicken which quickly spreads across their whole body. Ving then Shields himself from harm.
Range: 30 feet; Targets: 1 creature Duration: 1 minute
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round for only Strike and Stride actions.
Heightened (7th) You can target up to 6 creatures.
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.
NOTE: AC: 22 until end of turn. Shield Hardness: 10.
Flat Check in case Rannarix fails his save and is Concealed.: 1d20 ⇒ 2
Crap. Please don't fail.
Aleksandr Ostenoff
|
The concealment is automatic just by being in the aura.
| GM Valen |
BOTTING Tharpe - No post in 48+ hours
Amidst the smoke and chaos, Tharpe pauses to consider his actions.
Delay
One of the rat-like creatures (orange) scurries toward Rannariz, covering the Pathfinder in a smoky cloud.
Stride
It nips at the Pathfinder.
Strike, Melee, jaws (finesse): 1d20 + 10 ⇒ (5) + 10 = 15
Damage, fire plus 1d4 persistent fire: 1d8 + 4 ⇒ (2) + 4 = 6
Strike, Melee, jaws (finesse): 1d20 + 10 - 5 ⇒ (20) + 10 - 5 = 25
Damage, fire plus 1d4 persistent fire: 1d8 + 4 ⇒ (2) + 4 = 6
Another (red) climbs onto the countertop near the forge.
Stride into difficult terrain (provokes any Reactive Strike)
It then snaps at Aleksandr and Amelia.
Strike, Melee, jaws (finesse) v Aleksandr: 1d20 + 10 ⇒ (9) + 10 = 19
Damage, fire plus 1d4 persistent fire: 1d8 + 4 ⇒ (7) + 4 = 11
Strike, Melee, jaws (finesse) v Amelia: 1d20 + 10 - 5 ⇒ (6) + 10 - 5 = 11
Damage, fire plus 1d4 persistent fire: 1d8 + 4 ⇒ (2) + 4 = 6
OCCUPATIONAL HAZARD! - Round One Cont'd!
PCs in bold may act
Tharpe (Delay)
Ving Tran (shield)
Creature (orange)
Creature (red)
Aleksandr
Rannarix -12 HP (Fort save required; 1d4 persistent fire)
Creature (black)
Ramona
Creature (blue)
Creatures (blue, orange, and red) each have an aura of Fetid Fumes.
Fetid Fumes (aura, fire) 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the creature, is concealed by smoke.
Terrain: Treat all counters, furniture, tables, and similar features on the Map as difficult terrain.
Tharpe
|
Thanks, I was traveling through the weekend
Tharpe yells and moves after the creature entering the smoke
Fort save, DC22: 1d20 + 9 ⇒ (16) + 9 = 25
Than he swings with his kukri
Conceal, DC5: 1d20 ⇒ 9
Kukri@orange flanked: 1d20 + 14 ⇒ (9) + 14 = 23
Damage, slashing: 2d6 + 4 ⇒ (1, 5) + 4 = 10
Sneak: 2d6 ⇒ (1, 1) = 2
Draw kukri, move, attack. I don't think he would have his weapon while working in a forge
| GM Valen |
Tharpe thwacks the threat!
OCCUPATIONAL HAZARD! - Round One Cont'd!
PCs in bold may act
Ving Tran (shield)
Creature (orange) -12 HP
Creature (red)
Tharpe
Aleksandr
Rannarix -12 HP (Fort save required; 1d4 persistent fire)
Creature (black)
Ramona
Creature (blue)
Creatures (blue, orange, and red) each have an aura of Fetid Fumes.
Fetid Fumes (aura, fire) 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the creature, is concealed by smoke.
Terrain: Treat all counters, furniture, tables, and similar features on the Map as difficult terrain.
Rannarix
|
Fortitude Save: 1d20 + 12 ⇒ (14) + 12 = 26
1. Hunt Prey Orange.
2. Strike Orange.
3. Command Companion.
...Mr. Snappers Stride.
...Mr. Snappers Strike.
Rannarix Bite: 1d20 + 13 ⇒ (19) + 13 = 322d6 + 4 ⇒ (4, 6) + 4 = 14 plus 1d8 ⇒ 4 on the first successful strike in a round. I'm guessing that's a critical hit, in which case Mr. Snappers moves into Orange's place and strikes Blue.
Mr. Snappers Stinger: 1d20 + 12 ⇒ (3) + 12 = 152d6 + 4 ⇒ (1, 1) + 4 = 6 plus 1d4 ⇒ 2 poison plus 1d8 ⇒ 4 on the first successful strike in a round.
Persistent Fire: 1d4 ⇒ 2
DC 15 flat check to end persistent fire: 1d20 ⇒ 9 Failure.
Aleksandr Ostenoff
|
Fort (Aleksandr): 1d20 + 12 ⇒ (6) + 12 = 18
Fort (Imelia): 1d20 + 13 ⇒ (7) + 13 = 20
Coughing from the acrid smoke, Imelia stabs at one of rats as Aleksandr invokes a spell causing a thunderous rage to build up inside Imelia.
◆◆ Act Together
Imelia ◆ Strike (red)
Concealment: 1d20 ⇒ 20
Attack: 1d20 + 15 - 1 ⇒ (17) + 15 - 1 = 31
Piercing: 2d6 + 3 ⇒ (1, 1) + 3 = 5
Deadly: 1d8 ⇒ 2
Aleksandr ◆◆ Cast a Spell (Thundering Dominance)
Imelia unleashes a terrible wail!
◆ Imelia Thundering Roar
Sonic: 4d8 ⇒ (3, 2, 2, 7) = 14 (DC 21 basic Will)
Thundering Roar (auditory, concentrate, emotion, enchantment, fear, flourish, mental, sonic) The target unleashes a powerful vocalization. Each enemy in a 10-foot emanation takes 4d8 sonic damage with a basic Will save against your spell DC. A creature that fails its Will save is also frightened 1.
| GM Valen |
Concealment: 1d20 ⇒ 8
Rannarix bites through one of the fiery rat creatures!
It is a crit!
Mr. Snappers cannot put a point on his sting.
Aleksandr and Imelia injure one rat creature (red).
Creature (red), Will: 1d20 + 6 ⇒ (13) + 6 = 19
Creature (blue), Will: 1d20 + 6 ⇒ (16) + 6 = 22
Creature (black), Will: 1d20 + 13 ⇒ (18) + 13 = 31
Once invisible, a skeletal, ghostlike humanoid now appears, presenting its terrifying form!
Frighten (concentrate, emotion, fear, incapacitation, mental); Each creature within 30 feet must attempt a DC 21 Will save, becoming frightened 2 on a failure. One a critical failure, it’s also fleeing for as long as it’s frightened. On a success, the creature is temporarily immune for 1 minute.
It then showers the room with a shower of sharp tools and implements!
Telekinetic Storm (concentrate, evocation, occult); The creature telekinetically throws numerous small objects, such as dozens of pieces of silverware of books, making a telekinetic object Strike at a –2 penalty against each creature within 30 feet.
Telekinetic object (evocation, magical, occult, range increment 30) v Ving Tran: 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18
Damage (S): 2d12 ⇒ (7, 10) = 17
Telekinetic object (evocation, magical, occult, range increment 30) v Tharpe: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23
Damage (S): 2d12 ⇒ (3, 12) = 15
Telekinetic object (evocation, magical, occult, range increment 30) v Aleksandr: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
Damage (S): 2d12 ⇒ (10, 11) = 21
Telekinetic object (evocation, magical, occult, range increment 30) v Imelia: 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 20
Damage (S): 2d12 ⇒ (1, 7) = 8
Telekinetic object (evocation, magical, occult, range increment 30) v Rannarix: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
Damage (S): 2d12 ⇒ (9, 10) = 19
Telekinetic object (evocation, magical, occult, range increment 30) v Ramona: 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18
Damage (S): 2d12 ⇒ (4, 12) = 16
OCCUPATIONAL HAZARD! - Round One Cont'd!
PCs in bold may act
Ving Tran (Will save required; shield)
Creature (orange) -48 HP
Creature (red) -26 HP
Tharpe -15 HP (Will save required)
Aleksandr (Will save required; sickened 1)
Imelia (Will save required; sickened 1)
Rannarix -33 HP (Will save required; 1d4 persistent fire)
Creature (black)
Ramona (Will save required)
Creature (blue) -14 HP
Creatures (blue and red) each have an aura of Fetid Fumes.
Fetid Fumes (aura, fire) 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the creature, is concealed by smoke.
Map with location of creature (black) revealed.
Terrain: Treat all counters, furniture, tables, and similar features on the Map as difficult terrain.
| GM Valen |
OCCUPATIONAL HAZARD! - Round One Cont'd!
PCs in bold may act
Ving Tran (shield, frightened 1)
Creature (red) -26 HP
Tharpe -15 (Will save required)
Aleksandr (sickened 1, Will save required)
Imelia (Will save required; sickened 1)
Rannarix -33 HP (Will save required; 1d4 persistent fire)
Creature (black)
Ramona (Will save required)
Creature (blue) -14 HP
Creatures (blue and red) each have an aura of Fetid Fumes.
Fetid Fumes (aura, fire) 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the creature, is concealed by smoke.
Terrain: Treat all counters, furniture, tables, and similar features on the Map as difficult terrain.
Ramona Stonesplitter
|
Will Save: 1d20 + 8 ⇒ (4) + 8 = 12
Frightened by the terrifying creature, Ramona brings out Banjo, and begins her Courageous Anthem.
Then, she casts Needle Darts at the undead creature (Black) w/Frightened 2: 1d20 + 10 - 2 + 1 ⇒ (17) + 10 - 2 + 1 = 26for: 4d4 + 1 ⇒ (2, 4, 3, 4) + 1 = 14 non-magical, physical piercing damage.
Now, Frightened 1
| GM Valen |
One rat-like creature (blue) nips at the Pathfinders around it.
Melee, jaws +10 (finesse) v Tharpe: 1d20 + 10 ⇒ (8) + 10 = 18
Damage, fire plus persistent fire: 1d8 + 4 ⇒ (1) + 4 = 5
Melee, jaws +10 (finesse) v Rannarix: 1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 20
Damage, fire plus persistent fire: 1d8 + 4 ⇒ (4) + 4 = 8
Melee, jaws +10 (finesse) v Aleksandr: 1d20 + 10 - 8 ⇒ (3) + 10 - 8 = 5
Damage, fire plus persistent fire: 1d8 + 4 ⇒ (3) + 4 = 7
OCCUPATIONAL HAZARD! - Round Two Begins!
PCs in bold may act
Ving Tran (shield, frightened 1)
Creature (red) -26 HP
Tharpe -15 (Will save required)
Aleksandr (sickened 1, Will save required)
Imelia (Will save required; sickened 1)
Rannarix -33 HP (1d4 persistent fire)
Creature (black)
Ramona (frightened 1)
Creature (blue) -14 HP
Creatures (blue and red) each have an aura of Fetid Fumes.
Fetid Fumes (aura, fire) 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the creature, is concealed by smoke.
Terrain: Treat all counters, furniture, tables, and similar features on the Map as difficult terrain.
| GM Valen |
Frightened by the terrifying creature, Ramona brings out Banjo, and begins her Courageous Anthem.
Then, she casts Needle Darts at the undead creature.
The needles connect, but the undead proves quite resistent to the damage.
OCCUPATIONAL HAZARD! - Round Two Begins!
PCs in bold may act
Ving Tran (shield, frightened 1)
Creature (red) -26 HP
Tharpe -15 (Will save required)
Aleksandr (sickened 1, Will save required)
Imelia (Will save required; sickened 1)
Rannarix -33 HP (1d4 persistent fire)
Creature (black)v -4 HP
Ramona (frightened 1)
Creature (blue) -14 HP
Creatures (blue and red) each have an aura of Fetid Fumes.
Fetid Fumes (aura, fire) 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the creature, is concealed by smoke.
Terrain: Treat all counters, furniture, tables, and similar features on the Map as difficult terrain.
Ving Tran
|
"I do not know what you are, but I do know you tried to hurt us. That is unacceptable."
Ving then gestures, mutters in an arcane language and points at the creature. A Bolt of Lighting sprigs forward and strikes at the strange skeletal creature....
possible Lightning Damage vs. Black (basic Reflex vs. DC:21-1(Frightened): 4d12 ⇒ (1, 4, 8, 9) = 22
....be then Shields himself from possible attack.
A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage with a basic Reflex save.
Heightened (+1) The damage increases by 1d12.
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.
Cast Lightning Bolt (2 actions); Cast Shield (1 action). AC: 22 until next turn (Hardness: 10).
NOTE: did not apply Courageous Anthem to any rolls.
| GM Valen |
"I do not know what you are, but I do know you tried to hurt us. That is unacceptable."
Ving then gestures, mutters in an arcane language and points at the creature. A Bolt of Lighting sprigs forward and strikes at the strange skeletal creature....
Creature (black), Reflex: 1d20 + 14 ⇒ (2) + 14 = 16
The lightning has some impact on the skeletal creature.
One of the rat-like creatures (red) snaps repeatedly at Aleksandr.
Melee, jaws +10 (finesse) v Aleksandr: 1d20 + 10 ⇒ (10) + 10 = 20
Damage, fire plus persistent fire: 1d8 + 4 ⇒ (4) + 4 = 8
Melee, jaws +10 (finesse) v Aleksandr: 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 24
Damage, fire plus persistent fire: 1d8 + 4 ⇒ (4) + 4 = 8
Melee, jaws +10 (finesse) v Aleksandr: 1d20 + 10 - 8 ⇒ (15) + 10 - 8 = 17
Damage, fire plus persistent fire: 1d8 + 4 ⇒ (7) + 4 = 11
OCCUPATIONAL HAZARD! - Round Two Cont'd!
PCs in bold may act
Ving Tran (shield)
Creature (red) -26 HP
Tharpe -15 (Will save required)
Aleksandr -8 HP (sickened 1, Will save required)
Imelia (Will save required; sickened 1)
Rannarix -33 HP (1d4 persistent fire)
Creature (black) -22 HP
Ramona (frightened 1)
Creature (blue) -14 HP
Creatures (blue and red) each have an aura of Fetid Fumes.
Fetid Fumes (aura, fire) 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the creature, is concealed by smoke.
Terrain: Treat all counters, furniture, tables, and similar features on the Map as difficult terrain.
Tharpe
|
Will save: 1d20 + 11 ⇒ (18) + 11 = 29
Than he steps to flank opponent and strikes them
Conceal, DC5: 1d20 ⇒ 17
Kukri@blue flanked: 1d20 + 14 ⇒ (12) + 14 = 26
Damage, slashing: 2d6 + 4 ⇒ (3, 1) + 4 = 8
Sneak: 2d6 ⇒ (5, 2) = 7
Conceal, DC5: 1d20 ⇒ 8
Kukri@blue flanked: 1d20 + 14 - 4 ⇒ (7) + 14 - 4 = 17
Damage, slashing: 2d6 + 4 ⇒ (5, 5) + 4 = 14
Sneak: 2d6 ⇒ (3, 2) = 5
Rannarix
|
On fire and injured, Rannarix continues attacking savagely.
1. Strike Orange w/ Combat Grab and Precision Edge.
2. Strike Orange w/ Combat Grab.
3. Command Companion.
...Mr. Snappers Stride.
...Mr. Snappers Strike.
Rannarix Bite: 1d20 + 13 ⇒ (11) + 13 = 242d6 + 4 ⇒ (3, 1) + 4 = 8 plus 1d8 ⇒ 5 on the first successful strike in a round. If a 24 hits, Rannarix does 13 damage and Orange is Grabbed.
Rannarix Bite: 1d20 + 13 - 4 ⇒ (7) + 13 - 4 = 162d6 + 4 ⇒ (5, 4) + 4 = 13
Mr. Snappers Stinger: 1d20 + 12 ⇒ (10) + 12 = 222d6 + 4 ⇒ (1, 3) + 4 = 8 plus 1d4 ⇒ 3 poison plus 1d8 ⇒ 5 on the first successful strike in a round. If a 22 hits (remembering that Orange may be grabbed), Mr. Snappers does 16 damage. Also, if Orange is dead, the scorpion advances to attack Red, but only does 11 damage.
Flat roll to end Persistent Fire (DC 15): 1d20 ⇒ 11
| GM Valen |
Than he steps to flank opponent and strikes them
Tharpe stabs the creature in the back once, but not a second time.
On fire and injured, Rannarix continues attacking savagely.
The Map has Rannarix adjacent to creature (blue), so I will treat creature (blue) as the target.
Concealment, creature (blue): 1d20 ⇒ 17
The kobold connects! The creature would be pinned between Rannarix's fangs had the blow not ended its existence on this plane.
With the adjacent creature down and no opponents within biting range, Rannarix still has an action remaining.
Mr. Snappers skuttles toward the other creature (red), standing atop of the ashes left by the fallen one.
Concealment, creature (red): 1d20 ⇒ 11
The scorpion's stinger pierces its target, but the poison has no effect on the fiery foe.
Rannarix burns.
Persistent Fire damage: 1d4 ⇒ 1
OCCUPATIONAL HAZARD! - Round Two Cont'd!
PCs in bold may act
Ving Tran (shield)
Creature (red) -34 HP
Tharpe -15
Aleksandr -8 HP (sickened 1, Will save required)
Imelia (Will save required; sickened 1)
Rannarix -34 HP (1d4 persistent fire; 1 action remaining)
Creature (black) -22 HP
Ramona (frightened 1)
Creature (blue) -52 HP
Creature (red) each has an aura of Fetid Fumes.
Fetid Fumes (aura, fire) 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the creature, is concealed by smoke.
Terrain: Treat all counters, furniture, tables, and similar features on the Map as difficult terrain.
Aleksandr Ostenoff
|
Will (Aleksandr): 1d20 + 10 - 1 ⇒ (3) + 10 - 1 = 12
Will (Imelia): 1d20 + 11 - 1 ⇒ (6) + 11 - 1 = 16
As the rat bites Aleksandr, Imelia unleashes a scream.
↺ Dutiful Retaliation
Concealment: 1d20 ⇒ 3
But she misjudges where the bite comes from.
Enhanced by Aleksandr's Connection, Imelia tries to lash out at the rat again.
◆ Act Together
Aleksandr ◆ Cast a Spell (Boost Eidolon)
Imelia ◆ Strike (red)
Concealment: 1d20 ⇒ 9
Attack: 1d20 + 15 - 2 ⇒ (11) + 15 - 2 = 24
Piercing: 2d6 + 3 + 4 ⇒ (5, 3) + 3 + 4 = 15
She then lashes out at the undead
Imelia ◆ Strike (black)
Attack: 1d20 + 15 - 2 - 4 ⇒ (15) + 15 - 2 - 4 = 24
Sonic: 2d6 + 3 + 4 ⇒ (3, 2) + 3 + 4 = 12
Imelia ◆ Strike (black)
Attack: 1d20 + 15 - 2 - 8 ⇒ (5) + 15 - 2 - 8 = 10
Sonic: 2d6 + 3 + 4 ⇒ (6, 6) + 3 + 4 = 19
Vitalizing When Imelia hits an undead creature with a strike they take 1d6 persistent vitality damage.
Fire: 1d4 ⇒ 2
Flat: 1d20 ⇒ 2
Rannarix
|
Weird. That is not what I saw on the map before!
Anyway, Rannarix moves up to support Mr. Snappers. Stride.
| GM Valen |
Imelia snuffs the remaining rat-thing, then strikes the undead once. It resists some of the impact.
Vitality damage: 1d6 ⇒ 3
The skeletal then form disappears.
Last seen location of skeletal form indicated on Map on Slides.
Its presence is still felt however as the room becomes a storm of flying tools and implements!
Telekinetic Storm (concentrate, evocation, occult); The creature telekinetically throws numerous small objects, such as dozens of pieces of silverware of books, making a telekinetic object Strike at a –2 penalty against each creature within 30 feet.
Telekinetic object (evocation, magical, occult, range increment 30) v Ving Tran: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28
Damage (S): 2d12 ⇒ (9, 12) = 21
Telekinetic object (evocation, magical, occult, range increment 30) v Tharpe: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
Damage (S): 2d12 ⇒ (9, 6) = 15
Telekinetic object (evocation, magical, occult, range increment 30) v Aleksandr: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21
Damage (S): 2d12 ⇒ (10, 9) = 19
Telekinetic object (evocation, magical, occult, range increment 30) v Imelia: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23
Damage (S): 2d12 ⇒ (5, 4) = 9
Telekinetic object (evocation, magical, occult, range increment 30) v Rannarix: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30
Damage (S): 2d12 ⇒ (10, 7) = 17
Telekinetic object (evocation, magical, occult, range increment 30) v Ramona: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17
Damage (S): 2d12 ⇒ (4, 3) = 7
OCCUPATIONAL HAZARD! - Round Two Cont'd/Round Three Begins!
PCs in bold may act
Ramona (frightened 1)
Round Three
Ving Tran -16 HP
Creature (red) -49 HP
Tharpe -30 HP
Aleksandr -19 HP (sickened 1, frigthened 2; persistent fire)
Imelia (sickened 1; frightened 2)
Rannarix -51 HP (1d4 persistent fire)
Creature (black) -35HP
Terrain: Treat all counters, furniture, tables, and similar features on the Map as difficult terrain.
Ving Tran
|
As a Reaction Ving will use the Shield Block ability of the Shield Cantrip to reduce the damage by 10 (5 normal + 5 from Heightened +2). The Shield Cantrip is now unusable for 10 minutes. Please correct current damage accordingly when you have the time. No rush.
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.
Ramona Stonesplitter
|
Ramona will continue the Anthem.
Then, she will send needles: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 towards the black creature, dealing: 4d4 + 1 ⇒ (2, 4, 1, 3) + 1 = 11 piercing damage.
Tharpe
|
According to the rules:
'If you’re already observing a creature when it becomes invisible, it starts out hidden, since you know where it was when it became invisible, though it can then Sneak to become undetected'
I will play assuming that it is hidden: required DC11 to target
Tharpe runs towards the ghost and strikes it
Hidden, DC11: 1d20 ⇒ 4
But he misses, then he runs away
| GM Valen |
Ramona will continue the Anthem.
Then, she will send needles towards the black creature, dealing piercing damage.
The needles fly through the air, but find no purchase in a target.
Tharpe runs towards the ghost and strikes it
But he misses, then he runs away.
The location of the invisible figure remains unclear.
OCCUPATIONAL HAZARD! - Round Three Cont'd!
PCs in bold may act
Ving Tran -11 HP
Tharpe -30 HP
Aleksandr -19 HP (sickened 1, frightened 2; persistent fire)
Imelia (sickened 1; frightened 2)
Rannarix -51 HP (1d4 persistent fire)
Creature (black) -35 HP
Ramona
Terrain: Treat all counters, furniture, tables, and similar features on the Map as difficult terrain.
Ving Tran
|
"You cannot hide from me foolish creature, the vision of the dragons are mine to command.", says Ving as he casts a spell....
Casting See the Unseen (2 actions).
...."Ah, is that you over there? Everyone target the bright redish light. I will try to get it as close to the creature's chest as I can." proclaims Ving as he casts another spell.
Casting Light Cantrip (1 action)making a bright red light to form at the creature's chest area. NOTE: Please read the Light Cantrip as it has been changed in Player's Core.
Your gaze pierces through illusions and finds invisible creatures and spirits. You can see invisible creatures as though they weren't invisible, although their features are blurred, making them concealed and difficult to identify. You can also see incorporeal creatures, like ghosts, phased through an object from within 10 feet of an object's surface as blurry shapes seen through those objects. Subtler clues also grant you a +2 status bonus to checks you make to disbelieve illusions.
Heightened (5th) This spell has a duration of 8 hours.
Range: 120 feet Duration: until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.
You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).
NOTE: AC: 21
| GM Valen |
"You cannot hide from me foolish creature, the vision of the dragons are mine to command.", says Ving as he casts a spell....
Casting See the Unseen (2 actions).
...."Ah, is that you over there? Everyone target the bright redish light. I will try to get it as close to the creature's chest as I can." proclaims Ving as he casts another spell.
Location of invisible creature now revealed on Slides.
Casting Light Cantrip (1 action)making a bright red light to form at the creature's chest area. NOTE: Please read the Light Cantrip as it has been changed in Player's Core.
I may have missed it, but I don't see how Ving has enough actions left to cast light, which is a two action spell.
Aleksandr Ostenoff
|
Both Aleksandr and Imelia concentrate their attacks on the spot Ving pointed out.
◆ Act Together
Aleksandr ◆ Cast a Spell (Boost Eidolon)
Imelia ◆ Ranged Strike
Frightened should have decreased by 1 at the end of Aleksandr's last turn.
Concealment: 1d20 ⇒ 12
Attack: 1d20 + 15 - 1 ⇒ (6) + 15 - 1 = 20
Vitality: 2d4 + 1 + 4 ⇒ (1, 1) + 1 + 4 = 7
Vitalizing: 1d6 Persistent Vitality on a hit.
◆◆ Aleksandr Cast a Spell (Vitality Lash)
Concealment: 1d20 ⇒ 12
Vitality: 4d6 ⇒ (5, 3, 6, 5) = 19
DC 21 basic Fortitude, enfeebled 1 on a critical failure.
| GM Valen |
...."Ah, is that you over there? Everyone target the bright redish light. I will try to get it as close to the creature's chest as I can." proclaims Ving
nope. I missed it. my bad. sorry.
No problem. I assume that Ving has used his last action to Point Out the invisible foe making it hidden to the others.
Both Aleksandr and Imelia concentrate their attacks on the spot Ving pointed out.
The flying foe is able to avoid the attack.
Creature (black), Fort save: 1d20 + 9 ⇒ (7) + 9 = 16
However, it is squarely caught by the magical lash.
Persistent fire damage to Aleksandr: 1d4 ⇒ 1
Flat check: 1d20 ⇒ 8
OCCUPATIONAL HAZARD! - Round Three Cont'd!
PCs in bold may act
Ving Tran -11 HP
Tharpe -30 HP
Aleksandr -20 HP (sickened 1, persistent fire)
Imelia (sickened 1)
Rannarix -51 HP (1d4 persistent fire)
Creature (black) -54 HP
Ramona
Terrain: Treat all counters, furniture, tables, and similar features on the Map as difficult terrain.
Rannarix
|
I don't suppose anyone's got any healing? Rannarix is hurting.
"C'mere, Spooky! That's enough'a that from you!" barks the little bundle of kobold ferocity.
1. Hunt Prey (Black)
2. Stride
3. Combat Grab
Rannarix Bite: 1d20 + 13 ⇒ (11) + 13 = 242d6 + 4 ⇒ (6, 2) + 4 = 12 plus 1d8 ⇒ 7 on the first successful strike in a round.
If this creature is what I think it is, it's immune to the additional 1d8 precision damage.
Assuming a 24 hits, the creature takes damage and is Grabbed
Persistent Fire damage: 1d4 ⇒ 4
Flat check to end persistent fire (DC 15): 1d20 ⇒ 17
| GM Valen |
Unless I am missing something, the creature is hidden to Rannarix so a concealment check is required.
Concealment: 1d20 ⇒ 1
Rannarix misses.
[ooc]No Grab, so Bite again at MAP?
Concealment: 1d20 ⇒ 18
Rannarix Bite: 1d20 + 13 - 5 ⇒ (12) + 13 - 5 = 20
Damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12
The invisible creature flies to another spot (which Ving can see but has not currently pointed out). Then, it unleashes another storm.
Telekinetic Storm (concentrate, evocation, occult); The creature telekinetically throws numerous small objects, such as dozens of pieces of silverware of books, making a telekinetic object Strike at a –2 penalty against each creature within 30 feet.
Telekinetic object (evocation, magical, occult, range increment 30) v Ving Tran: 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15
Damage (S): 2d12 ⇒ (6, 10) = 16
Telekinetic object (evocation, magical, occult, range increment 30) v Tharpe: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
Damage (S): 2d12 ⇒ (3, 12) = 15
Telekinetic object (evocation, magical, occult, range increment 30) v Aleksandr: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31
Damage (S): 2d12 ⇒ (11, 4) = 15
Telekinetic object (evocation, magical, occult, range increment 30) v Imelia: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13
Damage (S): 2d12 ⇒ (11, 10) = 21
Telekinetic object (evocation, magical, occult, range increment 30) v Rannarix: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16
Damage (S): 2d12 ⇒ (9, 3) = 12
Telekinetic object (evocation, magical, occult, range increment 30) v Ramona: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28
Damage (S): 2d12 ⇒ (12, 7) = 19
OCCUPATIONAL HAZARD! - Round Three Cont'd/Round Four Begins!
PCs in bold may act
Ramona -19 HP
Round Four
Ving Tran -11 HP
Tharpe -30 HP
Aleksandr -50 HP (sickened 1, persistent fire)
Imelia (sickened 1)
Rannarix -51 HP (1d4 persistent fire)
Creature (black) -54 HP
Ramona -19 HP
Terrain: Treat all counters, furniture, tables, and similar features on the Map as difficult terrain.
Ving Tran
|
"The creature moved. Follow my attack." calls out Ving as he casts a spell. 3 2" white dragon heads appear in front of him and streaks toward the creature....
possible Force damage vs. Black: 3d4 + 3 + 1 ⇒ (2, 4, 4) + 3 + 1 = 14
Cast Force Barrage (3-actions). AC=21.
You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You fire one additional shard with each action you spend.
| GM Valen |
The barrage of force missiles pound the creature, destroying its form.
COMBAT OVER
Once the Pathfinders have finished off the foes, the smith thanks you allfor your help. "You have helped me get through the most difficult part," Tonfer Bronzhelm notes graciously. "I should be able to complete this item, the Holy Hand in the next week or so!"
"Your craftsmanship could use some work, but you do seem to know your magical infusions." The smith notes, impressed. He produces a large metal box, which he opens to reveal a ring. "It is a ring of the ram. And, now, it is yours."
Viltydus appears at the door of the shop. "You may finish tending to any cleaning, healing, and repairs. When you are done, return to my stump and follow the path there northward until you come to an intersection north along the border of the Forest of Trials. There, you will find a branching network of footpaths emerging between the trees. I will next meet you there, Pathfinders." The fey exits and appears to vanish.
Ving Tran
|
"I think it would be wise to heal as soon as possible in case something else intervenes." comments Ving.
Ving has a Pearly White Spindle Aeon Stone in his Wayfinder. He will heal all 11 HP in 11 minutes. If anyone does not have one I strongly suggest that you consider buying one. I took the liberty of resetting my tagline.
Price: 60 gp Usage: worn Access: Member of the Pathfinder Society.
When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute.
The resonant power grants you resistance 1 to negative damage.
| GM Valen |
The stump where the party first met Viltydus is only a short journey from the village of Port Valen.
Let me know how much time the party wishes to take before heading to the stump.
Aleksandr Ostenoff
|
Aleksandr does not have an aeon stone. I think I meant to do some purchases before the scenario and never got around to it.
| GM Valen |
I believe sufficient time has passed for the party to do any healing.
Once their wounds have been addressed, the party is able to make it back to the stump and find the trail the fey had mentioned. Soon, they find Viltydus waiting for them.
The crossroads guardian gestures to the forest’s border. “Legends about the Forest of Trials, Arcadia’s first barrier on the path to Valenhall, are many and varied. Locals whisper of curses that shroud it in secrecy, of bloodthirsty beasts that dwell among the trees. But the forest has long been my home, and I think it supports those who come to know it. Pathfinders, my task is for you to fulfill your Society’s namesake: use the day’s light to map one of the many footpaths along the forest’s edge. Respect the forest, but do not fear it, and gather what you need to introduce it to future explorers.”
Ahead lies a stretch of unmapped paths. By charting one, the party will be able to add to the local knowledge of the mythical wood.
"Bandits and monsters do roam the woods, but the forest itself isn't a sinister place," Viltydus cautions.
Completing the Task: Charting a pathway occurs in exploration mode. Each PC chooses an exploration activity and one relevant skill check based on the path’s unique features as detailed in the task variations below.
Unless a PC's post states otherwise, I will apply the PC's previously listed exploration mode.
Each PC must attempt a skill check. The DC is lower for Lore skills. The check has the following results.
Critical Success The PCs gain 2 Pathfinding Points.
Success The PCs gain 1 Pathfinding Point.
Critical Failure The PCs lose 1 Pathfinding Point.
?: 1d4 ⇒ 1
Beginning along a pathway, the party notes that this path sees little traffic. The undergrowth on this path is particularly treacherous and confusing to navigate.
PCs can chart the path using Acrobatics, Forest Lore, Herbalism Lore, Nature, Stealth, or Survival.
Ving Tran
|
Ving follows the group writing notes about what they experience while traversing the path, trying to Avoid Notice as best he can....
Avoid Notice (Stealth): 1d20 + 10 ⇒ (3) + 10 = 13
You attempt a Stealth check to avoid notice while traveling at half speed. If you're Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).
Bleh. gonna use my last Hero Point on that.
Avoid Notice (Stealth): 1d20 + 10 ⇒ (9) + 10 = 19
| GM Valen |
Ving follows the group writing notes about what they experience while traversing the path, trying to Avoid Notice as best he can....
Despite the heroicness of his effort, Ving steps on a few brittle sticks buried in the undergrowth. The sudden noise distracts from the mapping efforts.
A failure. Current Total of Pathfinding Points: 0.
Rest of the party is up.
Ramona Stonesplitter
|
Stealth: 1d20 + 9 ⇒ (1) + 9 = 10
Hero Point Stealth: 1d20 + 9 ⇒ (10) + 9 = 19
Ramona gets Banjo out, and attempts to sneak in. She almost falls down a steep incline, but manages merely to break her fall... noisily.
Tharpe
|
Stealth: 1d20 + 11 ⇒ (13) + 11 = 24
Tharpe looks at his allies and he sure hopes that he can do better ...
Well maybe he can
| GM Valen |
Ramona and Tharpe sneak through the wood, one more quietly than the other.
Another failure and one success. Current Total of Pathfinding Points: 1.
Aleksandr and Rannarix are up.
Aleksandr Ostenoff
|
Aleskandr and Imelia try to push through.
Acrobatics: 1d20 + 12 ⇒ (9) + 12 = 21
| GM Valen |
Aleskandr and Imelia try to push through.
Another success. Current Total of Pathfinding Points: 2.
BOTTING Rannarix - No post in 48+ hours
Acrobatics: 1d20 + 14 ⇒ (4) + 14 = 18
Through a series of missteps, the party discovers that it has gotten lost. Following the sound of rushing water, the party comes across some semblance of a trail that it can follow to the river.
w/Scout
Ving Tran, Stealth: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Tharpe, Stealth: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Aleksandr, Perception: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Ramona, Perception: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Rannarix, Acrobatics: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
Creature (green), Stealth: 1d20 + 13 ⇒ (13) + 13 = 26
Creature (yellow), Stealth: 1d20 + 13 ⇒ (5) + 13 = 18
Creature (blue), Stealth: 1d20 + 11 ⇒ (12) + 11 = 23
Creature (red), Stealth: 1d20 + 11 ⇒ (18) + 11 = 29
It would seem that the investigation by the Pathfinders has attracted hostile creatures who dwell in the forest and prey on folks who wander far from their own settlements. For, as the party approaches the river, they are ambushed!
The creature (red) emerges among the undergrowth to the south before sending a shower of splintered wood and debris toward a group of Pathfinders!
Stride; Splinter Spray
Splinter Spray [two-actions] The creature sprays a barrage of splinters and brambles from its body in a 15-foot cone, dealing 4d6 piercing damage (DC 20 basic Reflex save).
Damage, piercing: 4d6 ⇒ (3, 2, 2, 5) = 12
Reflex saves required from Rannarix, Mr. Snappers, Tharpe, and Imelia.
Another creature (green) can barely be seen deeper within the wood. Its feet deftly find a path, almost as if the foliage were parting before it.
Stride w/Woodland Stride
The creature is gaunt and hairless, with mottled, green and brown flesh that gives it the appearance of moss-draped bark. It seems to call upon ancient magics. Suddenly, the plants and fungi beneath somem of the Pathfinders' feet burst out or quickly grow, threatening to entangle many within the party!
Cast
Entangling Flora [two-actions] Area all squares in a 20-foot burst indicated by dotted-green areas on Map on Slides. All surfaces in the area are difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it's also immobilized for 1 round. Creatures can attempt to Escape to remove these effects.
AMBUSHED BY WOODLAND STALKERS! - Round One Begins!
PCs in bold may act
Creature (red)
Creature (green)
Ving Tran (Reflex save v. Entangled required)
Creature (blue)
Rannarix/Mr. Snappers (Reflex saves v Splinter required; Reflex saves v. Entangled required)
Tharpe (Reflex save v Splinter required; Reflex save v. Entangled required)
Creature (yellow)
Ramona (Reflex save v. Entangled required)
Aleksandr/Imelia (Imelia, Reflex save v Splinter required; Reflex saves v. Entangled required)
The fight occurs in the daylight, and the underbrush is difficult terrain that provides enough concealment for Small or prone creatures to Hide or Sneak.
Ving Tran
|
Reflex vs. Entangled: 1d20 + 10 ⇒ (10) + 10 = 20
Ving squints trying to verify what he is seeing, then casts a spell. 3 2" white dragon heads appear in front of him and streak towards Green.
Force damage vs. Green: 3d4 + 4 ⇒ (3, 1, 4) + 4 = 12
Concentrate; Force; Manipulate Range: 120 feet; Targets: 1 creature
You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You fire one additional shard with each action you spend.
Cast Force Barrage (3 Actions). AC: 21 (no Shield spell). NOTE: not sure if I could see Red or not. Doesn't look like it.
| GM Valen |
Ving squints trying to verify what he is seeing, then casts a spell. 3 2" white dragon heads appear in front of him and streak towards Green.
Ving finds himself entangled.
It is a DC 22 Reflex to succeed against Entangled Flora.His projectiles, however, are unimpeded.
Another tiny, vaguely humanoid creature seeming made completely of bundles of sticks wound with thorny vines appears can be briefly be seen scrambling within the undergrowth of the woods to the north. The creature (blue) disappears behind a trunk and reappears to the south!
Bramble Jump [three-actions] (conjuration, plant, primal, teleportation) Requirements The creature is in undergrowth; Effect The creature scrambles into the undergrowth and instantly teleports to a square of undergrowth within 60 feet. This movement doesn’t trigger reactions.
Location of creature (blue) added to Map on Slides.
Due to cover, the PCs attempting Reflex saves v. Splinter receive a +2 circumstance bonus to the Reflex save.
AMBUSHED BY WOODLAND STALKERS! - Round One Cont'd!
PCs in bold may act
Creature (red)
Creature (green) -12 HP
Ving Tran
Creature (blue)
Rannarix/Mr. Snappers (Reflex saves v Splinter required; Reflex saves v. Entangled required)
Tharpe (Reflex save v Splinter required; Reflex save v. Entangled required)
Creature (yellow)
Ramona (Reflex save v. Entangled required)
Aleksandr/Imelia (Imelia, Reflex save v Splinter required; Reflex saves v. Entangled required)
The fight occurs in the daylight, and the underbrush is difficult terrain that provides enough concealment for Small or prone creatures to Hide or Sneak.