Glorne Varsson
|
"Well now, either we get them to come out or we go in after them." says Glorne, stating the obvious."[/b] Glorne states as he takes out the Minor Heal potion he took from the Provisions and drinks it.
Healing potion, Minor vs. Self: 1d8 ⇒ 5
Faethor Silverbrow
|
Faethor is not confident in his swimming ability, especially in a fight against creatures built for it. He decides to try something from where he is and see if it works. He calls for a strike of lightning onto the same one Brother Nyoka attacked and then calls forth a shield while he waits to see what happens.
◈◈Cast Thunderstrike on Teal
DC 18 Basic Reflex save
A target wearing metal armor or made of metal takes a –1 circumstance bonus to its save, and if damaged by the spell is clumsy 1 for 1 round.
Electricity damage+Sonic Damage: 1d12 + 1d4 ⇒ (7) + (3) = 10
◈Cast Shield
+1 Circumstance bonus to AC, activates Blood Magic +1 Status Bonus to AC
AC currently 19
| DystopianGM |
Brother Nyoka attempts to hit the sea crew under the water, but to no avail. Faethor sends a thunderstrike into the water and catches the sea crew wearing teal with it. Nairaba preps a healing syringe, and Kitch fires it at Antilochus.
minor healing potion @ Antilochus: 1d8 ⇒ 2
Teal reflex: 1d20 + 8 ⇒ (10) + 8 = 18
Initiative Tracker
Bold may act.
Active party buffs: Courageous Anthem
Battle Map: Slides
Environmental effects: Special Actions
Round 2
Sea Crew (in water) (Yellow, Teal (-5))
===========================
Malark (20/26)
Herkemer (20/26)
===========================
Pirate Goblins (blue, red, green, purple (surrendered))
===========================
Glorne
Brother Nyoka
Faethor
Antilochus (16/19)
| DystopianGM |
Botting Antilochus.
Antilochus takes out a shuriken and throws it at the sea crew in teal that's under the water.
Shuriken, anthem: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
DMG P: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Concealment: 1d20 ⇒ 8
Teal @ Antilochus: 1d20 + 8 ⇒ (15) + 8 = 23
DMG P: 1d8 - 2 ⇒ (3) - 2 = 1
Yellow @ Herkemer1d20+8[/dice: 1d1d8 - 2 ⇒ (4) - 2 = 2
The two sea creatures come up for air, crossbows reloaded, and fire at Antilochus and Herkemer! Antilochus gets hit with another fan bolt. The one aimed at Herkemer sails past him, though. The sea creatures dive down into the water again to reload.
Initiative Tracker
Bold may act.
Active party buffs: Courageous Anthem
Battle Map: Slides
Environmental effects: Special Actions
Round 3
Sea Crew (in water) (Yellow, Teal (-5))
===========================
Malark (20/26)
Herkemer (20/26)
===========================
Pirate Goblins (blue, red, green, purple (surrendered))
===========================
Glorne
Brother Nyoka
Faethor
Antilochus (15/19)
Herkemer Halfshanks
|
Herkemer isn't about to get in the water, so instead he fires twice at the Yellow target in the water. He hits dead-eye once and fires again, trying to put one (or both) of the sea-bound creatures down.
Herk shortbow vs Yellow, CA: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 possible crit?
Piercing dmg vs Yellow, CA: 1d6 + 1 ⇒ (6) + 1 = 7
Deadly piercing dmg if crit: 1d10 ⇒ 4 18 if crit
Herk shortbow vs Yellow, MAP, CA: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 critical
Piercing Dmg vs Yellow, CA: 1d6 + 1 ⇒ (6) + 1 = 7
Deadly piercing vs Yellow (or Teal): 1d10 ⇒ 8 22 total dmg
Intimidation to Demoralize: 1d20 + 6 ⇒ (5) + 6 = 11
◈ Strike Yellow w shortbow - possible crit + deadly dmg
◈ Strike Yellow again (switch to Teal if Yellow is down); another crit with deadly dmg
◈ Try to Demoralize Yellow (or Teal if applicable)
Malark Evenwood
|
Malark continues to play a courageous anthem and then sends a mental jolt at Yellow.
Mental Damage: 1d6 ⇒ 6 DC 18 Basic Will Save. Stunned 1 on a crit fail.
◈Courageous Anthem, ◈◈Daze
| DystopianGM |
Concealment Herkemer Strike: 1d20 ⇒ 12
Concealment Herkemer Strike: 1d20 ⇒ 4
Will save Yellow: 1d20 + 7 ⇒ (18) + 7 = 25
Between Herkemer and Malark's assault, Yellow goes down in a hail of arrows and spells! The sea crew in teal looks shaken. Teal can be Appealed to Surrender.
Initiative Tracker
Bold may act.
Active party buffs: Courageous Anthem
Battle Map: Slides
Environmental effects: Special Actions
Round 3
Sea Crew (in water) (Yellow, Teal (-5))
===========================
Malark (20/26)
Herkemer (20/26)
Glorne
Brother Nyoka
Faethor
Antilochus (15/19)
Brother Nyoka, Sir Iomedar
|
Brother Nyoka shouts out at teal.
"Your first wave all surrendered, are you going to throw away your life pointlessly?"
Deception vs Teal Surrendering: 1d20 + 9 ⇒ (8) + 9 = 17
Brother Nyoka then takes cover behind his crates.
Glorne Varsson
|
Glorne moves over behind Antilochus. The swirling snow increases as he touches Antilochus on his shoulder. Cool, moist air pours over his body briefly, healing his wounds.
Ocean's Balm against Antiluchus: 1d8 ⇒ 7
Move (1 action); Ocean's Balm (1 action); Wave the 3rd action.
A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes.
Level (+2) The healing increases by 1d8, and the resistance increases by 1.
| DystopianGM |
The sea crew member throws their crossbow away. It floats to the surface at the same time it does. "Don't kill me," it says. "This ain't worth dyin' for yarrr!"
OUT OF COMBAT!
HP Totals (Damaged PCs):
Malark (20/26)
Herkemer (20/26)
In the aftermath of the fight, tools and lumber are scattered everywhere, and for a few minutes, the shipyard is quiet enough that the most prominent sound is the crash of waves against Augustana’s rocky shore. Olad ties up the four surrendered pirates: two monkey goblins, a gorilla, and the sea creature, which Olad says is an Athamaru.
You have ten minutes to rest and use Treat Wounds or other healing. In this time you can also interrogate the prisoners. Make a Diplomacy, Deception, or Intimidate check and ask any questions you may wish.
Brother Nyoka, Sir Iomedar
|
Brother Nyoka calmly explains, "We've already got it figured out, but if you'd like to explain to the harbor master here who sent you so we don't have to embarrass anybody, we'd really appreciate that."
Deception: 1d20 + 9 ⇒ (1) + 9 = 10
| DystopianGM |
One of the goblins pipes up. "Ook Ook! Or, ah, you ain't knowin' nothin' landlubber! We's the secretist crew around!"
Faethor Silverbrow
|
"I know you're about to have a real bad day if you don't tell us who sent you."
Intimidate: 1d20 + 8 ⇒ (12) + 8 = 20
I will refocus in the 10 minutes.
Glorne Varsson
|
Glorne speaks up saying, "I don't know why you are wasting your time asking. Who would be foolish to tell the likes of them their real names? They blab all the time."
Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19
Malark Evenwood
|
Malark studies his composition while his allies round up the foes who surrendered. When it's time to interrogate the enemies, he sets the mood by playing a tune to inspire his allies.
Performance (Uplifting Overture) Brother Nyoka: 1d20 + 8 ⇒ (12) + 8 = 20
Performance (Uplifting Overture) Faethor: 1d20 + 8 ⇒ (11) + 8 = 19
Performance (Uplifting Overture) Glorne: 1d20 + 8 ⇒ (4) + 8 = 12
Refocusing during the 10 minute rest
| DystopianGM |
"I know you're about to have a real bad day if you don't tell us who sent you."
To Faethor, the goblin pirate says, "We’re the crew of the Clawhold, the finest pirate vessel to ever sail the sea! You have heard of us, haven't ya? Who else you think sent us? Cheliax! The first time they came ’round, the Captain told them to go to Hell. And after what they did to her, who can blame her? But then they promised to give us all a home and to let her see her family, so she had to do it.”
Glorne speaks up saying, "I don't know why you are wasting your time asking. Who would be foolish to tell the likes of them their real names? They blab all the time."
Another goblin pirate sniffs. He says, "Hey now we don’t trust Cheliax, but no one else is making us offers like that to the Captain and us. Isn’t a safe home worth the chance?”
Ask any other questions you might want answers to. Anyone that hasn't made a check yet can. The prisoners can be tied up and put under guard by shipyard workers at a dockside warehouse. I will move things forward tomorrow night.
| DystopianGM |
All of a sudden in the distance, pirates can be heard shouting to one another. “Where’s that shipwright? He’s got to be worth a fat ransom!” a woman’s voice calls. “And wasn’t he with customers earlier? Let’s collect them and pick them clean! Yarr!”
Nairaba ducks down behind a dropped crate. “This spot’s too open and hard to secure,” he says softly, lowering his voice to avoid attracting pirate attention.
Olad nods and turns to Nairaba and Kitsch with a determined look in his eye. “With all these pirates about, there’s not a safer place in the city than the Arsenal District. With all the naval officers and bankers who’ve settled there, security is good. I’ve got a house large enough to put us all up, if you can get us there.”
“Sounds good to me,” Kitsch says as she pulls a clockwork bird out of her spacious pouch. She winds it up and sends the bird flying off with a handwritten note. “Now Brackett will know where to find us.”
Chase time! Except you're the ones being chased!
| DystopianGM |
As you start to run through Augustana’s Shipyard district, a tall dromaar pirate points your group out. “Ha! There they be! Those beancounters are worth a pirate’s ransom!” As she yells, she draws the attention of a loud and raucous crowd of pirates that had been scattered throughout the extended dock area. The pirates roar, preparing to swarm the shipyard once again.
“We’re in a shipyard!” Olad shouts. “There’s ample lumber, sailcloth and rope. Help me build barriers to slow them down!”
Barricades, obstacle 1. Lower DC: Crafting, Thievery, Athletics. Higher DC: Intimidate
Shipyard workers have begun to run alongside you to assist due to you Saving the Shipyard, giving everyone a +1 to all checks in this chase.
Herkemer Halfshanks
|
Herkemer is very nimble-fingered, and while not particularly creative, he sees what Olad has in mind and works quickly set up barricades and barriers while the others move ahead.
Herk Thievery: 1d20 + 7 ⇒ (3) + 7 = 10 Burn a Hero Point for a re-roll here. 2/3 remaining
Herk Thievery: 1d20 + 7 ⇒ (16) + 7 = 23
Malark Evenwood
|
Malark shouts some not-so-encouraging words to the crew. "Hurry up and help us if you all want to live!"
Intimidation: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
| DystopianGM |
I'm wondering if we can speed this chase up in PBP instead of going obstacle by obstacle. I will spoiler each obstacle and their respective checks, feel free to make one post and describe each action you're contributing to the check.
The Pathfinders cobble together an impressive barricade with the help of the shipyard workers!
A few out-of-breath pirate scouts catch up with the PCs, but clever Pathfinders can disorient and misdirect them.
Deception (lowest) or Diplomacy or Society to convince the pirates that you are merely helpful bystanders rather than the prey they’re chasing. Anyone who has a disguise kit or a polymorph ability (like the kitsune Change Shape ability or a spell with the polymorph trait) can have a +2 on this check.
“There’s gotta be a better way to put some distance between us and these bozos,” Kitsch notes. “Anyone here know a shortcut?”
You feel you need to start putting serious distance between yourself and your pirate pursuers.
Acrobatics to squeeze into tight entrances, or a Stealth to sneak past any pirate patrols. Otherwise, you can navigate with an appropriate Lore (lower DC) or a (higher DC) Survival or Society check.
Nairaba concentrates and shifts to his spider form. “To the roofs, Pathfinders! The pirates are searching for us, and we don’t want them shooting through these crowds!”
The Fleet district of Augustana is a mass of crowded markets filled with now-panicking shoppers.
Acrobatics to balance on the roof tiles or an Athletics to climb. Anyone who brings a marvelous miniature ladder or have another clever way to help their party ascend will earn an automatic success.
“Oh man,” Kitsch says. “We’re on top of a warehouse filled with that Sauerton Red swill! If only there was some way to use this stuff against the pirates!”
Crafting or Thievery to create traps or alchemical items with the crates of booze. Athletics to push crates of booze on pirates, or a ranged attack roll. Alternatively, you may use a (lower DC) Alcohol or Sailing Lore or a (lower DC) Deception or Performance to trick the pirates into loading themselves down with heavy crates of bad booze.
Olad pleads with the guards at the local barracks, “You gotta help! Pirates are tearing up the whole town! Even worse, they’re in my shipyard!”
Diplomacy, Intimidate, Performance or a lower DC appropriate Lore such as Augustana, Legal or Warfare Lore.
Glorne Varsson
|
Obstacle 2: "These are NOT the Pathfinders you are looking for...."
Society (T): 1d20 + 5 ⇒ (2) + 5 = 7
Obstacle 3: "Good thing I found this map in the gift shop before we lest..." Lore (Cartography; T): 1d20 + 5 ⇒ (13) + 5 = 18
Obstacle 4: "Up, Up, and Away" says Glorne as he takes out his Climbing Kit to help get up to the roof, lowering a rope down to the others... Athletics (with Climbing Kit; T): 1d20 + 4 ⇒ (6) + 4 = 10
Obstacle 5: "These idiots look thirsty. Let us help them out." suggests Glorne as he sets one of the crates in the path at an edge so it falls over, and open, when someone comes by...
Crafting (fulcrum trap; T): 1d20 + 5 ⇒ (8) + 5 = 13
Obstacle 6: Seeing the gates Glorne starts yelling.."The Pirates are coming, the Pirates are coming! To Arms, to Arms!"
Warfare Lore (T): 1d20 + 5 ⇒ (16) + 5 = 21
Glorne uses a Hero Point to re-roll Obstacle 2.
Society (T): 1d20 + 5 ⇒ (2) + 5 = 7
Again? Ouch.
Forgot I had 3 Hero Points so I will Hero Point Obstacle 4 as well, if I can.
Athletics (with Climbing Kit; T): 1d20 + 4 ⇒ (17) + 4 = 21
Antilochus
|
Obstacle 2: Society: 1d20 + 3 ⇒ (14) + 3 = 17 "I think I saw those guys! They ran into that pub!"
Obstacle 3: Stealth: 1d20 + 4 ⇒ (14) + 4 = 18 Antilochus carries a large basket on his shoulder in an attempt to hide his features.
Obstacle 4: Athletics: 1d20 + 7 ⇒ (13) + 7 = 20 Quite strong, Antilochus takes easily to the rooftops by climbing up water spouts and hauling himself over the eaves.
Obstacle 5: Athletics: 1d20 + 7 ⇒ (11) + 7 = 18 Reminiscent of a certain large gorilla and a certain Italian plumber, Antilochus begins hurling barrels of wine into the path of the oncoming pirates! "Have some Sauerton Red, boys! I hear it's good for ya!"
Obstacle 6: Legal Lore: 1d20 + 3 ⇒ (8) + 3 = 11 "The Charter clearly states that you are required to lend aid to protect the assets within the shipyard. Stand to your duty, men!"
Malark Evenwood
|
Obstacle 2: Malark joins the others in convincing the enemy that they are not the Pathfinders they are chasing.
Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
Obstacle 3: Malark attempts to sneak past the patrol and tries to look for a better way for them to travel without too many eyes on them.
Stealth: 1d20 + 6 ⇒ (19) + 6 = 25
Obstacle 4: Malark climbs up to the roof and watches his balance as he continues running.
Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13
Obstacle 5: Malark takes out his pan flute and tries to excite the pirates into drinking alcohol. "Come on. What do you say to a little happy hour?" He starts playing his flute.
Performance: 1d20 + 8 ⇒ (2) + 8 = 10
Obstacle 6: Finally, he musters courage to ask the guards to help them repel the pirates.
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
Herkemer Halfshanks
|
Herkemer thinks he can land fooling the pursuers by posing as a townsperson and giving bad directions, but he's not sure he was entirely convincing.
Obstacle 2 Deception: 1d20 + 6 ⇒ (4) + 6 = 10
One thing the halfling rogue knows is how to sneak about but in this case, he's afraid dragging the others along is hindrance more than a help.
Obstacle 3 Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
Herk tries to shimmy up a drainpipe when the call goes up to take to the rooftops, but he keeps slipping back down. While he eventually gets atop the buildings, he loses precious time
Obstacle 4 Acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9
Seeing the crates of the horrible tasting wine, Herkemer shows the others how to set them up to crash down on the baddies chasing them. But the traps seems less effective than he'd hoped.
Obstacle 5 Thievery: 1d20 + 7 ⇒ (7) + 7 = 14
Even trying to beg for help from the gendarmes, is poorly done by the erstwhile Pathfinder.
Obstacle 6 performance: 1d20 + 6 ⇒ (6) + 6 = 12
Sorry team, I bet Herk failed every check. Even being fairly skilled at most of these, didn't roll higher than a 7 on any checks...
Faethor Silverbrow
|
Obstacle 2
"No, not that pub. THAT one." Faethor shouts, pointing at a building that may or may not be a pub.
Deception: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Obstacle 3
Faethor attempts to squeeze through a narrow alley.
Acrobatics: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Obstacle 4
Faethor does his best to stay steady on the rooftop.
Acrobatics: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Obstacle 5
"Hey! If you find the golden ticket in one of these bottles you can tour the distillery and get all the free booze you can handle!"
Deception: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Obstacle 6
"They already set the docks on fire, you must do something."
Diplomacy: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
I may as well hero point #4 as well.
Acrobatics: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Brother Nyoka, Sir Iomedar
|
Obstacle 2:
Brother Nyoka does their best to blend in with the bystanders.
Deception: 1d20 + 9 ⇒ (9) + 9 = 18
Obstacle 3:
Brother Nyoka then squeezes between some barrels.
Acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19
Obstacle 4:
Getting to the roof Brother Nyoka hops from tile to tile, trying not to fall off.
Acrobatics: 1d20 + 6 ⇒ (20) + 6 = 26
Obstacle 5:
"Sauerton Red! shouts Brother Nyoka "This stuff is worth a fortune in Absalom!"
Deception: 1d20 + 9 ⇒ (9) + 9 = 18
Obstalce 6:
Brother Nyoka calmly explains. "Look, they've already set fire to the shipyard, if we don't do anything they'll be setting things on fire here too."
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25
| DystopianGM |
The Pathfinders are able to outrun, outwit, and out-balance the pirates in the chase and finally arrive inside the Arsenal District. Olad leads you to his house. The ship building business is clearly a lucrative one. Olad’s house is a small manor with an interior garden courtyard. The garden smells of warm fruit, and several muskmelon vines curve up small trellises in the opening archway.
Olad provides the you and the shipyard workers that came with you with some sliced fruit and tea while Kitsch and Nairaba earnestly await Venture-Captain Brackett.
An hour passes during this time. You can make any Medicine checks or provide any healing as necessary.
After an hour passes, Brackett steps into the room you're in with Lieutenant Starboard, a non-binary halfling from the Andoren Navy.
Brackett raises an eyebrow at the team. "Well, let's have it then. What happened?"
Faethor Silverbrow
|
"While we were perusing the ships, several goblins and gorillas attacked us. We subdued several of them and questioned one. He claimed they were the crew of the Clawhold and that Cheliax sent them to hassle the pathfinders, which we were not surprised to learn. Then, several other pirates chased us here. These weren't goblins so I'm not sure if they were the same crew."
| DystopianGM |
“It sounds like you have had quite the time of it!” Brackett says. He raises an eyebrow in consideration and then gives the Pathfinder delegation an approving nod. “Well done. After all you’ve been through today, I hate to ask you to go out again. However, Lieutenant Starboard here believes that Captain Conziva, the one leading this attack--Captain of the Clawhold, has been spotted, holed up with a few of her crew in an unfinished ship called the Eaglet. Given that you were first on hand for the pirate attack, they’re giving you the honor of capturing the Captain.”
Brackett pauses. “Handle this situation as you must, but I’d like to note that there is more than one way to build a fleet. Get Conziva to surrender if you can, because she and her crew could be a valuable asset for us. Even better would be if you could recruit her to join the Pathfinder Society in our coming fight against Cheliax.”
In return for your valor, Nairaba and Kitsch offer you one additional Pathfinder Provision each. Make any final preparations you want to before the final fight! I will move things forward tomorrow.
Herkemer Halfshanks
|
During the brief downtime, Herkemer tends to his own wounds and offers the same to anyone else who needs it. He nabs the oil of potency from the box of Pathfinder goodies and stores if for when the final fight is closer.
Medicine DC15[/dice: 1d20 + 6 ⇒ (3) + 6 = 9
Medicine DC15[/dice: 1d20 + 6 ⇒ (13) + 6 = 19
Treat Wounds: 2d8 ⇒ (3, 5) = 8
| DystopianGM |
You travel by longboat to the unfinished Eaglet. Soon enough, the Eaglet looms above as the longboat approaches. Peering over the edge of the railing, a furious-looking nephilim woman with curling blue hair and horns glares down at anyone in the longboat, as does a goblin pirate atop one of the masts. From the top mast, a terrified baby gorilla wails like a human child.
“How dare you!” Captain Conziva calls. “Wasn’t it enough to thwart my plans? How much of my crew did you slaughter?!"
IN COMBAT!
Brother Nyoka's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Malark Evenwood's Initiative: 1d20 + 7 ⇒ (12) + 7 = 19
Antilochus's Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Faethor's Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Herkemer's Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Conziva: 1d20 + 6 ⇒ (3) + 6 = 9
Athamaru: 1d20 + 9 ⇒ (6) + 9 = 15
Goblins: 1d20 + 5 ⇒ (10) + 5 = 15
Initiative Tracker
Bold may act.
Active party buffs: Courageous Anthem
Battle Map: Slides
Environmental effects: Appeal to Surrender can be used!
Round 1
Herkemer
Brother Nyoka
Malark
Glorne
===========================
Athamaru
Goblins
===========================
Antilochus
===========================
Conziva
===========================
Faethor
To get up to the Eaglet you'll need to climb up. The first PC to attempt to the climb needs to succeed at a DC 15 Athletics check to make it on to the deck. If they can make it up there, they can drop a rope for one action, allowing other PCs to climb up with DC 10 Athletics. Alternatively, you can use other means to get up, like the blast boots you received from Kitsch at the beginning of the adventure.
Brother Nyoka, Sir Iomedar
|
Brother Nyoka reaches out to Antilochus's polearm and quickly traces a rune of power on.
"May Razmir the Living God smite your foes."
Runic Weapon: it's a +1 striking weapon for 1 minute.
Brother Nyoka then gets up onto the maindeck.
Herkemer Halfshanks
|
Herkemer spreads the Oil of Potency on his rapier, and then attempts to climb up the deck, lowering the rope for the others (unless Glorne already did that).
Herk Athletics DC15 (or DC10): 1d20 - 2 ⇒ (20) - 2 = 18 crit success!
◈ Interact to spread the oil
◈ Athletics to Climb
◈ Interact to lower the rope for the others.
If Herkemer doesn't need to lower the rope, he will use his last action to Take Cover behind items on the deck, if possible. Otherwise he will Aid others Athletics if they need it.
| DystopianGM |
Botting Malark.
Malark begins his courageous anthem and climbs up onto the ship and moves into better position.
The Athamaru attempts to shoot Brother Nyoka with its crossbow, drops the crossbow, pulls out its longspear, and moves into melee.
The pirate goblins on the masts shoots down at the Pathfinders with shortbows. One of the shots hits Herkemer right in the shoulder! The pirate goblin next to the captain charges at Brother Nyoka, dogslicer held high.
DMG, P: 1d6 ⇒ 4
Blue Goblin, shortbow: 1d20 + 7 ⇒ (2) + 7 = 9
DMG, P: 1d6 ⇒ 1
Blue Goblin, shortbow MAP: 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15
DMG, P: 1d6 ⇒ 6
Teal Goblin, shortbow: 1d20 + 7 ⇒ (9) + 7 = 16
DMG, P: 1d6 ⇒ 1
Teal Goblin, shortbow MAP: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22
DMG, P: 1d6 ⇒ 5
Green Goblin, dogslicer: 1d20 + 7 ⇒ (10) + 7 = 17
DMG, S: 1d6 ⇒ 5
Initiative Tracker
Bold may act.
Active party buffs: Courageous Anthem
Battle Map: Slides
Environmental effects: Special Actions
Round 1
Herkemer (16/26)
Brother Nyoka (17/22)
Malark
Glorne
===========================
Athamaru
Goblins
===========================
Antilochus
===========================
Conziva
===========================
Faethor
| DystopianGM |
Initiative Tracker
Bold may act.
Active party buffs: Courageous Anthem
Battle Map: Slides
Environmental effects: Special Actions
Round 1
Herkemer (16/26)
Brother Nyoka (17/22)
Malark
Glorne
===========================
Athamaru
Goblins
===========================
Antilochus
===========================
Conziva
===========================
Faethor
[/spoiler]
| DystopianGM |
Botting Antilochus.
Antilochus Athletics: 1d20 + 7 ⇒ (1) + 7 = 8
Antilochus Athletics: 1d20 + 7 ⇒ (5) + 7 = 12
Guisarme: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d10 + 4 ⇒ (1) + 4 = 5
Antilochus has trouble climbing up the rope the first time around, then tries again and finally makes it up. He strikes at one of the goblins with his guisarme, and catches it on the shoulder. Green goblin can be Appealed to Surrender!
Conziva moves forward with her naval pike and stabs at Brother Nyoka. "Arrgh, heave ho!" The pike gives Brother Nyoka several puncture wounds, severely injuring him!
pike: 1d20 + 9 ⇒ (16) + 9 = 25
DMG, P: 1d6 + 5 ⇒ (1) + 5 = 6
pike, MAP: 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16
DMG, P: 1d6 + 5 ⇒ (1) + 5 = 6
Initiative Tracker
Bold may act.
Active party buffs: Courageous Anthem
Battle Map: Slides
Environmental effects: Special Actions
Round 1 / 2
Herkemer (16/26)
Brother Nyoka (5/22)
Malark
Glorne
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Athamaru
Goblins (Green -5, Blue, Teal)
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Antilochus
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Conziva
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Faethor
Brother Nyoka, Sir Iomedar
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As a reminder Brother Nyoka and anybody else who accecpted Razmir's blessings started with 4 temp HP. Also Antilochus's weapon is currently +1 striking due to my runic weapon spell.
As a follower of Razmir Brother Nyoka is used to this sort of welcome and they step back and call upon the healing touch of the living god to prevent their own untimely demise.
Potent 2 action heal on self: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16
| DystopianGM |
Whoops! Forgot about the striking rune! I'll roll the extra damage now.
striking rune: 1d10 ⇒ 8
Due to the striking rune, the Green goblin instead dies from its wounds. Brother Nyoka heals his wounds.
Initiative Tracker
Bold may act.
Active party buffs: Courageous Anthem
Battle Map: Slides
Environmental effects: Special Actions
Round 1 / 2
Herkemer (16/26)
Brother Nyoka (21/22)
Malark
Glorne
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Athamaru
Goblins (Green, Blue, Teal)
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Antilochus
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Conziva
===========================
Faethor
Glorne Varsson
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Glorne growls and raises his hands slightly as he begins to Channel Elements. Snow starts swirling 10' around him as he does. He reaches over to Herkemer and a healing mist forms around his hand when he does...
Ocean's Balm vs. Herkemer: 1d8 ⇒ 3
Glorne then turns and looks at the creature next to Malark and points at it. A blast of fringed cold streaks forward...
Elemental Blast (2 actions) vs. Purple (?): 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Note: If the blast hits Glorne's Single Gate effect kicks in. I will move the creature 5' North on the map.
possible Cold damage vs. Purple: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Channel Elements/Ocean's Balm,(1 action); Channel Elements (2-action; range attack). Courageous Anthem applied.
Requirements: Your kinetic gate isn't active.
You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements.
Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.
With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier.
The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.
Air 1d6 electricity or slashing, 60 feet
Earth 1d8 bludgeoning or piercing, 30 feet
Fire 1d6 fire, 60 feet
Metal 1d8 piercing or slashing, 30 feet
Water 1d8 bludgeoning or cold, 30 feet
Wood 1d8 bludgeoning or vitality, 30 feet
Critical Success The target takes double damage.
Success The target takes full damage.
Level (+4) The damage increases by one die.
Your kinetic gate links to a single elemental plane, starting you with a single element but giving you greater power with it. Choose one element to be your kinetic element, and select two 1st-level impulse feats that have that element's trait.
In addition, you gain an impulse junction, a benefit that occurs when you use an impulse of the chosen element that takes 2 actions or more. This happens before the other effects of the impulse, unless noted otherwise. You can gain only one impulse junction per round; they are described in full below.
Air Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead.
Earth Fragments of stone float around you, granting you a +1 circumstance bonus to AC until the start of your next turn.
Fire Increase the damage die size of fire damage dealt by the impulse by one step.
Metal Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or non-reach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage).
Water After the impulse's other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it's in a body of water. This can't move the creature into the air. You can choose only a creature that's willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against.
Wood You gain temporary Hit Points equal to your level that last until the start of your next turn.
Hero Point the attack roll, please.
Elemental Blast (2 actions; re-roll) vs. Purple (?): 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10