Rotrovio

Artemis the Relic Hunter's page

61 posts. Organized Play character for roll4initiative.


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Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Thanks a ton for GMing, Jhaeman.

Thanks to all the players for putting up with a very non-combat PC I made when the APG first came out. The archaeologist did look really cool back then.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

A ton of thanks for another awesome & fun game, Jhaeman, and everyone else!

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

I posted my day job post moments ago and got a 33. Looks like it got eaten. I'll try again.

Ambrus Valsin sends Artemis out to sell some surplus items for The Pathfinder Society to help fund future missions or have spare coin in the coffers. He gets a tip on a couple merchants looking for the items for sale and can probably make a good profit. Also, Artemis gets a cut for his knowledge of making good deals.

Know: Local: 1d20 + 14 + 1d4 ⇒ (15) + 14 + (4) = 33
Grand Lodge faction pin

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

That was amazing! I would like to thank you all for being exemplary companions.
Artemis shakes hands all around.
I sure did learn a lot from all of you and gained a lot of knowledge while adventuring on that ship.
I'll join you at the tavern!

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis sticks around with everyone else.
Oh! So we aren't leaving right away. I guess I could spend a few moments searching, as well. But then let's hurry out! Artemis searches the area where the xill tree controller was perched.

Perception: 1d20 + 12 ⇒ (3) + 12 = 15

I don't think I've used my reroll yet. I will now with +4 for GM Stars. +2 for Arch. Luck, too!

Perception: 1d20 + 12 + 4 + 2 ⇒ (14) + 12 + 4 + 2 = 32

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Right behind youuuu!
Artemis bolts out of the ship with the others.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Invisible, Artemis focuses with his rapier.
I really need some training in the art of combat like my companions here. They are amazing at slaying creatures with their mighty weapons and techniques.

Focus, Artemis. Focus.

In flank with Keene opposite and feeling lucky, he thrusts his rapier into the xill, trying to get between the plates of the creature's carapace and hoping to pierce a vital organ.
+1 rapier, archaeologist's luck, & flank: 1d20 + 9 + 2 + 2 ⇒ (10) + 9 + 2 + 2 = 23
poke & arch. luck: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5

Was hoping for better luck, so, screw it. Gonna reroll with a +4 for GM Stars.

+1 rapier, archaeologist's luck, & flank: 1d20 + 9 + 2 + 2 + 4 ⇒ (13) + 9 + 2 + 2 + 4 = 30
poke & arch. luck: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Meh. Was hoping for an 18+ for a crit.

Oops. Miss chance.
miss chance: 1d100 ⇒ 17

Effin' A. Really!?!

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis glances around as the ship starts to shimmer.
Oh, no! I think the ship is starting to phase shift out of the material plane. We must hurry!

Artemis casts invisibility on himself. He then darts around and behind the xill wearing a yellow bandana, and drawing his rapier as he moves, to get into flank.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Stepping further into the room to get behind Keene, Artemis shouts a reminder to his companions.
Don't forget about the xill controlling the creeper plant! Take out the xill then the plant is harmless!

He then weaves an arcane symbol in the air and touches Keene on the back. The ranger shimmers much like the xill do when they begin phasing.

Blur cast on Keene. 20% miss chance for 5 minutes.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Yikes!
Artemis flinches from the thunderous blasts of Ignatius' musket as he makes his way to the bottom of the stairway.

He then calls out to his companions.
That gargantuan plant is a xenophage creeper! It is semi-sentient and semi-corporeal, and the xill sitting in its root crown has obviously established some sort of rapport with it--giving the xill the ability to control the plant's two massive tendrils!

A xenophage creeper's gaping maw is used to devour prey it catches in its tendrils. But the creeper itself is nearly impossible to destroy -best to focus on the xill "operating" it, because if the xill is destroyed, the plant becomes harmless!

He then pulls out his wand of grease and tosses a large magical blob of pork lard in the center of the room that spreads out into a ten foot area of slippery goop. (Into the square with the number 9 in it, which I proudly created a green square around).

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis reaches into his handy haversack and calls for a scroll of glitterdust, which appears right at the top. He stares intently at the giant plant.
This strange plant looks familiar. I'm pretty sure my biology professor did a lecture about strange flora found on other planes.

Digging deep into his memory he uses his Lore Master ability to glean knowledge of the strange plant. Feeling lucky that he can remember the details from class, he uses one round of Archaeologist's Luck for a +2.

30 total to identify plant creature with Knowledge: Nature or Planes.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis tries to peer into the empty chamber as he stands behind the others.
Hold up a sec, Ignatius! It looks empty but there could be invisible creatures in there waiting to get the jump on us. Shall I detect magic into the room? Keep alert, everyone. There's no telling what could be in there.
Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13

Artemis steps into the doorway and scans with detect magic into the room, if nobody minds.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis returns his drawing implements into his pack.
Ready!
He says eagerly.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis quickly pulls out his charcoal stick and drawing pad, and with tongue sticking out in concentration, begins sketching the night hag and the puzzle plinth. He makes notes around the edges of the drawing of the hag's and Raynor's discussion.
"Fascinating. This information will surely get me published in a Pathfinder Chronicle."

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Good find, Ignatius. Luckily, I speak and read Osiriani. Now, let's see what it says...

Oh! Ancient Osiriani. Lemme take a look.
Linguistics*: 1d20 + 9 ⇒ (2) + 9 = 11

Why the hell am I rolling 1s & 2s in all my games recently!?!

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

See? Just a teleportation pad.
Upon entering the new chamber, Artemis stares in awe at the strange puzzle device. He glances around the chamber and device.
Perception: 1d20 + 12 ⇒ (5) + 12 = 17

Fascinating. A complex puzzle.
He walks slowly towards it and studies the strange inscriptions.
Perception: 1d20 + 12 ⇒ (2) + 12 = 14

But doesn't notice anything odd other than the strange device.

Should I take a crack at trying to solve it?

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Well. There we go.
He says to the group.
A big grin crosses his face.
So, who's first?

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Well, it's hard to tell for sure, but my best guess is that this is indeed a short-range teleportation chamber. Does anyone else want to detect magic and try to read which arcana school it radiates?

Oh! Lets try placing a dead xill in there and see what happens.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Ah-ha! I believe it is a short-range teleportation chamber. We should all go in very quickly, one after another, in case there are dangers on the other side.

So, who's first?
He steps aside and holds a welcoming hand towards the chamber.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis grabs Keene's arm and pulls him back before he leans in too close to the small chamber.
Hold on a moment, Keene. Let's try to see if this radiates any type of magic. It could be a teleportation chamber, or, it could be a disintegration device for refuse. I wouldn't want you to be reduced to a pile of ashes before my eyes.

Artemis casts detect magic on the small chamber.
Knowledge: Arcana: 1d20 + 9 ⇒ (10) + 9 = 19

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis stands beside Keene and nods in approval.
I'm ready as well. Let's hope the rest isn't as dangerous as those xill we encountered.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis' Shopping List:

Wand of Grease, 2 PP
Scroll of glitterdust x2, 300 gp
Scroll of remove fear x2, 50 gp
Scroll of acute senses x2, 300 gp
Scroll of mirror image, 150 gp
Potion of remove sickness x2, 100 gp

2 PP & 900 gp total.
I noted the purchases on my last chronicle & ITS.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Sunday Aussie time or US time? ;)

Anyway, I'm making a list of wands, scrolls & potions to purchase for Artemis. He is quite useless in combat. I built him in 2011 when the APG came out and thought the Archaeologist looked cool. Then, most of his chronicles were GM credit. So, yeah, if anyone has suggestions for items, throw 'em at me.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

So, Is that the plan? Those that are paralyzed will spend PP to remove the condition? What about just spending gold on remove paralysis potions and Artemis just administers the potions? Artemis would like to purchase some other supplies.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

"How could I be so foolish? Encountering frightening creatures with horrendous abilities that incapacitate my companions and not a single spell or potion to revive them. I should go get help. Or purchase some potions and scrolls, at least.”
Artemis then turns his attention towards the door they came through when they entered.

Raynor. Keene. I'm very much considering to get help. However, if we had so much trouble getting in here... I wonder if we can get out?
He walks towards the entrance and checks the portal.

@GM: So, can we leave to make purchases or get assistance with Prestige Points?

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Yeah, Since we're in Absalom, those of us not paralyzed could go get some shopping done. I definitely have done it before. There is no in-game time limit, from what I've garnered.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis relaxes a bit and hooks his crossbow on the belt hook. He scans his surroundings and gathers his senses.

Nice work, Raynor!
He helps drag his paralyzed companions and places them next to each other in a row.
So, now what? Do we wait for the paralysis to wear off of our friends or should we try to get help above deck?

Raynor or Keene. Can either of you use your medical knowledge (heal skill?) to diagnose how long they'll be paralyzed?

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Our friend in the hole should be slippery as a fish for several minutes! Hopefully, the creature will have a hard time grabbing hold!

Artemis loads another bolt into his crossbow. He keeps his aim just above the hole, ready to shoot if the creature hops out.

Ready an Action.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Right. So, Artemis has no soft cover between him and the enemy. So, no penalty to shoot into melee.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)
GM Jhaeman wrote:
@Artemis: The Precise Shot feat negates the -4 "firing into melee" penalty, but creatures still get soft cover bonuses to their AC (unless you have something like Deadeye Bowman). But it doesn't matter in any event, as the creature would still have been living until Raynor's action.
CRB pg 195 wrote:

To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

Soft Cover:
Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Stealth check.

Deadeye Bowman; Source Inner Sea Gods pg. 219 wrote:


Category: Religion
Requirement(s): Erastil
When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.

Deadeye Bowman is basically the same as Precise Strike except more specific requirements and no prerequisites.

Artemis' Precise Strike negates the -4 penalty.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)
GM Jhaeman wrote:

There's too many moving bodies in the way for Artemis to get a clean shot at the xill.

Sorry Artemis, the xill has soft cover which turns its AC to 25.

@Keene: Whoops, yes, I'll roll that below.

[dice=mirror image (1real,2-4image)]1d4

There's nothing/nobody between Artemis and the xill, except those that are in melee with the xill. No soft cover. Precise Shot should still go through.

To clarify, if you draw a line from Artemis' lower left corner to the xill's upper left corner, it is only Keene in the way. He is in melee with the xill.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

With his companions becoming stiff as statues around him, Artemis loads a bolt into his crossbow again and takes a shot at the xill that's severely injured (black border).
Hopefully I'll hit that insectile pest this time!
+1 Lt. Crossbow & pbs: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
piercing & pbs: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Artemis has Precise Shot.

Huzzah! I hit it!

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

With Ignatius paralyzed, but safe by his side, Artemis loads a bolt into his crossbow and takes a shot between the multiple images of Keene at the remaining xill.
It may not be much, but at least it's something!
He shouts in regards to the small amount of damage his little crossbow can do.

+1 Lt. Crossbow & pbs: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
piercing & pbs: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
20% miss: 1d100 ⇒ 87

But the bolt flies high and splinters on the crystalline ceiling.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Oh, dear. I never expected my friends to become paralyzed. How could I be so ill prepared for such a dangerous mission?
Kneeling beside the immobile Ignatius, Artemis calls out to his companions.
Does anyone have a way to remove paralysis!?!

Following Raynor's orders, Artemis traces an arcane symbol in the air then intones a few words.
Slick as butter!
And coats Magt in a magical grease.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

We've gotten ourselves into a heap of trouble! That's what, Kyra!
After taking a quick hop to the right of Raynor and away from the xill to allow the Shining Knight to thrust his lance, Artemis loads a cold-iron bolt into his crossbow. He hold the crossbow steady and takes a shot at the creature fading away with Ignatius in his grasp.

+1 Lt. Crossbow & pbs: 1d20 + 10 ⇒ (1) + 10 = 11
piercing & pbs: 1d8 + 2 ⇒ (6) + 2 = 8
20% miss: 1d100 ⇒ 47

Yeah. I figured it'd be a bad shot.
Well, if red is destroyed by Raynor, my tactics will change to grabbing Ignatius and pulling him away to administer healing.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis quickly hops out of the way!

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Cover me! I'll try to save Ignatius!
Determined to save his companion, Artemis boldly dashes forward overcoming his fear of the alien creatures.
"Oh, dear! I'm not a mighty warrior like my companions. What am I doing? Oh, well. Gotta save Ignatius."
Staying alert for random strikes from the creature's claws, he crouches as he quickly moves forward, ready to dodge any attacks.
When he gets close enough, he reaches out for Ignatius' limp body, grabs hold, and pulls with all of his might hoping to pull the man free from the beast before it fades away into the ethereal.

strength: 1d20 + 1 ⇒ (12) + 1 = 13
I'm assuming it's an opposed Strength check (and I hope the creature fails miserably). I moved Keene 5' directly west. Artemis moved to a spot just north of Keene.

Grand Lodge

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CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)
Rondolpho Keene wrote:
Can I attack the one on Ignatious without moving? Or with taking a 5’ step? Just wanting to be sure before I post.

You're just across the threshold of the door. The black and red bordered xills are 10' away from you. You'd need to 5' step. The map is somewhat difficult to see. Luckily I've had the 10' square issue many times before.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

What was the caster level check on the wand of ill omen for?

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Know: Planes: 1d20 + 8 ⇒ (1) + 8 = 9
Fascinating! Such strange creatures those are. But I don't know anything about them! They look quite dangerous!

Artemis whips out his wand of ill omen after taking a small step forward. He points it at the creature he has full line of sight of through the doorway (red), and attempts to utter the command word.
Use Magic Device: 1d20 + 12 ⇒ (9) + 12 = 21

Ill Omen:

Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round/level or until discharged
Saving Throw: none; Spell Resistance: yes
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).

After Artemis' turn, I moved Keene 30' which puts him at the doorway in the plant room.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Sure! I'd be happy to take a look at that axe.
Artemis replies as he takes the axe into his hands. Woah. That's really heavy.
Hefting it in his hands, he struggles a bit to hold it steady due to its weight.
It's very well crafted. Adamantine head, very nice.
He casts detect magic and studies the aura and craftsmanship of the axe.
Hmm. Let's see what I can glean from this.

Spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14

Strange, indeed. This is quite odd. I have never seen anything like this before and my magical senses did not tell me anything. I can try again tomorrow.
He hands the axe back to Kyra.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

With a sheepish grin on his face, Artemis steps back into the room where his companions are gathered.

Ha. Haha.
He chuckles, expecting to be thoroughly scolded.
Umm, sorry about that, folks. I believe my overzealous sense of curiosity got the best of me.
I can assure you, I will never let that happen again. From now on, I'll only go through a door first if we agree on it.

He holds up his hand in affirmation.

This is a very magnificent place, I must say. There are many wondrous bits of knowledge of all sorts to be gleaned everywhere on this ship.

He looks at the three mighty warriors in turn.
Like I said; you all take the lead and I will follow.
He apologetically offers a respectful bow to the group.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

On Artemis' turn:

Artemis gathers his courage and tries to go back through, hoping the portal will let him pass without resistance. Beginning to panic, he calls out, hoping the others can hear him.

Keene! Raynor! Anyone? Can you hear me!?!

Actually, can I hear my companions fighting the ghost?

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

For the GM only:
Artemis, a bit shaken from the otherworldliness of the room, hunkers down hoping that he is somewhat hidden from whatever alien creatures are lurking about the room. Worried that he may have become permanently separated from his companions, he waits for any of them to come through the portal.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Oops. Sorry for jumping the gun. I thought everyone was down in the portal room and that you all figured out that healing wouldn't work unless it was special healing vs. cursed, or whatever, wounds. I'll slow down.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis attempts to sneak past the apparition and presses on through the next portal. He stays low to keep in the shadows and stays attentive to his surroundings.
Stealth: 1d20 + 13 ⇒ (5) + 13 = 18

"What is that ghostly thing? Have I ever learned of such a thing in my pathfinder training?”
Know: Planes: 1d20 + 8 ⇒ (15) + 8 = 23
Or
Know: Religion: 1d20 + 8 ⇒ (17) + 8 = 25

Oh, I hope the others come through soon.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis feels the strange portal give a bit like jelly but it resists and pushes him back.
More determined, he inhales deeply and tries to press through again.

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

After waiting for the others to heal up, Artemis walks slowly towards the crystal door.

Wait, Keene! Artemis holds up his hand to give Keene a moment to pause as he stares at the strange portal.
Look! It shimmers like a summer's pond. Maybe we can simply walk through? I'm wondering, though, why the Harbor Guardsmen didn't notice this. It must have appeared as just a solid door to them so they hacked at it with that axe.
Artemis glances at his companions as if waiting for a response. He stares back at the portal and reluctantly, yet carefully, tries to put his arm through.

If his arm does go through:
He turns to his companions.
Well. This is quite perplexing. Let's see what's beyond this portal, shall we?

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Artemis follows Keene and the others into the entryway with the strange crystal door.

Oh, those poor men. he frowns looking at the two bodies on the floor.
He then points at the finely crafted silvery axe.
Looks like one of you martial types should take that axe.
Well, I do have these magical gloves of reconnaissance that allow me to see through walls and doors once per day. Should I take a peek or wait to use them in another area later on? Perhaps I should just inspect that door for traps, magical or otherwise, first.

Artemis will detect magic in the area first.
Depending on the auras, he will probably then move towards the door and search the first 10 feet in front of the door and will then check the door itself.

Perception vs Traps +12
Disable Device +13

Grand Lodge

CG m human bard (archaeologist) 6/PF agent 2 | HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5 | speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Woohoo!!! That was most excellent, Herr Magt! Artemis shouts as the crystalline guardian goes flying off the edge.
He then sees Raynor charge on his giant lizard at the flame cannon and almost shattering it to pieces.
Woah-hoh!!! Amazing, Raynor! he cheers.

Artemis notices he has a clear shot between his large allies and shoots his crossbow at the flame cannon (yellow), hoping he can do enough damage to completely destroy it.
+1 Lt. Crossbow: 1d20 + 9 ⇒ (6) + 9 = 15
piercing: 1d8 + 1 ⇒ (1) + 1 = 2
(crit 19-20/x2, 80' range)

He then loads another bolt.

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