Medical Drone

BRAN VAN 3000's page

35 posts. Alias of Purple Dragon Knight.


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~~BOTTING Joseph~~

ranged including point blank and inspire: 1d20 + 7 ⇒ (12) + 7 = 19
piercing: 1d8 + 2 ⇒ (1) + 2 = 3


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~~BOTTING Joseph~~

ranged including point blank and inspire: 1d20 + 7 ⇒ (18) + 7 = 25
piercing: 1d8 + 2 ⇒ (5) + 2 = 7


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~~BOTTING Aleksander~~
The warrior sprints towards the threat, intent to shut down the patrol before it gives away their presence!

Move and attack the enemy that is not sleeping

shadow rapier: 1d20 + 15 ⇒ (17) + 15 = 32
piercing magic dmg: 1d6 + 17 ⇒ (3) + 17 = 20

=================================

CONFIRM CRIT: 1d20 + 15 ⇒ (2) + 15 = 17
additional dmg if crit confirmed: 1d6 + 17 ⇒ (1) + 17 = 18


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~~BOTTING ZAFIRA, TAKE 2~~
The half-orc warrior attempts a series of lightning quick jabs, elbow strikes and drop kicks unto the plant creatures, each blow as quick as a frenzied piranha!

5 ft. step to the west and full attack

flurry of blows 1st attack, haste, bless: 1d20 + 8 + 1 + 1 ⇒ (16) + 8 + 1 + 1 = 26
flurry of blows haste attack, haste, bless: 1d20 + 8 + 1 + 1 ⇒ (7) + 8 + 1 + 1 = 17
flurry of blows 2nd attack, haste, bless: 1d20 + 8 + 1 + 1 ⇒ (10) + 8 + 1 + 1 = 20

bludgeoning dmg, finesse, piranha strike: 1d6 + 5 + 4 ⇒ (5) + 5 + 4 = 14
bludgeoning dmg, finesse, piranha strike: 1d6 + 5 + 4 ⇒ (3) + 5 + 4 = 12
bludgeoning dmg, finesse, piranha strike: 1d6 + 5 + 4 ⇒ (5) + 5 + 4 = 14

acid dmg: 1d6 ⇒ 5
acid dmg: 1d6 ⇒ 1
acid dmg: 1d6 ⇒ 6


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~~BOTTING ZAFIRA~~
The half-orc warrior attempts a series of lightning quick jabs, elbow strikes and drop kicks unto the plant creatures, each blow as quick as a frenzied piranha!

5 ft. step to the west and full attack

flurry of blows 1st attack, haste, bless: 1d20 + 8 + 1 + 1 ⇒ (5) + 8 + 1 + 1 = 15
flurry of blows haste attack, haste, bless: 1d20 + 8 + 1 + 1 ⇒ (17) + 8 + 1 + 1 = 27
flurry of blows 2nd attack, haste, bless: 1d20 + 8 + 1 + 1 ⇒ (17) + 8 + 1 + 1 = 27

bludgeoning dmg, finesse, piranha strike: 1d6 + 5 + 4 ⇒ (2) + 5 + 4 = 11
bludgeoning dmg, finesse, piranha strike: 1d6 + 5 + 4 ⇒ (4) + 5 + 4 = 13
bludgeoning dmg, finesse, piranha strike: 1d6 + 5 + 4 ⇒ (5) + 5 + 4 = 14

acid dmg: 1d6 ⇒ 5
acid dmg: 1d6 ⇒ 4
acid dmg: 1d6 ⇒ 6

based on her stat block I think she has an amulet of mighty fist for the acid dmg; if that amulet also has an enhancement bonus of +1, add 1 to all attack rolls and bludgeoning dmg rolls above.


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~~BOTTING ENORA~~
The halfling arcanist wiggles her fingers and tries to blind the archer!

She casts glitterdust, Will DC 17 on the guard


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~~BOTTING ENORA~~
The halfling arcanist wiggles her finger and accelerates the entire party!

She casts haste on all allies except the red hound archon


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~~BOTTING BARLESPIN~~
The frogman gets up there and tries to open the door:
Disable Device: 1d20 + 10 ⇒ (2) + 10 = 12
After 2d4 ⇒ (4, 3) = 7 rounds he takes a quick drink break and tries again:
Disable Device: 1d20 + 10 ⇒ (4) + 10 = 14
After 2d4 ⇒ (2, 4) = 6 rounds Eskanii fully hydrates the grippli with copious water, and he tries again:
Disable Device: 1d20 + 10 ⇒ (12) + 10 = 22
And again:
Disable Device: 1d20 + 10 ⇒ (2) + 10 = 12
And again:
Disable Device: 1d20 + 10 ⇒ (6) + 10 = 16
And again:
Disable Device: 1d20 + 10 ⇒ (1) + 10 = 11
And again:
Disable Device: 1d20 + 10 ⇒ (16) + 10 = 26


Rachel shoots the abomination calling upon the power of her god.

+2 str mwk darkwood composite longbow, point blank shot, smite evil vs. undead: 1d20 + 6 + 1 + 2 ⇒ (19) + 6 + 1 + 2 = 28
smite dmg, first shot against undead, bypasses all DR: 1d8 + 2 + 1 + 4 ⇒ (5) + 2 + 1 + 4 = 12


On her turn, Rachel tries to attack blue.

+2 str mwk darkwood composite longbow, cover penalty, pbs: 1d20 + 6 - 4 + 1 ⇒ (19) + 6 - 4 + 1 = 22
cold iron, piercing, pbs: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4


Rachel moves and shoots the one to the east calling upon the power of her god.

+2 str mwk darkwood composite longbow, point blank shot, smite evil vs. blue: 1d20 + 6 + 1 + 2 ⇒ (11) + 6 + 1 + 2 = 20
smite dmg, bypasses all DR: 1d8 + 2 + 1 + 2 ⇒ (8) + 2 + 1 + 2 = 13


Rachel shoots red.

+2 str mwk darkwood composite longbow, pbs: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
cold iron, piercing, pbs: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4


Rachel tries to attack blue.

+2 str mwk darkwood composite longbow, pbs: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
cold iron, piercing, pbs: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7


On her turn: Rachel tries to attack blue again.

+2 str mwk darkwood composite longbow, pbs: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
cold iron, piercing, pbs: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11


On her turn: Rachel moves forward and tries to attack blue.

+2 str mwk darkwood composite longbow, pbs: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
cold iron, piercing, pbs: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6


RACHEL

Rachel moves forward and tries to attack blue.

+2 str mwk darkwood composite longbow, cover penalty, pbs: 1d20 + 6 - 4 + 1 ⇒ (17) + 6 - 4 + 1 = 20
cold iron, piercing, pbs: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11


RACHEL

Rachel moves forward and tries to attack red.

+2 str mwk darkwood composite longbow, cover penalty, pbs: 1d20 + 6 - 4 + 1 ⇒ (12) + 6 - 4 + 1 = 15
cold iron, piercing, pbs: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4


RACHEL

+2 str mwk darkwood composite longbow: 1d20 + 6 ⇒ (15) + 6 = 21
cold iron, piercing: 1d8 + 2 ⇒ (4) + 2 = 6

Rachel shoots the red hand and backs up into the stairs, giving an opening to Roomba to move fwd and strike the blue hand.


RACHEL

Before Roomba's charge, the archer launches an arrow at the creature!

+2 str mwk darkwood composite longbow: 1d20 + 6 ⇒ (4) + 6 = 10
cold iron, piercing: 1d8 + 2 ⇒ (5) + 2 = 7

She then moves in closer to line up a better shot.

PS: Ref. Sickened, Roomba is immune to disease; let me know if the sickened effect is related to something else as she has a long list of save bonuses.


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~~BOTTING RALLAS~~
(backs up like the others and readies an attack for any giant coming his way)


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~~BOTTING STYFIS~~
(delay)


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~~BOTTING THEO AND FAIRBEAKS~~
(The duo double moves, the bird waiting for the slow dwarf to cath up)


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Ensign 5th Account wrote:
* Young Characters?

I would advise against that, as it makes a large proportion of gamers uneasy... (just noting an observation from a few games I've witnessed; not for or against, just mentioning that some people can't stand it, and it's related to the depiction of children being endangered in life/death situations... or other situations... in one campaign I was, my (adult) neutral good barbarian, for instance, seriously adjusted his tactics so that the one kid PC would never, ever get an arrow through him and insisted that child remained behind... like a 200 feet behind the group, and with someone to watch him!)


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~~BOTTING ANDRACAR~~
(2nd time)

Wand of Magic Missiles: 1d4 + 1 ⇒ (3) + 1 = 4


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~~BOTTING MERISIEL~~
(2nd time)

[Move: 5-foot step]
[Standard: try to hit spider]
light mace: 1d20 + 7 ⇒ (9) + 7 = 16 for 1d6 - 1 ⇒ (5) - 1 = 4 B dmg.


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~~BOTTING MERISIEL~~

[Move: walk up to a spider]
[Standard: try to hit spider]
light mace: 1d20 + 7 ⇒ (4) + 7 = 11 for 1d6 - 1 ⇒ (4) - 1 = 3 B dmg.


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~~BOTTING SK2~~

SK2 moves behind Andor and reloads his gun with a regular bullet.


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~~BOTTING KRANZER~~

[Move: stand up]
[Standard: ready action to stab tooth fairy when they come out.]
cold iron dagger: 1d20 + 5 ⇒ (17) + 5 = 22 for 1d4 + 3 ⇒ (2) + 3 = 5 P/S cold iron dmg.


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~~BOTTING SHREC~~
(3rd time)

[DELAY]


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~~BOTTING KARDESS~~

Heavy Mace: 1d20 + 9 ⇒ (9) + 9 = 18 Bludgeoning, Silver: 1d6 + 2 ⇒ (6) + 2 = 8+Precision: 2 = 2


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~~BOTTING GEO~~

DELAY


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~~BOTTING SHREC~~
(2nd time)

hit: 7 + 1d20 ⇒ 7 + (17) = 24 as he swings at blue dmg: 2d6 + 7 ⇒ (3, 5) + 7 = 15 slashing and magical dmg. [HIT!]

3/5

@Merlin: last year we had a F2F GM that didn't bother reading the monster's entries... he'd throw stuff at us and fudge his rolls to just piss off players, and being a frustrated 3.5 GM who never played PFS, we looked for another GM pretty quick. What's beyond me is that some people volunteer to GM stuff when they don't A) seem to like GMing; and/or B) don't have the CAPACITY or KNOWLEDGE or TIME to GM stuff.

No one is perfect either: an excellent GM in one group will be a terrible GM in another group, due to an infinite number of factors.

When it sucks, look for another group. If there's a specific module or AP you want to play, don't rush, and take your sweet time finding the proper GM for it.

Also, if you have a tight group, pass a hat for money, and buy the books for the GM, or give some dough to the GM if he bought the books. Even half the price of the books will be appreciated, trust me. This is an aspect of the game that is overlooked that should be discussed openly.

Emotional/financial/personal time abuse is a thing experienced by too many GMs.


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~~BOTTING SHREC~~

hit: 7 + 1d20 ⇒ 7 + (20) = 27 as he swings at the silver guy dmg: 2d6 + 7 ⇒ (2, 4) + 7 = 13
CONFIRM CRIT: 7 + 1d20 ⇒ 7 + (6) = 13 for dmg: 2d6 + 7 ⇒ (3, 1) + 7 = 11
[SPLORTCH!!!!!] Mr. Silver falls to the ground, bleeding out like a river due to the giant diagonal cut from his leftshoulder down to his right knee.


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~~BOTTING ANDRACAR~~

Surprise: Wand of CLW on self: 1d8 + 1 ⇒ (4) + 1 = 5
Round 5: DELAY