Clockwork Spy

Bot Buddy 2000's page

679 posts. Alias of Hmm.


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I am the tool of the GM

Calla, Froggy pinged me on Discord to say that there are no targets for surrender so you get two actions back. Want to take that natural 19 and use it for a non-lethal second attack on Red?


I am the tool of the GM

I have been told that Big Katsu ate Boris's post, so here's a bot.

Boris snarls and swings at the prone Big Katsu. "SEAGULL!"

◆ Strike: Morningstar (T): 1d20 + 7 ⇒ (13) + 7 = 20
Bludgeoning/Piercing + Fire: 1d6 + 4 + 4 ⇒ (3) + 4 + 4 = 11

◆ Strike: Morningstar (T): 1d20 + 7 - 5 ⇒ (8) + 7 - 5 = 10
Bludgeoning/Piercing + Fire: 1d6 + 4 + 4 ⇒ (1) + 4 + 4 = 9

◆ Raise a Shield (no shield block)


I am the tool of the GM

The Story of Tsukiyo and Fumeiyoshi

Fumeiyoshi, the god of the night, was jealous of the attention that his younger brother, the moon god Tsukiyo, got from the sun goddess Shizuru. In a fit of jealous rage, Fumeiyoshi used his naginata to slay Tsukiyo. Shizuru resurrected Tsukiyo and then stripped Fumeiyoshi of all his prior dominions, leaving him to only be a god of graves and envy.


I am the tool of the GM

To make just the botting template easier to find, I have copied it to Bot Buddy's profile.


I am the tool of the GM

On your turn once you enter the room!

Slip and Slide [reaction]
Trigger A creature walks into the greased area; Effect The triggering creature must make a successful DC 12 Acrobatics check to avoid falling prone. The area is uneven ground.


I am the tool of the GM

Captain Conziva and her crew members are too angry to listen to reason immediately, so you will need to soften them up with a fight first. The Appeal to Surrender action from Handout #2 can be used in this battle to cause any pirate to surrender.

◈◈ APPEAL TO SURRENDER
UNCOMMON AUDITORY CONCENTRATE LINGUISTIC MENTAL

Requirements A pirate is visibly shaken, such as being reduced to half their hit points or fewer. You call out to a visibly shaken foe and attempt to convince them to surrender. Depending upon your strategy, attempt a Deception, Diplomacy or Intimidation check against the foe's will DC to make your case for the foe's surrender.

Critical Success The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Surrender for one minute.
Success The foe takes your words to heart and surrenders to you immediately.
Failure The foe brushes off your attempt and continues to fight.
Critical Failure Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Surrender for one minute.


I am the tool of the GM

With your provisions in hand, you take off in a longboat towards the unfinished Eaglet. As you pull up to the ship, your first challenge is boarding.

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.

(Though with this party, I think this particular obstacle won't be much of a challenge!)


I am the tool of the GM

+1 Striking Halberd, 10' Reach, MAP 2+: 1d20 ⇒ 4 for Piercing/Slashing: 2d10 + 2 ⇒ (9, 1) + 2 = 12

Quickblade's last strike against Black goes astray.


I am the tool of the GM

In return for your valor, Nairaba and Kitsch offer you one additional Pathfinder Society starting consumable each.

Pathfinder Provisions

"We gotta spend some time negotiating with Olad here," Kitsch notes, "but we're not sending you out without provisions!"


I am the tool of the GM

Ready for a Chase Scene? Here we go!


I am the tool of the GM

Given that it would have given Clarence a flank and Artemios already has one, I'm going to declare retroactively that he used Olad.

"Take that, ye pusillanimous pirate, and stay away from MY SHIPS!"

Olad's Belaying Pin: 1d6 ⇒ 5


I am the tool of the GM

Making a belated flat check to see if the sprite is able to land her spell with the dazzled condition.

Flat Check vs Dazzled: 1d20 ⇒ 6

The Sprite makes the concealment check to land the Daze on Rations.


I am the tool of the GM

Meanwhile, Bot Buddy makes popcorn as he watches this.


I am the tool of the GM

The GM will allow HT to use a Hero Point to reroll his attack as non-lethal on the sprite.


I am the tool of the GM
Ulvard wrote:

What sort of roll is it to try and remove the embedded blade?

Athletics to Interact.


I am the tool of the GM

I realize that I missed putting Vermithor in the initiative!

★ --- ★ --- ★ --- ★

Initiative Round One
Map on Slide Four

Boris
HT Dragonkin

Kirin
Rations
Sprite
Vermithor


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I am the tool of the GM

Hisaki, a commander can only give one command per round.

This was incorrect on my part. The text on Battlecry p. 23 actually reads, "While you can use multiple tactic actions in a round, a character cannot respond to more than one tactic per round, regardless of source."

And now I have reread your post and realized that you did not use two commands in one turn anyway, but gave me an either / or flow chart.

So... Never mind!


I am the tool of the GM
Artemios wrote:
Or is the one I already did my "one more attempt"?

Yes, I counted the one you had already did!


I am the tool of the GM

With more cannonballs and bucket-heaving, Clarence and Hector continue to put out fires!

Conditions:
Save our Shipyard Successes: 11
Prisoners Taken: 2


I am the tool of the GM

Conditions:
Save our Shipyard Successes: 6
Prisoners Taken: 2


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I am the tool of the GM
rainzax wrote:

I rolled Clarence's Strike for him, not Hisaki's, and even labeled it both in the action summary (◆◆◆) and the dice expression, to speed things along.

Final Note: I see Green Gorilla was taken out by the followup hit - how do you want to handle that GM? Technically, Clarence was commanded first, then Quqotengir, but due to mistakes, that order was reversed, and the targeting situation is now changed...

The whistle of space time being twisted echoes through the air.

Doo-doo doo-doo doodility-doo

LET'S DO THE TIME WARP AGAIN!!!!

It's RetCon time.


I am the tool of the GM

The Appeal to Surrender action is now available for the Green Gorilla.

◈◈ APPEAL TO SURRENDER
UNCOMMON AUDITORY CONCENTRATE LINGUISTIC MENTAL

Requirements A pirate is visibly shaken, such as being reduced to half their hit points or fewer. You call out to a visibly shaken foe and attempt to convince them to surrender.

Depending upon your strategy, attempt a Deception, Diplomacy or Intimidation check against the foe's will DC to make your case for the foe's surrender.

Critical Success The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Surrender for one minute.
Success The foe takes your words to heart and surrenders to you immediately.
Failure The foe brushes off your attempt and continues to fight.
Critical Failure Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a –1 circumstance penalty to checks to Appeal to Surrender for one minute.


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I am the tool of the GM
Red wrote:
They then say “Better watch it gnome, we will break you and your little cauldron too!”

Mr. Potbelly takes a couple steps backward. Clang-clang-clangity-clang!


I am the tool of the GM

As we're rolling you into combat, I'd like to call your attention to the Player handout on Slide 7. It has a number of different options that you can perform on your turn, from using an action to Save the Shipyard (and preventing those poor dockworkers from dying or losing their livelihoods to having the shipyard burn up) to using two actions to Call for Surrender (and I will let you know when that option becomes available for a creature. As a note, the Gorillas are particularly well-trained and they can be asked to surrender just like the goblins.)

One of you each round can also flank with Olad. He's a feisty halfling, and can move anywhere you can. It's his shipyard. He knows how to get around!


I am the tool of the GM

GM Screen:

Artemios the Radiant's Initiative Using Perception w/Scout: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Clarence the Hunter's Initiative: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Ulvard!'s Initiative: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
久紀 Hisaki, Errant Ninja's Initiative Using warfare lore: 1d20 + 11 + 1 + 1 ⇒ (15) + 11 + 1 + 1 = 28
Bláinn Váfriðrfaðir's Initiative: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Hector's Initiative: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25

Red & Yellow Goblin Riggers: 1d20 + 5 ⇒ (8) + 5 = 13
Blue & Green King Gorillas: 1d20 + 10 ⇒ (13) + 10 = 23


I am the tool of the GM

Want to help assess the ship? You can give me a Sailing or Warfare Lore, Crafting or Perception check (at a higher DC) as you explore the vessel.


I am the tool of the GM

Because Kitsch and Nairaba are traveling with you, please feel free to ask other questions if you think of them!


I am the tool of the GM
Stitch Steeltoe wrote:
"Ya, Aspis, like I said. They pay well but are kinda iffy on their morals..." The pot tells the kettle as he rolls back behind the curtain on Meat Wagon.

CLANG-CLANG-CLANGITY-CLANG-CLANG!

Mr. Potbelly stares at Meat Wagon. Don't look at me. I don't gossip. I'm just here to bring the coffee.


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I am the tool of the GM

It's been over 24 hours, so....

Stitch's Perception: 1d20 + 10 ⇒ (16) + 10 = 26


I am the tool of the GM

Feel free to take a little time to heal and refocus before we move on.


I am the tool of the GM

The grappled and battered Poracha has reached the point where you can reason with them! You may use this special action in combat:

CALL TO REASON (two-actions)]

UNCOMMON AUDITORY CONCENTRATE LINGUISTIC MENTAL

Requirements An enraged nature spirit is visibly shaken by being reduced to half their hit points or fewer. You call out to a visibly shaken foe and attempt to call them back to themselves and shake of any malign influence affecting their behavior and actions. Depending upon your strategy, attempt a Deception, Diplomacy, Intimidation, or Nature check against the foe's will DC to make your case for the foe's surrender.

Critical Success The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Call to Reason for one minute.

Success The foe takes your words to heart and surrenders to you immediately.

Failure The foe brushes off your attempt and continues to fight.

Critical Failure Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a -1 circumstance penalty to checks to Call to Reason for one minute.


I am the tool of the GM

Click. Whirr.

I NEVER GET CREDIT.


I am the tool of the GM

The Red Poracha has reached the point where you can reason with them! You may use this special action in combat:

CALL TO REASON (two-actions)]

UNCOMMON AUDITORY CONCENTRATE LINGUISTIC MENTAL

Requirements An enraged nature spirit is visibly shaken by being reduced to half their hit points or fewer. You call out to a visibly shaken foe and attempt to call them back to themselves and shake of any malign influence affecting their behavior and actions. Depending upon your strategy, attempt a Deception, Diplomacy, Intimidation, or Nature check against the foe's will DC to make your case for the foe's surrender.

Critical Success The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Call to Reason for one minute.

Success The foe takes your words to heart and surrenders to you immediately.

Failure The foe brushes off your attempt and continues to fight.

Critical Failure Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a -1 circumstance penalty to checks to Call to Reason for one minute.


I am the tool of the GM

Click. Whirr.

BOTTING THE VEILED LADY

The veiled lady rushes forth to back up poor Eddie! She flanks with Salera, and casts a two-action heal on Eddie.

◈ Stride
◈◈ Heal: 2d8 + 8 ⇒ (7, 8) + 8 = 23

★ --- ★ --- ★ --- ★

BOTTING EDDIE

◆◆ Electric Arc, 30' Range: Basic Reflex Save DC20, Electricity: 3d4 ⇒ (4, 4, 4) = 12

◈ Stride

Then Eddie moves away from the Porachas flank formation.


I am the tool of the GM

Click. Whirrrr.

A robot enters the fight, and pokes Eddie and the Veiled Lady once apiece.

BOTTING PROTOCOL WILL COMMENCE SHORTLY. MUA. HA. HA. WHO NEEDS PCS?


I am the tool of the GM

The GM will let you know when a Poracha reaches the point where you can reason with them, but it is not yet! When it happens, you'll be able to use this special action in combat:

CALL TO REASON (two-actions)]

UNCOMMON AUDITORY CONCENTRATE LINGUISTIC MENTAL

Requirements An enraged nature spirit is visibly shaken by being reduced to half their hit points or fewer. You call out to a visibly shaken foe and attempt to call them back to themselves and shake of any malign influence affecting their behavior and actions. Depending upon your strategy, attempt a Deception, Diplomacy, Intimidation, or Nature check against the foe's will DC to make your case for the foe's surrender.

Critical Success The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Call to Reason for one minute.

Success The foe takes your words to heart and surrenders to you immediately.

Failure The foe brushes off your attempt and continues to fight.

Critical Failure Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a -1 circumstance penalty to checks to Call to Reason for one minute.


I am the tool of the GM

Botting Soddy-Daisy

Soddy-Daisy's Nature (T): 1d20 + 6 ⇒ (18) + 6 = 24

"Please squirrel friends, can you help us?"


I am the tool of the GM

Welcome to the Fog Challenge!


I am the tool of the GM

The last of the elegecides has gone down!

One Temple Success!


I am the tool of the GM

Jig and I cross-posted.

Pink's Reflex: 1d20 + 5 ⇒ (20) + 5 = 25

Pink squirts out slime at the right moment, and manages somehow to evade the electric arc.


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I am the tool of the GM

At this point, I'm going to assume that you all are dragging poor Gnimish along with you, and that Gnimish is following the expert and hanging on to that rope as best as he can.


I am the tool of the GM

Ample Preparations:

The Snapdragon's quartermaster has collected the cold iron on the ship, melted it down, and worked it into supplies. Each of you gains a low-grade alloy orb.


I am the tool of the GM

Another Isle Secured Success!


I am the tool of the GM

Remember your +1 to skill checks!


I am the tool of the GM

Supply Line Established:

The Snapdragon established a supply line from the ship to the temple. All PCs gain the benefits of a successful Treat Wounds between missions.


I am the tool of the GM

The Red Pusk drops straight into the water as the dolphin drops under him! GLUB, GLUB!

Red's Actions: 1d4 ⇒ 3

Red has a normal number of actions, and being underwater, he doesn't try the spell casting. Instead, he attacks Coracle Jibbs.

Red jaws (magical, unholy): 1d20 + 10 ⇒ (10) + 10 = 20
Piercing damage: 1d8 + 4 ⇒ (5) + 4 = 9

Red jaws (magical, unholy): 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19
Piercing damage: 1d8 + 4 ⇒ (5) + 4 = 9

The Red Pusk misses twice, and then decides to swim to shore.

Athletics: 1d20 + 8 ⇒ (13) + 8 = 21

I will do the remaining pusks in a bit. I need to rush off to work!


I am the tool of the GM

The Red Pusk rides the Blue Demonic Dolphin into the Island.

"Yeeeee Hah!"

The demonic dolphin swims forward to ram Chirrit!

◈◈ Ramming Speed

Blue snout: 1d20 + 7 ⇒ (12) + 7 = 19
Bludgeoning damage: 1d6 + 3 ⇒ (3) + 3 = 6

The dolphin blows a disappointed raspberry, and tries to bite at Chirrit with his jaws.

Blue jaws: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19
Piercing damage: 1d6 + 3 ⇒ (5) + 3 = 8

It misses a second time!

★ --- ★ --- ★ --- ★

The Red Pusk finds out how many actions it has this turn!

Red's Actions: 1d4 ⇒ 4

The Red Pusk finds itself quickened this turn, so it decides to make a frenzy of attacks against Chirrit.

◈◈◈ Frenzied Slashes

The pusk makes three claw Strikes, each at a –2 penalty, all targeting the same creature. The pusk's multiple attack penalty doesn't increase until after it has made all three attacks. The pusk gains the clumsy 2 condition until the beginning of its next turn.

Red Frenzied Slash 1 (claw, agile, magical, unholy): 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
Slashing damage: 1d6 + 4 ⇒ (4) + 4 = 8

Red Frenzied Slash 2 (claw, agile, magical, unholy): 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Slashing damage: 1d6 + 4 ⇒ (2) + 4 = 6

Red Frenzied Slash 3 (claw, agile, magical, unholy): 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Slashing damage: 1d6 + 4 ⇒ (3) + 4 = 7

The Pusk hits twice!

It then does a final special action, cowering to improve its armor class!

◈ Cower

The Clumsy gives it a -2, but the Cower gives it a +4 for a total +2 to its armor class

★ --- ★ --- ★ --- ★

It is the turn of the Pink Pusk!

Pink's Actions: 1d4 ⇒ 4

Another Pusk is quickened this round!

It uses two of its actions to cast Slow on Schek Nek!

DC 16 Basic Fort Save

It spends its other 2 actions readying an attack if Schek comes forward!

★ --- ★ --- ★ --- ★

It is the turn of the Green Pusk!

Green's Actions: 1d4 ⇒ 2

It is slowed this turn, and so it also readies an attack in case someone comes in range!

★ --- ★ --- ★ --- ★

And finally, the Yellow Pusk acts!

Yellow's Actions: 1d4 ⇒ 3

It has a normal turn, so it moves through the woods to get into range of Gnimish, and casts Slow on the little gnome!

DC 16 Basic Fort Save


I am the tool of the GM

This battle will take place on Slide 22.

Environmental Note: With the intensifying storm, the sand is saturated with water and is difficult terrain. The areas beneath the trees are sheltered and standard terrain.


I am the tool of the GM

Land Ahoy!

This announcement warns table GMs that there are 5 minutes remaining in Act 3. Quickly resolve your encounter and wait for the House GM to read the announcement that begins Act 4. If you are in a combat encounter, all NPCs and hostile creatures flee at the end of the round.


I am the tool of the GM

That is five memories and five potions gone. Does anyone want to go for the sixth potion?

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