Fey Animal

Character Emulation BOTT's page

40 posts. Alias of Eric Parker 82.


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Mavenee has mixed success in dodging the fiery breath, leaving them somewhat injured.

Junior moves to one side a throws a couple of Javelins at Fasiel.

◆ Stride

◆ Strike at Fasiel

+1 Javelin (Thrown, 30'): 1d20 + 9 ⇒ (5) + 9 = 14
Piercing Damage: 1d6 ⇒ 2
Flat check for concealment, DC5: 1d20 ⇒ 15

◆ Strike at Fasiel

+1 Javelin (Thrown, 30'): 1d20 + 9 - 5 ⇒ (5) + 9 - 5 = 9
Piercing Damage: 1d6 ⇒ 1
Flat check for concealment, DC5: 1d20 ⇒ 8

Fasiel continues to rant as he moves through the party, attacking seemingly at random.

GM Screen:

target selection 1 mavenee 2 Hui Kong 3 Nic: 1d3 ⇒ 3

◆ Stride

Frightening Rant

Spoiler:
Frightening Rant [one-action] (auditory, concentrate, emotion, enchantment, fear, linguistic, mental, occult) Fasiel rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 30 feet must succeed at a DC 22 Will save or become frightened 1 (frightened 2 on a critical failure). While frightened by this rant, creatures take a –2 status penalty to Strength-based damage rolls against Fasiel but gain a +2 status bonus to those rolls against other creatures.

Yellow Will save DC 22: 1d20 + 6 ⇒ (16) + 6 = 22
Green Will save DC 22: 1d20 + 6 ⇒ (17) + 6 = 23
Red Will save DC 22: 1d20 + 6 ⇒ (9) + 6 = 15

Yellow and Green shake off the tirade, but Red starts to shake.

Punishing Strike

Spoiler:
Punishing Strike [one-action] Fasiel unleashes his constant rage in a reckless attack that makes him flat-footed until the start of his next turn. He Strikes; if he hits, he increases the number of damage dice by one and adds Push to the effect. This counts as two attacks for his multiple attack penalty.

antler at Nic (magical): 1d20 + 15 ⇒ (19) + 15 = 34
piercing Damage plus Knockdown: 2d10 + 9 ⇒ (7, 7) + 9 = 23

Unfortunately, any way I slice it, that is a Crit on Nic for lots of damage (46 by may calculation) so Nic drops to Dying 2

FASIEL ATTACKS : Round 2

Bold may act

Nic Blackwillow 0/28 HP, Dying 2
Fasiel -26 HP, Off Guard, Sickened 1
Martin Amblecrown 36/60 HP, Sickened 1, DC 22 Will save or become frightened 1 (frightened 2 on a critical failure) for both Martin and Mavenee
Smoky Rat- Yellow - HP
Hui Kong 21/38 HP, Frightened 1
Green - HP
Red - HP, Frightened 1
Junior 33/33 HP, DC 22 Will save or become frightened 1 (frightened 2 on a critical failure)
Slipp 48/48 HP, DC 22 Will save or become frightened 1 (frightened 2 on a critical failure), Item bonus Will saves +1, or +2 vs fear


Sometimes it helps to differentiate your GM actions from the actions you take for a player that is unavailable.

Hence another alias


Botting Hui Kong, since they are travelling.

◆ Move up to the Black Bird

◆◆ Spellstrike:
Spellstrike: +1 Staff (2H): 1d20 + 10 ⇒ (17) + 10 = 27 bludgeoning: 1d8 + 4 ⇒ (6) + 4 = 10 + ray of frost: 2d4 + 3 ⇒ (3, 4) + 3 = 10

Hui Kong lands a powerful blow on the Black Bird.

The Black Bird looks badly injured at this point, but is still in the fight.

The Living Whirlwind moves forward to strike

◆ Stride

◆ Attack Slipp
gust (finesse, reach 10 feet): 1d20 + 14 ⇒ (7) + 14 = 21
bludgeoning Damage plus Push 5 feet: 2d6 + 7 ⇒ (6, 6) + 7 = 19

◆ Attack JR
gust (finesse, reach 10 feet): 1d20 + 14 - 5 ⇒ (5) + 14 - 5 = 14
bludgeoning Damage plus Push 5 feet: 2d6 + 7 ⇒ (3, 1) + 7 = 11

The Living Whirlwind lands a big blow on Slipp, but misses JR

Whirlwind Reaction if it is hit:

Disperse [reaction] Trigger The living whirlwind takes damage from a hostile action. Effect The living whirlwind disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and any auras or emanations it has are suppressed. At the end of the turn, the living whirlwind re-forms in any space in which it can fit within 25 feet of where it dispersed, and any auras or emanations it has are restored as long as their duration didn’t run out while it was dispersed.

Safa's Place: Round 1 into 2

Bold may act

Luz Lumino 48/48 HP
Junior 24/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 60/60 HP
Zephyr Hawk Black -41 HP
Zephyr Hawk Orange - HP
Hui Kong 38/38 HP
Living Whirlwind - HP
Slipp 29/48 HP


Botting Hui Kong, with a slight difference based on the amount of damage he took

◆ Arcane Cascade (for +1 cold damage for all subsequent attacks)
◆ Focus Spell: Spinning Staff, recharges spellstrike (forum census seems to be that it is possible to cast spinning staff even if there's only one target available)
vs Blue: +1 Staff (2H): 1d20 + 10 ⇒ (4) + 10 = 14 bludgeoning: 1d8 + 4 ⇒ (2) + 4 = 6 + rime crystal, cold: 1d4 ⇒ 1 + 1 cold
vs Green: +1 Staff (2H): 1d20 + 10 ⇒ (11) + 10 = 21 bludgeoning: 1d8 + 4 ⇒ (2) + 4 = 6 + rime crystal, cold: 1d4 ⇒ 1 + 1 cold

◆ Step back

Hui Hing charges his staff and lets fly at Blue and Green. He misses Blue, but manages to catch Green with strike.

The Yellow Bosun will step in front of the door and try to pike and strike Hui Kong.

◆ Step

◆◆

Pike and Strike:

Pike and Strike [two-actions] The bosun Strikes with their naval pike. If this Strike hits, the bosun can either move the target 5 feet within the pike’s reach or make a fist Strike against the target without increasing their multiple attack penalty until after the fist Strike.

naval Pike: 1d20 + 11 ⇒ (8) + 11 = 19
Piercing damage: 1d6 + 5 ⇒ (3) + 5 = 8

Barely missing Hui Kong and wasting the second action of the Piake and Strike

Steerage Access: Round 2

Bold may act

Luz Lumino 48/48 HP
Vaggas The Quartermaster -31 HP
Junior 33/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 50/60 HP
Hui Kong 16/38 HP
IRON RING Bosun Yellow - HP, -2 Will saves & Perception checks
Slipp 48/48 HP
IRON RING Deckhand Green -8 HP, -2 Will saves & Perception checks, Frightened 1
IRON RING DECKHAND Red -40 HP, Dead
IRON RING DECKHAND Blue - HP


Botting Teneal to keep us moving.

◆◆Teneal casts Produce Flame at the Armor
Attack roll with Inspire Courage: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Fire Damage: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8

And misses with the Flame

◆ Then casts Shield


Mincey tries to Intimidate the figure to get more information about the Starfinders.

Intimidate with 2 Aids: 1d20 + 8 + 4 ⇒ (4) + 8 + 4 = 16

Such is life. We are off to Alternative Dispute Resolution


Keskochu Ordox moves into the corridor and tries to shoot green

pistol, non-lethal: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14
damage: 1d8 + 2 ⇒ (6) + 2 = 8

And Keskochu hits again! Knocking out the last Starfinder


Botting Kazmuk

◆◆ Kazmuk also tries to calm the storm
Diplomacy to calm the Storm: 1d20 + 4 ⇒ (19) + 4 = 23

◆ Then he will try to Demoralize Commoner1
Intimidate Commoner1: 1d20 + 4 ⇒ (16) + 4 = 20

Success on both actions

Reflex Save : 1d20 + 8 ⇒ (4) + 8 = 12


Botting BK and Kazmuk

◆◆BK Tries to Calm the Storm
Diplomacy to calm the Storm: 1d20 + 7 ⇒ (4) + 7 = 11

◆ Cast Shield

But BK isn't able to calm the storm.

◆◆ Kazmuk also tries to calm the storm
Diplomacy to calm the Storm: 1d20 + 4 ⇒ (12) + 4 = 16

◆ Then he will try to Demoralize Commoner2
Intimidate Commoner2: 1d20 + 4 ⇒ (12) + 4 = 16

Making Commoner2 Frightened 1


Botting Avery

Avery tries to acrobatics her way over the gate.

Acrobatics: 1d20 + 10 ⇒ (9) + 10 = 19

Successfully evading her pursuers.


Botting Scratch since he is out fishing

Scratch tires to sneak down an alley

Scratch Stealth: 1d20 + 13 ⇒ (18) + 13 = 31

And blends into the shadows so well even the chickens can't find him.


Botted Erhun to move him over to where he could actually Intimidate the Mercenaries. He successfully Intimidates Red


Botting Erhun and Naomi, at least for initiative

Erhun Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Naomi Initiative (I couldn't find an initiative value in Naomi's statblock, so just using Dex Bonus): 1d20 + 3 ⇒ (5) + 3 = 8

Initiative

Round 1

Bold May Act

Khon'Ur
Kaidynn
Doll
Egavreis
Isandra
Erhun Gabarris
Naomi Hiddenleaf

The Frostfur goblins become terrified at the sight of the porcelain doll. Cowering, they cry Please protect us from the wrath of the Witch Queen. She can see through the doll’s eyes.

If anyone wants to know more about this doll, make a Knowledge(Arcana) check and let me know what questions you would like answered.


Apologies, and I hope Rannarix is getting better, but I need to move us along

Rannarix will pull out a Bola, move forward and have Mr Snappers move forward.


Botting Egavreis to try and keep things moving

Knowledge(Local): 1d20 + 7 ⇒ (18) + 7 = 25

And find out that Rimetusk controls the only ferry across the river.

Rimetusk is not supposed to impede legitimate commerce, but he sometimes does to exert his authority.

The ice troll was corrupt before he had power but is now unscrupulous in his crookedness. He’s been known to skim off the top of what he turns over to tax collectors dispatched by the jadwiga Elvanna. He’s also known to take the occasional bribe.

Rimetusk can’t stand humans who don’t know their place (which is beneath him, of course), but he sincerely respects anyone who can best him in a feat of strength, especially wrestling.


2 days without response from Naomi, so botting

Naomi rides in and starts to climb the ladder.
I don't see skills in Naomi's stat block, so I am assuming a +0

Naomi Climb check to Fast Climb for 30 Feet, DC 0 with -5 Modifier: 1d20 - 5 ⇒ (18) - 5 = 13


Khon'Ur double moves forward toward the Eastern tower


Botting Erhun

Erhun spends his 40 foot move action getting to the base of the tower right outside the door.

Strength check to move through the door: 1d20 + 3 ⇒ (1) + 3 = 4

and flails uselessly against the wood.


Botting Sola, although I don't see that many applicable skills, so I am having us move on.


Itka indicated they might not be available, so botting to keep things moving

Itka moves on behind Rexon and hurls a Telekinetic Projectile at Red.

◆ Stride

◆◆ Cast Telekinetic projectile at Red

Attack roll for Telekinetic Projectile: 1d20 + 10 ⇒ (16) + 10 = 26
Bludgeoning damage, 2nd level cantrip: 2d6 + 4 ⇒ (5, 6) + 4 = 15


Botting Ankhef to finish up.

Or, you can approach medicine like we do in the desert, which will also apply here in the heat.

Medicine DC 15: 1d20 + 7 ⇒ (10) + 7 = 17
Medicine DC 15: 1d20 + 7 ⇒ (15) + 7 = 22

You have befriended all the ifrit dwarves.


Botting Itka to keep moving

Rexon Heals Zenith but misses the Black Hawk

◆ Stride back away from the Whirlwind

◆◆ Itka tries to hit the Black Hawk with a Telekinetic projectile

Attack Roll with Telekinetic Projectile: 1d20 + 10 ⇒ (12) + 10 = 22
Bludgeoning damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13

The Hawk is destroyed by Itka's projectile

Initiative

Round 3, Bold May act

Zephyr Hawk Orange (-41 HP, 2d4 persistent Mental Damage, Sickened 2)
Argoni Slate (-16 HP)
Sola
Rexon Kleensop (-19 HP)
Zephyr Hawk Black (-41 HP)
Drilwenwënas (-12 HP)
Zenith (-24 HP)
Living Whirlwind (-8 HP)
Itka Biklest (-7 HP)


Botting Ankhef

Ankhef tries to hit the dark dwarf with a Divine Lance (Good)

◆◆ Divine Lance
Spell Attack roll Divine Lance (Good): 1d20 + 7 ⇒ (2) + 7 = 9
Good Damage: 1d4 + 4 ⇒ (1) + 4 = 5

◆ Raise Shield


Botting Galindier

Elven Curve Blade, inspired: 1d20 + 7 ⇒ (18) + 7 = 25
Slashing damage: 1d8 + 3 ⇒ (8) + 3 = 11

Elven Curve Blade, inspired: 1d20 + 7 - 5 ⇒ (7) + 7 - 5 = 9
Slashing damage: 1d8 + 3 ⇒ (6) + 3 = 9

Elven Curve Blade, inspired: 1d20 + 7 - 10 ⇒ (13) + 7 - 10 = 10
Slashing damage: 1d8 + 3 ⇒ (7) + 3 = 10

Galindier lands a solid blow with their first attack, but can't follow up


Botting Ankhef and Galinder. Hopefully, both will be back soon.

Galinder moves forward and tries to help Scragatha put out the Persistent fire.

◆ Stride

◆◆ Assisted Recovery for Scragatha

Ankhef moves forward and tries to help Ra'uf put out the Persistent fire.

◆ Stride

◆◆ Assisted Recovery for Ra'uf

Scragatha and Ra'uf can each make another roll to end the Persistent Damage once per turn outside of the roll at the end of your turn.

I am going to go ahead and rule in advance that the Assisted Recovery action will reduce the DC of the Flat Check to 10.

Initiative Round 2

Bless up around Ankhef (+1 status bonus to attack rolls)

Zantal cast Inspire Courage (+1 status bonus to attack rolls, damage rolls, and saves against fear effects)

Status Bonuses do not stack, but can apply to different rolls

Bold May Act

Scragatha (-5 HP, 1d4 Persistent fire) Assisted Recovery Roll DC 10
Zantal
Mephit, Yellow (-15 HP)
Galindier
Ra'uf Steelwheels (-11 HP, 2 Temp HP, Fast Healing 2, DC 17 basic Reflex save or 6 Fire damage, 1d4 Persistent fire) Assisted Recovery Roll DC 10
Ankhef Hammerstone
Highwire (-8 HP, 1d4 Persistent fire)
Mephit, Red
Mephit, Green


Botting Galindier Cyndoral, at their request

Galindier pulls out his shortbow to engage from a distance

◆ Pull out shortbow

◆ Shoot at Yellow
Attack roll at Yellow: 1d20 + 6 ⇒ (11) + 6 = 17
Piercing Damage: 1d6 ⇒ 1

◆ Shoot at Yellow
Attack roll at Yellow: 1d20 + 6 - 5 ⇒ (1) + 6 - 5 = 2
Piercing Damage: 1d6 ⇒ 2

Slightly nicking the creature

Initiative Round 1

Bless up around Ankhef

Bold May Act

Scragatha (-2 HP, 1d4 Persistent fire)
Zantal
Mephit, Yellow (-15 HP)
Galindier
Ra'uf Steelwheels(DC 17 basic Reflex save or 5 Fire damage, 1d4 Persistent fire)
Ankhef Hammerstone
Highwire (DC 17 basic Reflex save or 5 Fire damage, 1d4 Persistent fire)
Mephit, Red
Mephit, Green


Botting Ankhef Hammerstone

◆ Cast Bless

◆ Stride Forward

◆ Cast Bless


Bot Rolling for Ankhef Hammerstone, since he hasn't gotten back yet

Prize Roll: 1d20 ⇒ 15


Gliko tries to Trick Yellow

Stealth, Tricks CR: 1d20 + 15 - 20 ⇒ (2) + 15 - 20 = -3
Static Arc Pistol: 1d20 + 7 ⇒ (14) + 7 = 21
Electricity Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Trick Damage: 1d8 ⇒ 1

No trick, but I think a regular hit?


Gliko will move and pull out their Static Arc pistol while they move.


Ankhef swings twice at Red and Raises his Shield again

◆ Strike
warhammer on Red: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Bludgeoning Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

◆ Strike
warhammer on Red: 1d20 + 5 - 5 + 1 ⇒ (7) + 5 - 5 + 1 = 8
Bludgeoning Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

◆ Raise Shield

Ankef's first blow barely misses, but the second misses wildly


Ankheef swings twice at Red and Raises his Shield again

Do you really want me to let this one by?

◆ Strike
warhammer on Red: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Bludgeoning Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

◆ Strike
warhammer on Red: 1d20 + 5 - 5 + 1 ⇒ (5) + 5 - 5 + 1 = 6
Bludgeoning Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

◆ Raise Shield

Unfortunately, the Strike that hits just bounces off the hard shell of the Guardian.

Round 2, Bold may act
Inspire Courage is up (+1 Attack/Damage)

Highwire
Animated Guardian, reinforced Blue (-23 HP)
Zantal
Galindier
Ankhef Hammerstone
Scragatha
Ra'uf Steelwheels
Animated Guardian, reinforced Red (-7 HP)
Animated Guardian, Yellow (Prone -11 HP)


Ankef moves forward, pulls his Warhammer and raises his shield.

◆ Stride

◆ Pull out Warhammer

◆ Raise Shield


Gliko will attempt to Trick Attack Blue, Sneaking across the room.

Trick for Trick Attack, Stealth DC 20 + CR: 1d20 + 15 ⇒ (19) + 15 = 34
Attack roll for Trick Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Base Static Arc damage, Electricity: 1d6 + 2 ⇒ (3) + 2 = 5
Trick Attack damage: 1d8 ⇒ 3

If the Trick hits, he will make Blue Off-Target


Botting Ankhef Hammerstone to move things along. I hope he is feeling better soon.

Ankhef Hammerstone examines the logs to try to find a way to break up the jam.

Crafting check: 1d20 + 3 ⇒ (17) + 3 = 20

And finds a key spot to release a large portion of the jam.


Botting Ankhef Hammerstone to move things along

Pathfinder Society Lore: 1d20 + 3 ⇒ (2) + 3 = 5

Ending with 1 Success

Elsitt says
It was horrible. “Suits of dwarf armor” attacked when we entered the first room. My friends were killed before they could escape, but the suits of armor did not follow me outside.

Then he starts crying into his whiskey, too spent to try and recall any more

Elsitt calls out to you as you leave. “If you bring back my friends’ bodies for a proper burial, I’ll give you a share of the money I got from Luna Aldred as a reward.

“They shouldn’t be left to rot—or worse—in that place!”


Botting Hui Kong, actually copied actions from an earlier fight

ref DC17: 1d20 + 5 ⇒ (14) + 5 = 19

Hui Kong grimaces as he is hit by a similar arc of lightning, although he manages to dodge the worst of it.

Bot Action to Arcane Cascade, move forward and strike Green

Arcane Cascade, Stride, Strike

+1 Staff (2H): 1d20 + 9 ⇒ (1) + 9 = 10
bludgeoning: 1d8 + 4 ⇒ (1) + 4 = 5 +1 electricity from Arcane Cascade

Sorry about the rolls. Just trying to keep moving


Tifali's Fort save with Treat Poison and Guidance: 1d20 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12

Natural 1 is a Critical failure, moving him 2 stages down the Poison Track.

Stage 3 poison damage 2d6 poison, clumsy 2, and flat‑footed: 2d6 ⇒ (5, 3) = 8

Tifali's body shudders as the poison works it's way deeper into his body.

Round 5

Bold May Act

Tawnie Rumbuckle
Hui Kong
Morthos Talandro
Zazu
Keliara Irsiya
Tifali (Currently 8 HP, poison round 4 done, Poison Stage 3)


Roll:

Keliara or Tawnie: 1d2 ⇒ 2

Tawnie Rumbuckle steps forward and casts "Guidance" on Tifali


Botting Tawnie Rumble's Round 2 Action

Tawnie Casts Soothe on Tifali

Healing from Soothe on Tifali: 1d10 + 4 ⇒ (2) + 4 = 6

After all this, I am not going to let a member of my party succumb to Spider Venom!

Round 3

Bold May Act

Tifali (Healed 6 HP, poison round 3)
Red Spider (-8 HP)
Tawnie Rumbuckle
Green Spider (-13 HP)
Hui Kong
Black Spider (HP -7)
Morthos Talandro
Zazu
Keliara Irsiya

Full Name

Kamo

Race

Human