Since no one decided to really check anything.....
Both groups walk their side and when they hit the half-way mark. The Floor launches you into the ceiling, and you feel multiple points hitting you on the roof. Damage:Ruisxys: 1d6 ⇒ 2 Damage:Ghur: 1d6 ⇒ 2 Damage:Ayla: 1d6 ⇒ 4 before bouncing you back to the start of the room.
Ayla heals up in moments so doesn't need the potion. with all the dead orcs defecating, it has become very stinky at the doorway
The doorway is also now a mess with bodies making for a bit of an obstacle to get into the place.....
With the last orc dead, you now have quite the mess before you, and it is getting quite stinky as well given the loss of control over body functions of the now dead orcs. Rand: 1d3 - 2 ⇒ (2) - 2 = 0 The stink is getting strong enough to water one's eyes, which asks the question what the heck were these orcs eating... Unfortunately for Ghur his stronger sense of smell is working against him.
Two more Orcs fall, and the last 2 orcs take there place on the front lines atk: 1d20 + 5 ⇒ (15) + 5 = 20
atk: 1d20 + 5 ⇒ (10) + 5 = 15
they also miss badly, likely due to the lack of sleep, or what ever was smoked in that room... One Orc fails to injure Ayla, and the other just misses.
Two more Orcs fall, with one being toss and doing the Wilhelm Scream as they fly like team rocket. two more move into place and attack atk: 1d20 + 5 ⇒ (9) + 5 = 14
atk: 1d20 + 5 ⇒ (2) + 5 = 7
they also miss badly, likely due to the lack of sleep, or what ever was smoked in that room....
Nat 20, I really have to reward that. Ghur you realise the Trap doesn't work when the inner doors are open, as the doors prop up against the ceiling preventing them from moving. The ceiling can only move down, when the inner doors are shut. But when the ceiling is down it blocks the doors from opening.
The 2 Orcs that are awake, look to the elf the just entered, then back to their ?cigars? then look back to the elf, then back to their ?cigars? Then they get to moving to Waking the other Orcs with booming voices Say 2 rounds for those in the lever room to reach Room F, and it'll be a round or two of the Orcs waking up their buddies. Roll Init please
Ghur wrote: Potentially dumb idea. But could we use these levers against the orcs? While I'm not fully tracking how each work, if they chase after Rui and we pull the right level, then theoretically we could turn the traps against them. Roll an knowledge engineering or an int check to see if that is possible.... ------ Overall, I want to know if you all are enjoying this Ruin your delving into so far.....
The lever is back in position, and it just raises more questions, questions, so many questions Couldn't find the clip of that line on Youtube, so linked to the trailer.
About Vanetta DariavFemale human swashbuckler {wit} 11
Str +3, Dex +5, Con +3, Int +0, Wis +1, Cha +4
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AC 30 (32 with Parry and a free hand)
Pearly white spindle aeon stone slotted in Rugged wayfinder and invested:
Toughness; Deathless armor Rune; Resilient armor rune; Rugged wayfinder; Confident Evasion --------------------
Melee [◆] +2 striking Astral Shifting rapier +22 (disarm, deadly (1d8), finesse, magical, spirit) 2d6+3+2+4 P +1d6 spirit
Melee [◆] Unarmed strike +20 (agile, finesse, nonlethal, unarmed) 1d4+3+2+4 B Ranged [◆] +1 returning star knife +22 (versatile S, agile, deadly (1d6), finesse, thrown 20 ft., magical) 1d4+3+2+4 P or S Precise Strike +4 damage to any melee or ranged* attack, but if the attack is a finisher then damage changes to +4d6 precision damage. *Flying Blade applies it to agile or finesse thrown weapons within the first range increment. Weapon traits and runes:
Agile (trait): The multiple attack penalty you take on the second attack each round with this weapon is –4 instead of –5. Deadly (trait): On a critical hit, the weapon adds a weapon damage die of the listed size; this is added after doubling the weapon’s damage. Finesse (trait): You can use your Dexterity instead of Strength to calculate your attack bonus (but not damage rolls) with this melee weapon. Versatile (trait): A versatile weapon can be used to deal an alternate damage type listed. Choose the damage type each time you make an attack. Disarm (trait): You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. Astral (rune): Astral weapons command powerful spiritual energy from the Astral Plane. This rune has the same effects as a ghost touch rune, plus Strikes with it deal an extra 1d6 spirit damage. If used to attack a creature that's possessing another creature, this weapon deals no damage to the possessed creature. On a critical hit against a creature possessing another creature, the possessing creature must succeed at a DC 26 Will save or be expelled and unable to possess a creature for 1d4 rounds. Shifting: Activate—Shift Weapon [one-action] (manipulate); Effect The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon's runes and any precious material it's made of apply to the weapon's new shape. Any property runes that can't apply to the new form are suppressed until the item takes a shape to which they can apply. The weapons a shifting weapon can turn into are based on the base attributes of the weapon, so reference the weapon's Hands entry in the weapons table to see what it can turn into. For example, a bastard sword requires one hand, even though it gets a benefit in two hands from the two-hand trait. Therefore, a shifting bastard sword could turn into a longsword, but not a greatsword. Activating this rune doesn't change how many hands you're currently using to hold the weapon. Thrown (trait): You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Potency Rune: Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune. Returning (rune): When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete. If your hands are full when the weapon returns, it falls to the ground in your space. Striking (rune): Increase the weapon damage dice to two instead of one Critical Specialization Effects:
Finishers [◆] (swashbuckler, finisher) You gain an elegant finishing attack you can make when you have panache. You gain the Confident Finisher action. Confident Finisher [◆] You make an incredibly graceful attack, piercing your foe’s defenses. Make a Strike with the following failure effect.
Bleeding Finisher: [◆] Your blow inflicts profuse bleeding. Make a slashing or piercing Strike. If you hit, the target also takes persistent bleed damage equal to your precise strike finisher damage (4d6). Exemplary Finisher: (Wit) If a Strike you make as part of a finisher hits a foe, you add the following effect to the Strike: The foe takes a –2 circumstance penalty to attack rolls against you until the start of your next turn. Class Features and Feats: Panache You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular style, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This heightened state of flair is called panache.
Bravado trait: Actions with this trait can grant panache, depending on the result of the check involved. If you succeed at the check on a bravado action, you gain panache, and if you fail (but not critically fail) the check, you gain panache but only until the end of your next turn. These effects can be applied even if the action had no other effect due to a failure or a creature’s immunity. Tumble Through [◆] (move): You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.
Wit style: You are friendly, clever, and full of humor, always knowing just what to say. Your witticisms leave foes unprepared for the skill and speed of your attacks. You are trained in Diplomacy and gain the Bon Mot skill feat. When you use Bon Mot, the action gains the bravado trait. Stylish Combatant: You gain a +1 circumstance bonus to skill checks with the bravado trait while in a combat encounter. While you have panache, you gain a +5-foot status bonus to your Speeds. (but see next 2 entries)
Precise Strike When you make a Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the Strike is part of a finisher, the additional damage is 2d6 precision damage instead. As your swashbuckler level increases, so does your additional damage for precise strike. At 5th, 9th, 13th, and 17th level, increase the amount of additional damage on a Strike by 1 and the additional damage on a finisher by 1d6. One for All: [◆ + ↺] With precisely the right words of encouragement, you bolster an ally’s efforts. Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check and the action gains the bravado trait. Traits: Auditory, Concentrate, Emotion, Linguistic, Mental, Swashbuckler Extravagant Parry: ◆ Requirements: You’re wielding one or more one-handed weapons. You use one-handed weapons to parry with style. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if you have a free hand or are wielding a weapon with the parry trait. You lose this circumstance bonus if you no longer meet this feat's requirement. If a creature misses you with a Strike while you have this bonus, you gain panache until the end of your next turn. Opportune Riposte: [↺] Trigger: An enemy within your reach critically fails on a Strike against you.
Swaggering Initiative: [◇] Trigger: You are about to roll Initiative. You swagger readily into any fight. You gain a +2 circumstance bonus to your initiative roll and can Interact to draw a weapon. If you are the first to act in combat, you gain panache. Confident Evasion: Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead. Weapon Expertise and Weapon Specialization: Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary. Reactive Strike: [↺] Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Reflexive Riposte: At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to perform an Opportune Riposte. Flying Blade: You apply your flashy techniques to thrown weapons as easily as melee attacks. You apply your precise strike damage on ranged Strikes you make with a thrown weapon within that weapon's first range increment. The thrown weapon must be an agile or finesse weapon. This also allows you to make a thrown weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise strike. Continuous Flair: The circumstance bonus from Stylish Combatant applies in exploration mode Perception Mastery: Your proficiency rank for Perception increases to Master -------------------- Skills
Skill Feats:
Intimidating Glare: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Bon Mot: [◆] You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.
Cat Fall: (Granted by Stylish Tricks class feature 3) Your catlike aerial acrobatics allow you to cushion your falls. As a Master in Acrobatics, treat falls as 50 feet shorter. Group Impression: When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of up to 10 targets you conversed with, with no penalty. The number of targets increases to 50 if you’re a master. Pilgrim’s Token: You carry a small token of protection from a site holy to your faith. You gain a wooden religious symbol for your deity for free. As long as this religious symbol is in your possession, when you tie an adversary’s initiative roll, you go first.
Slippery Prey: When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to Kip Up: [◇] (Granted by Stylish Tricks class feature 7) You stand up. This movement doesn’t trigger reactions. Rolling Landing: You land with quick rolls that help you keep your momentum. If you fall and don't take damage (usually due to treating the fall as a shorter distance), you can use your reaction to immediately enter a short roll when you land and Step. Battle Cry: When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. -------------------- General Feats, Ancestry Feats, and Misc Abilities Skilled Human: You become trained in one skill of your choice (Stealth). At 5th level you become an expert in the chosen skill. Cooperative Nature: You gain a +4 circumstance bonus on checks to Aid. Home Region Language: Varisian Clever Improviser: (Ancestry 5) You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. Untrained Improvisation: Your proficiency bonus to untrained skill checks is equal to Storied Talent: (Horizon Hunter’s Boon) Word of your skill and expertise is spreading, and you find that increasingly prestigious clients are prepared to pay for your services. When using Downtime to Earn Income, you can choose to attempt a task of your level. Toughness: Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1. Group Aid: Your upbringing emphasized teamwork, and helping your allies comes naturally to you. After you Aid an ally at a skill check that doesn't have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction. The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round. Ancestral Paragon:You gain a 1-st level ancestry feat
-------------------- Other Items +1 deathless resilient leather armor, +2 striking astral shifting rapier, +1 returning starknife,, backpack, bedroll, chalks (10), fine clothing, flint and steel, rations (2 weeks), rope (50’), soap, waterskin, feather token (ladder), Arboreal Boots , Greater Obsidian goggles, Spacious Pouch Type II (50 bulk); Soaring Wings tattoo; Diplomat’s Badge; rugged wayfinder w/ pearly white spindle aeon stone slotted & invested Rugged Wayfinder: (Horizon Hunters boon):
You have modified your wayfinder to absorb a small amount of your exhaustion, allowing you to continue exploring unhindered. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special ability when the wayfinder is invested and in your possession. As an action [◆], you can reduce the severity of your clumsy, enfeebled, or sickened condition, reducing that condition’s value by 1. You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit. Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario. If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself. ------------------------------------------- Rugged Mentor boon: While working with less experienced Pathfinder allies, you provide important insights that keep your less experienced colleagues safe from harm. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to saving throws to 2. Skillful Mentor boon: While working with less experienced Pathfinder allies, you provide vital advice to sharpen your newer colleagues’ skills. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to skill checks to 2. Heroic Hustle (Horizon Hunters): In moments of true heroism, you can always move to where the action is. When you spend a Hero Point to reroll a check, you also gain a +10-foot status bonus to your Speed until the end of your next turn. After you spend a Hero Point to avoid death, you can also Stand as a free action when you next become conscious. |