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GMPablo's page
1,036 posts. Organized Play character for Stetrix.
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You get no further info...
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Kyra KN History : 1d20 + 4 ⇒ (7) + 4 = 11
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Knowledge (arcana)
15+ Sin magic evolved-or more speci fically devolved from the rune magic of Xin , first emperor of Thassilon. Its use virtually died out with the fall of Thassilon.
20+ The magic of sloth emphasized the calling of servants, and elements of its secrets survive in modern conjuration magic. Its practitioners abstained from using evocation and illusion magic.
25+ Traveling scholars who have examined Desgard's Thousand Columns have noted that the towers seem to thrum with stored conjuration magic. A few sages speculate that the site mi ght serve as a storage facility of untapped arcane power for those so bold as to call upon it.
30+ A traveling coajurer noted that her teleportation and summoning spells behaved unpredictably yet became more powerful when near the ruins-when she managed to control the effect.
35+ In fact , experiments demonstrate that the energies are not uniform but appear to be legions of individual conjuration effects held in stasis.
Sekkimm KN history: 1d20 + 11 ⇒ (1) + 11 = 12
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KN history rolls room please
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KN Arcana and history checks please.
In addition to Kyra you will also travel with another woman.
"Her name is Karethia, and she's one of those who so rudely interrupted a particular auction earlier this year. After we captured her, she willingly accepted Pathfinder oversight and now provides us with magical aid so long as we do not violate her existing oaths. Make certain that you do not let her know about your true mission, lest she feel compelled to interfere. She is indispensable, so do not antagonize her."
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Kyra will accompany you.
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Grab what you want from the fruit baskets and pastries. Coffee or tea available. Questions????
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To destroy it will require teleporting back to the shrine, killing the grave knight again and then teleporting to a volcano or planar travel to the positive energy plane with the armor.
All this will not award additional experience since you already killed her once.
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Yes you figure this out with research no problem
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I forgot to add in gold for selling get the spell book that should be big money
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With the help of the Pathfinder Society you are able to determine the Ioun stone is a cursed item...with a bonus. Wearing will shift your alignment toward evil, as well as radiate evil aura even if alignment shift is Good to Neutral. You will also gain 1 free bonus feat. Once equipped you can not remove with out remove curse or other appropriate spell.
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10 days left on Anaba's snakeskin boots of speed. Anything else? Will take a break until return from Asia in April 2.
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Yes Msgnimar. You have time to Teleport and stay at home if you like
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Unless there are any objections you Teleport (or phantom steed) back to Kaer Maga safely delivering the three willing prisoners.
Now that the party has found the hidden cache, the
keywords to speak while rending the tokens are all
that remain before the Pathfinders can access Krune's
hidden location.
the captured Shoanti are
free from the subduing enchantments and are eager
to return to their nearby lands. Haywood and Wattlee
request that the PCs escort them throug the dangerous
Wyvern Mountains back to Kaer Maga.
Back in Msgnimar, Venture-Captain Heidmarch congratulates you on a job well done, and promises to keep them abreast of
thee Society plans regarding the Lissalan cultists, and to
keep them in mind for future missions to thwart their
sinister plan.
30 days till next mission. Craft away!
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The Ioun stone has an evil aura, your just not sure what it does if you use it? Kyra suspects it will shift your alignment one step toward evil...but not sure the benefits.
Anything else you want to check?
The rest seem as described.
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You rest and regain all spells and fully heal There are no issues with the Angel outside.
Actions?
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Rolande tries, but no more tokens appear
whip me good baby: 1d4 + 1 ⇒ (4) + 1 = 5
channel heal: 4d6 ⇒ (3, 5, 3, 1) = 12
Everyone gets 12 back
feel the love: 12d4 + 12 ⇒ (2, 4, 4, 3, 2, 2, 3, 4, 3, 3, 1, 1) + 12 = 44
11 more tokens! Then nothing...
Yes please may I have another!
25 tokens collected so far
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Buchart collects tokens and a new perversion.
whip: 5d4 + 5 ⇒ (3, 2, 4, 4, 1) + 5 = 19
Anaba follows suit getting 7 more
Kyra Channels to heal
NEXT!!channel x2: 8d6 ⇒ (4, 6, 6, 3, 3, 2, 3, 6) = 33
Everyone full
He has many brands all over his body, but not your magical one
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You can teleport but your mission will be a failure without the tokens you came for. gm stuff: 1d8 ⇒ 3
Buchart a Rune lights as you touch the whip and you receive Greater Heroism (11th level)
The whip is +1
Other actions?
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It is magical if you want to get it.
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Buchart flies up at takes the quill leaving the whip in place. gm stuff: 1d8 ⇒ 8
Nothing seems to happen as far as you can tell. Buchart takes the quill.
Inspection determines it functions as a pearl of power 3rd level spells.
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The cultists attack
longspear: 1d20 + 15 ⇒ (12) + 15 = 271d8 + 9 ⇒ (6) + 9 = 15
longspear: 1d20 + 15 ⇒ (2) + 15 = 171d8 + 9 ⇒ (2) + 9 = 11
Auquatic orb saves: 1d20 + 5 ⇒ (11) + 5 = 162d6 ⇒ (1, 2) = 3
Auquatic orb saves: 1d20 + 5 ⇒ (13) + 5 = 182d6 ⇒ (2, 1) = 3
Anaba takes 15 points
The two cultists remain trapped and take damage from the orb
Anaba steps up 5' and full round attacks starting with the most wounded one on the left
Flaming Bastard Sword: 1d20 + 22 ⇒ (12) + 22 = 343d8 + 26 + 1d6 ⇒ (6, 4, 8) + 26 + (2) = 46
Flaming Bastard Sword: 1d22 + 20 ⇒ (12) + 20 = 323d8 + 26 + 1d6 ⇒ (2, 4, 2) + 26 + (6) = 40
Kills #1
Flaming Bastard Sword: 1d20 + 17 ⇒ (7) + 17 = 243d8 + 26 + 1d6 ⇒ (2, 8, 4) + 26 + (1) = 41
free attack from kill: 1d20 + 22 ⇒ (11) + 22 = 333d8 + 26 + 1d6 ⇒ (6, 3, 2) + 26 + (3) = 40
The cultist drops dead. Path clear to conjurer
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Ok you can move anywhere you like. Unfortunately he looks right at you and fires disintegrate anyway.
Rolande just makes the DC needed 21
disintegrate: 5d6 ⇒ (4, 1, 1, 1, 3) = 10
Better than the 26d6 if you failed
Rolande hasted has 60' move he dives under Anaba to avoid the spear AOO and fires (only one shot) which hits. You have to move into the room to see.
Cultist #1 -50
The Conjurer casts quickened True Strike then disintegrate Ray at Rolande.
ranged touch: 1d20 + 28 ⇒ (2) + 28 = 30
Rolande Fortitude save please
Auquatic orb saves: 1d20 + 5 ⇒ (2) + 5 = 7
Auquatic orb saves: 1d20 + 5 ⇒ (6) + 5 = 11
Auquatic orb saves: 1d20 + 5 ⇒ (19) + 5 = 24
Auquatic orb saves: 1d20 + 5 ⇒ (18) + 5 = 23
Sekkimm hits two
Save or be picked up
Auquatic orb saves: 1d20 + 5 ⇒ (9) + 5 = 142d6 ⇒ (6, 3) = 9 fail
Auquatic orb saves: 1d20 + 5 ⇒ (14) + 5 = 192d6 ⇒ (4, 3) = 7 fail
Two are collected in the watery ball and moved away
Cultist #1 in orb -32
Cultist #2 in orb -20
Rolande is up!
Site crashed when applying heals. Everyone full hitpoints.
Actions?
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Sekkimms missiles all go through and Buchart moves through and finishes off the Creature. Out out combat!!
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That won't do it Sekkimm is up
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Thanks Tom, sorry busy day here. They announced the site I work at closing end of 2017. Ouch!
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Rolande hits 3 of four shots and kills the Knight.
Anaba swings at the Ghostly being
Flaming Bastard Sword Two Handed Power Attack + Lead Blades : 1d20 + 20 ⇒ (16) + 20 = 363d8 + 26 + 1d6 ⇒ (3, 1, 4) + 26 + (2) = 36 hits
Flaming Bastard Sword Two Handed Power Attack + Rage + Lead Blades : 1d20 + 20 ⇒ (5) + 20 = 253d8 + 26 + 1d6 ⇒ (3, 4, 5) + 26 + (5) = 43 hits
Flaming Bastard Sword Two Handed Power Attack + Rage + Lead Blades : 1d20 + 15 ⇒ (3) + 15 = 183d8 + 26 + 1d6 ⇒ (8, 5, 3) + 26 + (5) = 47 miss
79 pits 1/2 damage on incorporeal = 39
Sekkimm & Cetonious are up - KN religion to identify this thing.
Sorry -55+ 20 temp =-35
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The knight diverts the damage from himself to the horse.
ride: 1d20 + 23 ⇒ (11) + 23 = 34 the horse faxes out of existence.
Rolande
Anaba -16 (used 20 temp hitpoints)
Sekkimm & Cetonious
Buchart -35 (used 20 temp)
Ghostly Knight - 113
Flying ghost like creature Kn religion
Kyra
The Ghost knight drops his lance and attacks Buchart - Full Round
Ghostly Knight Longsword + Fire: 1d20 + 24 ⇒ (5) + 24 = 291d8 + 12 + 3d6 ⇒ (3) + 12 + (3, 4, 1) = 23
Ghostly Knight Longsword + Fire: 1d20 + 19 ⇒ (2) + 19 = 211d8 + 12 + 3d6 ⇒ (2) + 12 + (1, 1, 1) = 17
Ghostly Knight Longsword + Fire: 1d20 + 14 ⇒ (13) + 14 = 271d8 + 12 + 3d6 ⇒ (6) + 12 + (4, 4, 3) = 29
A ghostly creature appears and attacks from outside the room.
1= Sekkimm 2= Cetonious
Flying Ghost like creature (Incorporeal): 1d2 ⇒ 11d20 + 17 ⇒ (4) + 17 = 215d8 + 1d6 ⇒ (5, 4, 2, 6, 2) + (4) = 23
Flying Ghost like creature (Incorporeal): 1d2 ⇒ 21d20 + 17 ⇒ (15) + 17 = 325d8 + 1d6 ⇒ (5, 6, 2, 2, 7) + (5) = 27
Sekkimm and Cetonius make fort saves.
Kyra tries to identify the creature and moves to heal Buchart
KN Religion: 1d20 + 11 ⇒ (8) + 11 = 19
Kyra recognizes this as a graveknight.
Undead
Immune cold, electricity, fire.
Spells, magic resistance, undead mastery
Cure Serious: 4d6 + 8 ⇒ (4, 3, 3, 5) + 8 = 23
Make a spell resistance check If you try to do that again. She is able to hold on against your disarm attempt. Higher CMD. You still have action for Cetonious.
Sekkimm has no idea about this creature
Buchart rushes in and the knight tries to AOO with the lances reach.
-Posted with Wayfinderlance: 1d20 + 20 ⇒ (10) + 20 = 301d8 + 12 + 2d6 ⇒ (8) + 12 + (6, 6) = 32
Buchart hits!
Rolande fires 4 shots from 50' range modifier -4 to hit.
Everything hits!
Your up Close and deadly is now 3d6 extra instead of 2d6. extra dice: 4d6 ⇒ (1, 1, 3, 4) = 9
Ghostly Knight -109
I will wait for Sekkimm to see if he has something before resolving Buchart
Anaba retreats out the door and pulls out a potion of cure serious wounds. Double move actions.
Sekkimm is up!
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Anab a takes the potion and drinks then enters sword drawn.
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No problem to move the people.
Buchart prepares spells and potion. You are still in the doorway, and don't see anyone in the room.
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Anaba pushes the doors open.
The rotted pews, the collapsed pulpit, and the giant Sihedron mosaic on the floor indicate that this room once housed Lissalan worshipers. A circular door set in the northern end of the eastern wall has no apparent handles or hinges, though an obviously magical key hole lies in the center of the door. Stone double doors also rest in the eastern wall, farther south.
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Yes ok to use wand Buchart. Who's opening?
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Anaba has enlarged, lead blade and tattoo done.
Lyra holds spells for now. Her buffs are short term
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Ok sekkimm any other buffs?
Who opens the double doors?
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Sekkimm and Buchart do you want to go through the Western double doors (creepy voice and Norath - Rolande wants to pursue) or explore where the cultists already went? Concencus please. Also any buffs being cast now that you are done with talking to the prisoners.
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Investigate the statue or another direction?
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LThe statute radiates magic particularly the quill and the whip but the entire statue radiates magic. Peering around the corner you can see the original entrance which is now a collapsed hallway
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Peering into the open chamber to the South.
Near the north wall of this chamber stands a statue of a halfsnake, half-human creature covered in Thassilonian runes. The folded arms of the female creature's torso hold a quill and a whip. Six wings grace her back, and her lower body is a coiled serpent. In place of her head, a disk with a sevenpointed star, each point with a different rune, completes
the amalgamation. The statue faces a huge circular door embossed with the same seven-pointed rune.
Still two other rooms with closed doors from your entry chamber.
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