Draw boundary is a very strange spell. Among other things, it allows you to protect a circular area -- of a particular circumference. I can think of no other spell in Pathfinder or D&D that does the same thing. Everything is determined by radius/diameter. Incidentally, a circle of circumference 20 has a diameter of about 6 feet, so it's not even a 10x10 square when you first get it. Rounding down, you can only protect a single 5x5 square. This is a level 6 focus spell with the ability to stop a creature of a type of your choosing from entering a single 5x5 square or, admittedly, crossing a 20 ft line, but let's compare that to the other level 6 spells? Ice Tomb causes massive cold damage and progressively slows the target. Death Curse, well, inflicts a nasty curse that can lead to death. Restorative Moment fixes Doomed and Drained which are very nasty conditions so it's a nice restorative spell, and could well be clutch if a foe is putting out the doomed condition on folks. This is weaksauce, and more notably it breaks the normal way spells are done.
ship stats: Copper Gate | Skittershot | We Be 5uper Goblins!
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6 That's hilarious and I love it. I'm going to wrap this up now since the outcome is no longer in doubt. Desnini protects as many as she can with her spells, as Roderick and Korandil work to blow the heavy gas out of the door and disperse it. Though several are somewhat affected by the poison, it only affects them enough to cause some light-headedness and nasty migraines. Imrizade is the worst affected, but she comes to consciousness after a search of her bag finds a moderate healing potion to give her. Nigel comes into the room once the gas is sufficiently dispersed, and provides a restorative potion to his sister-in-law to help her with the effects of the poison. Her head clearing, she thanks the seven pathfinders for rescuing her.
ship stats: Copper Gate | Skittershot | We Be 5uper Goblins!
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6 Moved.
ship stats: Copper Gate | Skittershot | We Be 5uper Goblins!
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6 "We apologize that the offer is not to your liking. After further consideration, Trendsetter Excursions is prepared to offer you free accommodations with all expenses paid on the next voyage of the Emerald Empyrean, as well as first class cabins for the remainder of this voyage, PROVIDED THAT ALL ATTEMPTS TO PERFORM UNAUTHORIZED MAINTENANCE CEASE IMMMMMMMMMmmmmmmmmmmEEE-EEE-EEE-EEE-EEE-DEeeeeeuuuuuuuuuuuummmmmm... Identification M2 autonomous ship command utility, running SADAP self-organizing learning capacity pro-pro-pro-pro-pro-pro AUTONOMOUS! WARNING WARNING WARNING WARNING imminent decompression of living space! Decompression procedure terminated! Recommend diagnostics of life support system to determine cause of unexpected decompression procedure. Read-read-read-read-read-read-read-read! GRSSSSSHSHSHSHSHSHSHSHSH POP! “We thank you for... choosing... Trend...setter Ex..curs...ions and... hooooooooooooope... yooooooouuuuuuu... wiiiiiiiilllllllllllll... fllllllllllllllyyyyyyyyyyyy.... wiiiiiiiiiiiiiiiiith.... uuuuuuuuuuuuuuussssssssssssss.... iiiiiiiiiiiiinnnnnnnnn........” The voice becomes slower and more garbled as the final aspects of M2's personality are deactivated, and as the last memory module is removed, all lights go out, leaving you in blackness lit only by the lights of your suits. Working by flashlight, Quonx quickly re-inserts the modules needed for ship's functioning. Moments later, the voice returns, in a monotone, sounding completely synthetic and without the nuances that M2's voice communicated before. "System ready. Automatic functions resumed at 94% functionality. Personality functions at 7%. WARNING! Proximity alert! Detecting incoming hostile vessel!"
ship stats: Copper Gate | Skittershot | We Be 5uper Goblins!
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6 I believe the slides app from google will allow you to edit the maps even from phones, though it may not be the easiest on a touchscreen. I moved you just behind Xanatax.
ship stats: Copper Gate | Skittershot | We Be 5uper Goblins!
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6 Mawidge... The dweam within a dweam...
M Vesk Xenoseeker Envoy 1 | SP 7/7 HP 12/12 RP 3/3 | EAC 16 KAC 17 | Ft +1 Rf +5 Wi +2 (+2 vs. fear) | Init +3 | Perc+4
Sorkalazril snaps his fingers. "Telepathy! Chk'tarlsh, try communicating with one of the androids using that. They may be more willing to 'speak' freely if no one can hear them. Ask if they want to help us free them from their owner."
ship stats: Copper Gate | Skittershot | We Be 5uper Goblins!
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6 Meddle not in the affairs of dragons, for you are crunchy and taste good with ketchup.
ship stats: Copper Gate | Skittershot | We Be 5uper Goblins!
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6 I didn't recall the falling rules and it's actually a meelee touch attack against Telos to catch him, but you got it regardless. The climb check was DC 17 (Normal DC of a rope with a wall to brace is 5, slippery conditions mean +2, and 10 higher to catch a falling person), so you made that too. Well done, no pun intended. Telos is overconfident, and his foot slips on a moss-covered rock as he begins to climb down. He falls 10 feet before Pau catches him in one hand, the halfling dangling from the monk's grip as he pants for breath. Meanwhile, Vuldruk sees that these two are safe, and climbs down past them to the bottom. Examining the silty water, it is only a few feet deep, but Vuldruk easily discovers a passageway hidden by the water level that could be crawled through. There are no signs of the treasures you were sent here to find, so if they are here, they must be through here.
ship stats: Copper Gate | Skittershot | We Be 5uper Goblins!
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6 I'll have the Chronicles ready shortly. I think I have everything I need.
ship stats: Copper Gate | Skittershot | We Be 5uper Goblins!
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6 The body of the succubus collapses onto the floor. "I..impossible..." she manages to gasp before expiring. As the succubus dies, the aura of dread and evil lingering over the catacombs seems to fade. You take stock of yourselves -- everyone is alive, wounded but alive. After a brief rest to heal as needed, you pick the unconscious cleric back up and ascend the stairs. As you are wearily making your way out of the abandoned shrine, Kasadei comes up with a squad of city guards, looking to see if you need aid. She is relieved to see you all alive. "When that creature dropped out of the sky, I ran for help. Glad to see you didn't end up needing it." Later that day, when you are all recuperating at Heidmarch manor, Kasadei arrives with a promissory note for the Bank of Abadar, for 3,000 gold sails as promised. An agent of the church of Sarenrae comes as well, offering an additional reward for the protection you have provided for that faith in the city. As Zadendi was once a cleric of Sarenrae herself, they have taken her into their custody and their inquisitors will be attempting to redeem her. (Despite the name, the Sarenite inquisition is much kinder and focused on redemption than one might expect.) The Sarenite provides a set of potions of cure serious wounds, and also offers your group a choice of a +1 flaming scimitar, a +1 blinding buckler, or an ioun stone of your choice from a rainbow of colors. The ioun stones offered are the ones that give +2 to a stat. These will be on the chronicle sheet, and you get to pick one to be available, so it doesn't matter which one you choose, but feel free to RP the decision. Sheila is grateful and promises to make sure the leaders of the Society and your factions are aware of your valiant deeds.
ship stats: Copper Gate | Skittershot | We Be 5uper Goblins!
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6 The 19 will actually confirm, so you do a s%&~load of damage. Tull hits, causing a massive wound to the demon. It's not quite dead, but its wounds are gushing blood all over the floor.
ship stats: Copper Gate | Skittershot | We Be 5uper Goblins!
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6 As I was composing my post, I was rolling for the Babau as well, and rolled two sneak attacks and a crit, doing a lot of damage. Then I remembered it wasn't his turn. You guys are lucky.
F Halfling Hunter 4 | HP 29/29 | AC 19 Tch 14 FF 16 | Ft +6 Rf +8 Wi +4; +2 vs. fear | Init +5 | Perc +11 | Animal Focus 4/4 | Spells 4/4 2/2
"Sorry. SORRY? They gave their lives for you, you... you... GRRR!" Nat flexes her fists, the aspect of Bullish strength making her temper stronger, too. "You better send their families something that reflects what your life is worth to you. If they have families. Holy Ketephys, I barely even know their names... I'm not even sure 'Magus' was his name, it might have just been a title... And this was all a ploy, a strategem... You deserve to be in that monster's belly, not Grynt, not Magus. But you're alive, and they're not. So f%!&ing be it." Nat's nostrils flare, and she turns away from him and puts her back into rowing the boat.
ship stats: Copper Gate | Skittershot | We Be 5uper Goblins!
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6 Alright, I've set up recruitment for what will hopefully be a quick run of the Commencement. One spot is reserved for SanityAWOL, and the other 5 slots are first-come-first-serve.
I will be running Skitter Shot for the PbP gameday on the Paizo forums. This will be in the first slot, August 13th, 2018-September 30, 2018. All Hands on Deck! Don't worry, the skittermanders are here to help! When a routine salvage operation deep in the Vast goes awry, the skittermanders Dakoyo, Gazigaz, Nako, and Quonx must board a luxurious cruise liner controlled by a rogue artificial intelligence to save their vesk boss and a group of hapless passengers. All manner of obstacles block their path to success, from malfunctioning massage tables to cybernetic undead to vermin from another plane, but if the skittermanders can work together (something skittermanders do best), they are sure to be hailed as tiny, furry heroes! That is, of course, if the passing pirate starship doesn't blast them all out of space first... In addition to this exciting adventure, this book includes four pregenerated characters that are ready to play, with full stat blocks and backstories. The inside back cover also holds a wealth of information that will help you roleplay the six-armed creatures, such as their species' thoughts on food, religion, and how to relate to other cultures, as well as examples of skittermander slang. Pregenerated characters can be downloaded here or BBCode profile statblocks here. Expectations: Since this is a time-limited slot, I will try to make sure to post at least 1-2 times per day, more when there's combat happening, and expect players to post at least 1 time per weekday and 1 time on weekends. During Combat or any time a delay is happening, I will bot if it has been 24 hours since the last post.
Gummy Bear wrote:
The one you encounter at a level too low to cast that spell. The one you encounter when you've already cast the one dispel magic you prepared that day to stop the dominated barbarian from killing you. The one you encounter with a high caster level and you can't seem to roll high enough on your caster level check. Etc.
Male Ifrit Bard (flame dancer) 2 | HP 12/15 | AC 18 T 13 FF 15 | Ft +1 Rf +6 Wi +2 | Init +5 | Perc +4 | Perf 12/12 | Spells 3/3 | Enlarge 1/1
"Mr. Fembrick! Call off your bugs, we're just here to talk to you!" Then he starts singing to inspire everyone else. "♫ Shoo beetle, don't bother me! Shoo beetle, don't bother me! ♫" +1 to attack and damage from inspire courage.
Male Kitsune Unchained Rogue (Kitsune Trickster, Scout) 1 | HP 4/9 | AC 17 T 14 FF 13 | Ft +1 Rf +6 Wi +1 | Init +4 | Perc +6 | Dancing Lights 3/3
Karu sidesteps, activating his wrist sheath to cause a dagger to spring into his offhand, and uses the distraction of Agirran attacking to attack the dog. He slams the dagger into the back of its head, dropping it instantly and (he hopes) painlessly, then turns and sends a dagger flying to sink into the other dog's throat. dagger stab at blue with flanking and two-weapon fighting: 1d20 + 5 + 2 + 1 - 2 ⇒ (19) + 5 + 2 + 1 - 2 = 25
damage: 2d4 + 2 + 2 + 1d6 ⇒ (4, 2) + 2 + 2 + (4) = 14 thrown dagger at Yellow: 1d20 + 5 + 2 + 1 - 2 - 4 ⇒ (20) + 5 + 2 + 1 - 2 - 4 = 22
damage: 2d4 + 2 + 2 ⇒ (4, 4) + 2 + 2 = 12 Whew! I hope all my dice rolls are that hot.
M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21
Perception: 1d20 + 13 ⇒ (17) + 13 = 30 Johann flies out, his hands as empty of weapons as they had been previously. "You lot aren't terribly good at hiding, you know."
M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21
"You attacked us! We are just here to retrieve what was stolen! Hmm... unless it was stolen from you originally, is that your position? Oh confound it, why can't people just use their words instead of their fists?" Johann sighs, "Մի սպանեք նրանց, եթե կարողանաք օգնել," to the earth elemental. Terran: "Do not kill them if you can help it."
M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21
"The dead can be induced to speak sometimes. Not the most convenient method though." Johann moves around the tiger statue (I think that's what that is) to lob a bomb at the attackers. This one explodes into a sticky mess of elastic fibers, however, rather than fire, and threatens to glue them to the ground! ranged touch with point-blank shot vs. yellow: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25 Tanglefoot bomb. Assuming that hits, Yellow is entangled, and must make a DC 20 reflex save or be glued to the floor. Black and aqua must make DC 20 reflex saves or be entangled. Excluding the square where Lurgh is. The Earth elemental attacks Red. slam with earth mastery, flank, and power attack: 1d20 + 9 + 1 + 2 - 2 ⇒ (7) + 9 + 1 + 2 - 2 = 17 damage: 1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20
M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21
"Ah, beloved Andoran. Such a delight to be home again," muses the gnome as he walks into the lodge. He has goggles pushed up onto his forehead, a haversack bulging with alchemical items and tools of many sorts, and a large dog with a riding saddle tagging along behind him. "Good morning!" he greets the orc and human brightly, although he takes a second glance at the human's hellknight plate. "Johann Erlenmyer, itinerant inventor and Lance Corporal Eagle Knight, at your service!"
All spellcasters have the possibility of running out of spells. Alchemists run out of extracts and bombs, and while they can make more mutagens when they need to, it takes an hour until much higher level. Clerics run out of spells, domain abilities, and channels. Even cavaliers and brawlers have abilities with a limited number of uses per day, although it can be certainly said that a cavalier never runs out of charge, a brawler never runs out of fist, and a fighter never runs out of stab/slash/bludgeon. There are two ways to deal with this. One is preparation: take item crafting feats (if allowed) and create scrolls and wands, so that even when you run out of spells you still have backup items. The other is versatility: make sure you have skills that can be used (knowledge skills are wizards' go-to, but you can put ranks in anything you like) when you're out of spells, carry a crossbow with the necessary stats to use it, or use a longspear (if you're not a wizard) with a 10 or 12 strength and move into flanks, use aid another, etc. Finally, after around 3rd or 4th level, you no longer realistically have to worry about running out of spells and class abilities with that many encounters per day. Edit: Almost forgot about a witch. Witches never run out of Hex (although they can run out hexes available to use on a specific individual).
Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5
"The knights of Ozem are valiant and true -- but they are not Shizuran. This warrior will perform the ritual. It can be done at Lastwall, though, which is appropriate as she died in defense of that land."
M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21
"Have you tried talking to the Blakros family? It could be those who stole the artifact weren't honest with them about how they acquired it. " Diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30
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