Shiyara the High Mediator

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Goblin Squad Member. RPG Superstar 8 Season Star Voter. Pathfinder Card Game Subscriber; Pathfinder Roleplaying Game Charter Superscriber. Organized Play Member. 1,586 posts (27,833 including aliases). No reviews. 2 lists. No wishlists. 4 Organized Play characters. 46 aliases.


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BOT

Dalgrym calls out, "Take yer shot 'n back away, lads! Bring the lot of them out here! Yer givin' them advantage in that hall!"

If I may be so bold, you can position yourself in the room so any gnoll leaving the hall has to pass through a gauntlet of AoOs. You've already identified the problem with meeting him in the hall - it's one-on-one and negates any superiority we might claim from numbers.


By all means, disregard my bot for you. I thought brvheart had other information to know you were unavailable.


Ulfgard and Dalgrym stride toward the door as Dalgrym says, "The bard's got the right idea - Wulfgar, don't take all the fun, bring those shaggy beasts out here!"

Dalgrym moves up next to Grenz and readies an attack with his shield when a gnoll is within reach.

+2 darkwood spiked shield, attack: 1d20 + 13 ⇒ (2) + 13 = 15
magic, piercing: 1d6 + 7 ⇒ (1) + 7 = 8

Moved his token and removed the bonus for studied target from his attack and damage as that doesn't seem appropriate in a reactive situation.

Ulfgard nods at the suggestion and takes up a position on the far side of the door, protecting the little healer and awaiting a target.

I can't move Ulfard's token, but I think he has exactly the necessary movement to stand 'south' of Roylenna and ready an action against the first gnoll he flanks with Grenz. He seems to be using the dwarven waraxe, so using that bonus to attack.

Attack!: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Damage!: 1d10 + 8 ⇒ (2) + 8 = 10

My apologies for the rolls, folks...


I wasn't planning to modify any players. Of course you can rest. I've been waiting for some agreement on where you will rest and what precautions you will take when you rest. For the record, the bolt hole you referred to earlier is quite small, definitely not enough to hide your entire crew for the night. That said,

Jaonos offers, "Even if you think we can retreat with relative safety - that roaring is a bit disconcerting, I must admit - the bolt hole seemed very small to me though I didn't go in to inspect it closely. The armory itself seems to be used at least on occasion, based on finding the captives' gear in there and there's really nothing to hide behind. However, the room full of foodstuffs - we could hide behind the barrels and no one would be the wiser if we were able to be quiet. Perhaps that would save us from having to exit all the way up the stairs."


Bot for Manos

Manos continues his assault on the flanked dracolisk attacking the commander.

attack Adamantine rapier + Flanking: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33

damage + Sneak attack: 1d6 + 4 + 5d6 ⇒ (6) + 4 + (3, 5, 5, 5, 4) = 32

attack Adamantine rapier + Flanking: 1d20 + 13 + 2 - 5 ⇒ (1) + 13 + 2 - 5 = 11

damage + Sneak attack: 1d6 + 4 + 5d6 ⇒ (4) + 4 + (4, 1, 5, 1, 4) = 23

Confirmation roll: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Potential crit damage: 1d6 + 4 ⇒ (1) + 4 = 5


We will officially move to 5th-level and PF2e characters after we rest. So the metagame question becomes do you press on as 4th-level PF1e characters or do you rest to become 5th-level PF2e characters? If you rest, do you try to do it here or do you retreat to avoid a battle in the middle of the night?


Unto doesn’t say anything, but he shows you several barely-healed cuts on his arms, belly, and back along with what look like burns near his eyes.

Jorma says, ”It doesn’t matter. Now we’re gonna kill every last one of these little monsters. I know they are in the basement of the Folly - Unto and I were gonna sneak down here and help ourselves to some of what they’ve been stealing from honest folk.” He looks down, a little ashamed, ”We got caught. Been down here several days, I wager.” He points a finger at Conn, ”We’d be free by now if those cowards would’ve come after us like they said they would!”

He stares at Conn, who ignores him, studiously looking over his loaded crossbow, which never wavers much from pointing at the belligerent Jorma.

Jorma continues, ”Bah! Anyway, everyone knows these little terrors are led by a giant of some sort. What he wants with an army of runts, gods only know, but maybe he’s as stupid as they are. I say we attack!”

Unto looks very uncertain about this suggestion, his eyes widening, but he says nothing.


Kerkko considers the question for a moment. "I've been here for a while. I was hired to help protect a merchant caravan headed north. Bandits fell upon us shortly after we decamped after our first night on the trail. We beat them back, but we lost several men, both killed and wounded. The bandits had several casualties, as well - we found drag marks where they pulled their wounded away from the battle. They didn't leave anything behind. We didn't have enough men to chase after them, but the captain thought they were the main concern. Since we had beaten them once, even in our weakened numbers, he thought we could proceed."

He looks around the room, "He was wrong. That very night, during second watch, we were caught unprepared and easily defeated. The goblins killed the wounded and marched the rest of us into the woods. I can't tell you how long it took or where we went; when I came to my senses again, I was chained to a peg above my head in a pitch black room, where you found me. There were a few others from the caravan in there with me, but they've all passed onto Pharasma's judgment now." He looks Lalandar in the eyes, "There was torture, and it was just too much for them to take."

You can see many recent wounds on Kerkko's muscular frame. At a glance, they might be the results of torture or combat or something else. It would take some investigation to determine the causes. Give me a Heal or Medicine check to know more.

"I don't know what they thought they would get from the torture. I never heard one use a language I knew - they didn't ask me any questions and I don't know if they could understand my answers, anyway. They would hurt you and laugh. The louder you yelled, the louder they laughed. But I know that there's something down here they are afraid of. Maybe it's a chieftain or whatever a goblin calls their leader."


Bose’ first arrow drops the last goblin. No need to fire the second arrow.

There is a moment of calm before the cleric whispers, ”Does anyone require healing?”

Kerkko strides forward to gather the javelins he had thrown. He gestures to Unto, ”Good fight. Give me a hand.” The two of them quickly strip weapons from the fallen goblins and throw the bodies into the hall before shutting the door and sliding the tables up against it.

Kerkko turns to face the rest of their band. ”Again, well met and well fought. Who leads your group? Do we dig in and defend this room again or do we move?”


Bot for Manos

Manos continues his assault on the flanked dracolisk attacking the commander.

attack Adamantine rapier + Flanking: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28

damage + Sneak attack: 1d6 + 4 + 5d6 ⇒ (3) + 4 + (2, 5, 1, 6, 6) = 27

attack Adamantine rapier + Flanking: 1d20 + 13 + 2 - 5 ⇒ (15) + 13 + 2 - 5 = 25

damage + Sneak attack: 1d6 + 4 + 5d6 ⇒ (2) + 4 + (6, 6, 5, 1, 6) = 30


The tiger lunges in, catching the little warrior by the shoulder, and bites down. She uses her grip on him to yank him off his feet and drops him to the ground, unconscious and dying.

Good roll! One left!


That is a critical hit. Double damage!


Their turn!

The party hears a loud roar from down the hall and the three goblins in the room glance at the door in fear before re-doubling their attacks.

The goblin facing Kitty and Kerkko, wounded as he is, attacks, spreading his strikes between the two of them.

Attacks: 1d20 ⇒ 191d20 - 5 ⇒ (7) - 5 = 21d20 - 10 ⇒ (4) - 10 = -6
Targets (odds are Kitty, evens are Kerkko): 1d10 ⇒ 91d10 ⇒ 21d10 ⇒ 5

Kitty is struck for 1d4 ⇒ 3 points of damage.

The goblin facing Jorma, emboldened by his ally hitting the cat, fires at Jorma again!

Attacks: 1d20 ⇒ 81d20 - 5 ⇒ (7) - 5 = 21d20 - 10 ⇒ (5) - 10 = -5

The burly human is hit for 1d4 ⇒ 1 points of damage.

Lastly, the goblin in the doorway steps up and fires at Ferrum, but both Unto and Ferrum try to take advantage of his momentary distraction as he fires and the little fellow never gets a shot off.

Ferrum's AoO: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Damage: 1d10 + 3 + 4 ⇒ (3) + 3 + 4 = 10

And in hindsight, I realize Jorma should have gotten an AoO against his antagonist, but he misses anyway.

Jorma's AoO: 1d20 ⇒ 9


There is literally a pile of goblin bodies in the center of the room, just as the defensive design would indicate, but it sounds like something larger might be coming. The party is up!


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Initiative
Tigrise & Kitty
Lalandar
Ferrum
Enemy (Dying)
Enemy (Dying)
Bose
Enemy (Dying)
Kerkko
Enemy (Down 12 points, facing Kitty)
Enemy (Unhurt, facing Jorma)
Unto
Enemy (Dying)
Jorma
Conn
Jaonos & Frenhir
Alfren
Enemy (Down 11 points, in hallway)


Kerkko draws his sword (one action) and attacks the badly wounded goblin in front of the tiger before raising his shield. His hurried attack is a miss.

Longsword: 1d20 + 6 ⇒ (5) + 6 = 11

Unto, wounded from the last round, fails to finish the goblin that Kerkko missed and raises his shield in defense again.

Attack: 1d20 ⇒ 71d20 - 4 ⇒ (12) - 4 = 8

An enraged Jorma uses the javelin in his hand to lunge repeatedly at the goblin that shot him, but his fury makes his strikes inaccurate and the goblin taunts him as he dances aside.

Attacks: 1d20 ⇒ 51d20 - 5 ⇒ (18) - 5 = 13

Conn fires his readied crossbow, reloads it, and fires again, both times shooting at the goblin in the doorway. Both bolts thunk into the door.

Attacks: 1d20 ⇒ 41d20 - 5 ⇒ (11) - 5 = 6

Jaonos shakes his head at his misses, tries to focus, and fires repeatedly at the goblin in the doorway, hoping to keep it from escaping. He misses all three shots.

Attacks: 1d20 ⇒ 111d20 - 5 ⇒ (2) - 5 = -31d20 - 10 ⇒ (8) - 10 = -2

Alfren reloads his crossbow, fires, and reloads again. His first shot catches the goblin in the doorway square in the chest! Critical hit! It stands there, looking down dumbly for a moment.

Attacks: 1d20 ⇒ 201d20 - 5 ⇒ (4) - 5 = -1
Damage: 2d8 ⇒ (3, 8) = 11


Bose Aufero wrote:

Sorry, lost track of where we were

Due to the crowded front of the room, Bose will continue to fire his Bow.

[dice=bow attack]1d20+8
[dice=bow attack]1d20+3

[dice=Damage with Bull Strength]1d6+5

One note, in PF1, the composite bows are capable of a certain maximum strength bonus to their damage. The fact that Bose has an enhancement to his strength doesn't increase the bow's damage like it would for a melee attack, so Bose' bow's potential damage remains 1d6+1.


Round two of draconic rage for Ferrum.

Since the new goblins have lined themselves up so conveniently, Ferrum will try to sweep two of them again.

The air around his falchion seems to have a misty quality as the frost from the blade cools the air around it and he makes another mighty cleaving attack.

First attack: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 (+2 because the goblin is flanked by Jorma, making him flat-footed to Ferrum's attack)
Damage: 1d10 + 3 + 4 ⇒ (5) + 3 + 4 = 12 (+3 from strength bonus, +4 cold damage from draconic rage)

With another devastating hit, Ferrum almost kills the goblin before Lalandar outright and the edges of his grievous wound are blue from the icy weapon. His second attack goes against the one that struck Unto.

Second attack: 1d20 + 11 - 5 + 1 ⇒ (14) + 11 - 5 + 1 = 21 (-5 because it's his second attack, +1 from the sweep trait of the falchion)
Damage: 1d10 + 3 + 4 + 1 ⇒ (2) + 3 + 4 + 1 = 10 (+3 from strength bonus, +4 cold damage from draconic rage, +1 from forceful trail of the falchion)

Having just been hit solidly by Bose' arrow, the second goblin reels just as Ferrum puts him out of his misery. Another one down! Reversing his swing, the half-orc brings his blade back across his first target, hoping to finish the job.

Third attack: 1d20 + 11 - 10 + 1 ⇒ (4) + 11 - 10 + 1 = 6 (-10 because it's his third attack, +1 from the sweep trait of the falchion)
Damage: 1d10 + 3 + 4 + 2 ⇒ (10) + 3 + 4 + 2 = 19 (+3 from strength bonus, +4 cold damage from draconic rage, +2 from forceful trail of the falchion)

I knew it was a long shot, but look at that damage. If he'd connected, we'd be cleaning goblin off the ceiling!


Pixie Rogue wrote:
I'm going to rule that Kitty could charge, so Kitty can pounce if you wish, allowing him/her to make a full attack and possibly a rake attack.

My mistake, I checked the rules and Kitty doesn't have pounce at this level.


I'm going to rule that Kitty could charge, so Kitty can pounce if you wish, allowing him/her to make a full attack and possibly a rake attack.


I’m fine with first come, first serve at this point. Lalandar posted first, his action precedes everyone else. Everyone but Lalandar is up!


You can freely move through an ally's square. There is a free space you can reach in a single move, so you could take two actions against the goblin in front of you and have time to step back for Tigrise or Kitty to move up and attack on her turn.


Whew! Top of the Order! Tigrise, Lalandar, Ferrum!


The goblin balanced on the edge of the table laughs maniacally and attempts to fire his bow into the allies once more.

First he must balance: 1d20 ⇒ 3 Fail
Which way does he fall: 1d6 ⇒ 5

The goblin's feet slip out from under him and he lands next to the table. Standing, he fires his shortbow at the closes longshanks, Jorma.

Attack of Opportunity from Jorma: 1d20 ⇒ 6 A miss!
Damage: 1d6 ⇒ 1

With his last action of the round, the goblin draws back and fires.
Attack: 1d20 ⇒ 16
Damage: 1d6 ⇒ 1

The aim is true, but the arrow only grazes the human Jorma, drawing blood across his cheekbone as he jerks his head back.

Two more goblins charge into the room with a shout waving their handaxes. As the first crosses the threshold, Kerkko lets fly his last javelin. Unfortunately, in his haste, the throw is wide. The creature continues forward and attacks Kerkko in retaliation, but misses both times.

Javelin: 1d20 + 6 ⇒ (7) + 6 = 13

Goblin handaxe vs Kerkko: 1d20 ⇒ 61d20 ⇒ 6

The other goblin stops and attacks Unto. His first attack thwacks into the wooden shield carried by Unto, but the second cuts underneath and strikes the man's leg.

Goblin handaxe vs Unto: 1d20 ⇒ 61d20 ⇒ 15

Damage: 1d6 ⇒ 4

The wounded man lashes out with his short sword twice before raising his shield in defense.

Attack: 1d20 ⇒ 11d20 - 4 ⇒ (6) - 4 = 2 He is using an agile weapon, a short sword, so the second-attack penalty is reduced. Sadly, with rolls like that, it just doesn't matter.

Another goblin appears in the doorway and fires his shortbow twice at Unto. Fortunately for Unto, both arrows thunk into the shield and he is spared further injury for the moment.

Attack: 1d20 ⇒ 41d20 - 5 ⇒ (12) - 5 = 7

An enraged Jorma uses the javelin in his hand to lunge repeatedly at the goblin that shot him, but his fury makes his strikes inaccurate and the goblin taunts him as he dances aside.

Attacks: 1d20 ⇒ 81d20 - 5 ⇒ (14) - 5 = 91d20 - 10 ⇒ (6) - 10 = -4

Conn reloads his crossbow, fires, and reloads again. In his haste, the bolt flies high.

Attack: 1d20 ⇒ 5

Jaonos takes a deep breath and with a prayer on his lips, lets fly repeatedly with arrows, but his efforts are no more effective than Conn's.

Attack: 1d20 ⇒ 61d20 - 5 ⇒ (8) - 5 = 31d20 - 10 ⇒ (4) - 10 = -6

Alfren reloads his crossbow, fires, and reloads again. His shot hits the goblin menacing Unto in the shoulder and it screams in rage.

Attack: 1d20 ⇒ 191d8 ⇒ 3


Bose's shot capably finishes what Ferrum's sword had begun

Kerkko draws his second javelin and calls out to Jorma, "You good? You got this?" The bluster of Jorma is undimmed and he doesn't even really reply, making some noise sounding like "Pfft," but doesn't take his eyes from the table-riding goblin. Kerkko nods, "Thought so." He raises his shield and readies an action to throw his javelin when the next goblin enters the doorway.

More to come.


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Initiative
Tigrise & Kitty Fired her sling while Kitty waits
Lalandar Enchants his blade and attacks
Ferrum Rages and attacks twice
Enemy (Dying)
Enemy (Dying)
Bose
Enemy Down 12 points
Kerkko
Enemy
Enemy
Unto
Enemy
Jorma
Conn
Jaonos & Frenhir
Alfren
Enemy


Ferrum roars and ignites his rage! (One action) Frost forms along the haft and blade of his falchion and he tries to swing through the goblin in front of Lalandar and through into his friend in the doorway.

First attack: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 (+2 because the goblin is flanked by Jorma, making him flat-footed to Ferrum's attack)
Damage: 1d10 + 3 + 4 ⇒ (3) + 3 + 4 = 10 (+3 from strength bonus, +4 cold damage from draconic rage)

Critical hit! Double damage!

Ferrum's swing splits Lalandar's foe in half and the powerful swing continues through to...

Second attack: 1d20 + 11 - 5 + 1 ⇒ (17) + 11 - 5 + 1 = 24 -5 because it's his second attack, +1 from the sweep trait of the falchion
Damage: 1d10 + 3 + 4 + 1 ⇒ (4) + 3 + 4 + 1 = 12 (+3 from strength bonus, +4 cold damage from draconic rage, +1 from forceful trail of the falchion)

The powerful follow-through almost kills the second goblin outright. Had he been injured before, he would be dead now!

Thus ends Ferrum's turn. 1 round of rage spent.


That confirmation roll would not have confirmed, anyway. Either you get two attacks or a near-crit. Sorry.


It's just an action. He could intimidate and would still have two actions for his turn to attack or cast a spell with.


Bose Aufero wrote:
Please do provide the updated stats

Falchion traits: Forceful, Sweep

Falchion Attack stats: +9 (1d10 + 3) slashing

Falchion Attack with normal rage: +11 (1d10 + 5) slashing

Falchion Attack with draconic rage: +11 (1d10 + 3) slashing + 4 cold

He can cast shield or he can cast ray of frost with an attack bonus of +9 for (1d4 + 3) cold damage. Multiattack penalties apply here, so if you have attacked with the falchion first, the spell attack is at a -5.

He can use intimidation to demoralize an opponent, which literally frightens them into poorer performance for a short time. Ferrum can do this as an action by glaring at a target, so they don't have to understand his language. His bonus for intimidation checks is +11. Success or fail, he can only do this to a particular target once per ten minutes.

That's most of his pertinent abilities, I think, for the current situation.


Between the allies standing in her way and the goblins' being unexpectedly hard to hit, Tigrise' shots fail to connect.

A sling has reload 1, so next round, you will need to spend an action reloading before you can fire again. (I'm assuming you had a loaded sling in hand when the goblins entered the room.) Essentially, firing a sling is a two-action activity. Of possible interest, it is a Propulsive ranged weapon, meaning you aid half of your Strength modifier to damage rolls.

Lalandar and Ferrum are up! I can provide new stats for Ferrum's weapon if you wish, Bose.


A rapier had the deadly d8 property, meaning it gains a d8 to the crit damage roll in addition to doubling the damage.

Daggers don't get a deadly die, but have a critical specialization that a skilled wielder can utilize to give the target 1d6 persistent bleed, which could well be worse.

Longswords don't get a deadly die, but have a critical specialization that a skilled wielder can utilize to knock their target off-balance, rendering them flat-footed until the start of their next turn. (Rapiers also get this critical specialization, so it sounds like a good choice for Bose.)

I don't think anyone's going to be hurting from the changes to their weapon, to be honest.


Bose Aufero wrote:
Couldn't we just lower the threshold to account for those? If you have an increased range of 2, then you need an 8?

Actually, looking at other rules I haven’t tried to implement yet, most of the weapons involved have bonus damage on a critical. So rather than hitting more often, they hit harder. I think reducing the threshold would be a bit overpowering because I think you would hit a lot more. I need to look closer at those weapons.


To reiterate, critical hits and critical fumbles are now strictly a function of the roll. A weapon with an increased crit range or a character with a feat impacting crit range, we will discuss as I don't want to cheat anyone, but the basic rule is beat the target by 10, it is a critical success (no roll to confirm), calculate your damage normally and double it - including precision damage like sneak attack. Miss the target by 10, it is a critical fumble and something negative might happen or it may simply be a miss.


Initiative
Tigrise & Kitty
Lalandar
Ferrum
Enemy (4 points down)
Enemy (unconscious)
Bose
Enemy
Kerkko
Enemy
Enemy
Unto
Enemy
Jorma
Conn
Jaonos & Frenhir
Alfren
Enemy

Stowing a ranged weapon is an action, as it drawing a melee weapon. As before, dropping a weapon is free. The javelin throwers have already disarmed themselves, but will have to draw their primary swords before they can attack.

Top of the order - Tigrise/Kitty, Lalandar, and Ferrum, you're up!


Bose' shot is a solid hit. (I told the player incorrectly that he had an action for a second shot.)

Kerkko flings one of his javelins at the goblin, shouting, "Melee strikers, hold until they are in reach! Don't break the line!"

Attack: 1d20 ⇒ 191d6 ⇒ 1

As the goblin jumps aside from the hits by Bose and Kerkko, barely on his feet, Unto takes advantage and scores a hit across the creature's ribs, dropping it. Icon turned to indicate unconscious.

Attack: 1d20 ⇒ 171d6 ⇒ 4

The next goblin in line charges in over his comrade and more arrows fly.

Conn crossbow: 1d20 ⇒ 202d8 ⇒ (2, 2) = 4 Critical hit!

Jaonos longbow: 1d20 ⇒ 21d8 ⇒ 2 Miss

Alfren crossbow: 1d20 ⇒ 131d8 ⇒ 5 Miss

Conn hits the new goblin squarely, but doesn't manage to strike a vital organ and the creature remains on his feet.

Seeing the room full of longshanks, the creature throws the shortbow in his hand aside and runs toward the target in the middle. With a shriek, it leaps at Lalandar, missing the magus with its rushed attack.

Attack: 1d20 + 5 ⇒ (6) + 5 = 111d4 ⇒ 1

Another goblin follows and follows the same tactic, attacking Unto. Unfortunately for him, he loses his grip on his handaxe and it clangs ineffectively off of Unto's shield - and behind the table out of reach.

Attack: 1d20 + 5 ⇒ (1) + 5 = 61d4 ⇒ 1

A third goblin pushes past his puzzled compatriot, who stands in the doorway staring at his now-empty hand, and climbs onto the table edge and tries to fire his shortbow into the scrum. Jorma's attempt to knock him back fails!

Skill check to balance: 1d20 ⇒ 19

Attack of Opportunity from Jorma: 1d20 ⇒ 12 Miss!

Attack: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 151d4 ⇒ 21d12 ⇒ 6 Penalty for balancing

Amazingly enough, he is able to thread the arrow, by luck or by skill, through the group in front of him, only to watch the half-elf druid tilt her head as she sidesteps the shot. Did that creature just fire at ME?

That brings us back to the top of the order - the surprise round was a bit broken up with all of the readied actions, but we will be attacking in the standard order now.


Lalandar's beam of frost hits the goblin, turning a patch of his motley green skin a pale blue.

Because that was a readied action, Lalandar is done until his turn next round.

Ferrum swings at the lead goblin with his falchion.

Attack: 1d20 + 8 ⇒ (10) + 8 = 18

His blade seems sure to strike, but where it seems to make contact, there is a sudden burst of light and the blade rebounds, the goblin unharmed - much to the surprise of both Ferrum and the goblin. A miss.

Bose is up if he has a ranged attack readied.


Initiative
Tigrise & Kitty
Lalandar
Ferrum
Enemy
Enemy
Bose
Enemy
Kerkko
Enemy
Enemy
Unto
Enemy
Jorma
Conn
Jaonos & Frenhir
Alfren
Enemy

The heroes and their new allies wait for the first goblin to cross the threshold. And then combat begins.

Everyone's readied action will fire at one of the two visible goblins in the order of initiative. If you have a ranged attack, please take it and I will distribute the pain appropriately according to what goblins are alive at the time of your attack. Go!


Pathfinder Card Game Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Looking at it, it would take a while for any real spellcasting to come online, so she wouldn't be useful as a spellcaster for a while. That said, y'all have sold me - I'm back to the original ranger build, slightly tweaked to make it a decent sorcerer multiclass (I think).

I don't have equipment and such ready yet, but I could throw a kit on her and be ready to go pretty quickly. Her background remains all in my head, so I guess there's that, too.


Kerkko hefts his new sword and grins, "Jorma, bet I drop more goblins than you do. Loser's buying when we get back to town." He switches the sword to his off-hand and takes one of the javelins. "Hold your fire until he's completely in the doorway, then hit 'em with everything you've got, boyos!"

"Yeah, pretty boy? You think you can drop more of these little dung-eaters than me? You're on!"

Unto stammers, "M-m-mister, you'd better get back here before they get here." Ferrum nods and slips through the gap to stand behind the table while Unto moves toward the door. They both hunch down so Conn can fire over them with his crossbow. Jorma does the same so Alfren can fire.

Jaonos mutters, "Frenhir, heel." He draws forth his longbow and fits an arrow to the string as he says a prayer to Iluvitar. He glances over to Bose and gives him a grim nod.

At this time, all of the NPCs have a readied action to pepper the first goblin through the door. What are the PCs doing? Waiting? Casting preparatory spells?


I want to borrow some rules from the new Pathfinder in this combat. I really like some of the things they've done, and their new action economy is one of them. Here's the highlights, ask if you have questions.

  • Characters and enemies have 3 actions per turn. Not standard actions vs move actions, just actions that can be used as you wish.
  • Everyone in this combat other than Kitty has a movement rate of 25' per action. Kitty has a movement rate of 30' per action.
  • First attack is at your normal bonus, second attack in the round is -5 and the third attack and any subsequent attacks are at -10. If you are wielding an agile weapon, the penalty is -4 and -8 instead.
    [ooc]
  • Casting a spell takes two actions unless it's listed as a free or immediate action, in which case it will be one action.

  • For Tigrise, directing Kitty takes one action. As a minion, Kitty gets two actions per round.


  • When the half-orc runs into the room and stops because of the wall of tables and warriors, the tiger's attack is mis-timed and its claw scrapes across the man's armor but fails to reach flesh.

    At the sound of its boon companion, its head whips around and it leaps across the table, shoving its way between Lalandar and Kerkko, who are too surprised to do anything about it. In a pounce, it bears the half-elven woman to the ground and licks her face.

    Even as this is all happening, the clatter of arrows falling to the ground or hitting the walls can be heard behind Ferrum. As he catches his breath, he holds up his prizes. "Long sword, short sword, morningstar. And this looks like a druid's blade." He holds up a long curved blade of a darkened metal.

    Kerkko claims a heavy wooden shield, a longsword, and two javelins.

    Jorma claims a longsword, a short sword, and the remaining two javelins.

    Unto takes a short sword and the second heavy wooden shield.


    Pathfinder Card Game Subscriber; Pathfinder Roleplaying Game Charter Superscriber
    Aramil Wellys wrote:
    One of the components of PF2 is that each class should be able to fill multiple roles. I'm looking forward to testing if the bard can truly be a primary spellcaster.

    I saw a comment by someone that felt like they made a pretty passable magus with a bard. Not quite a primary spellcaster, but it made me stop and rethink things a bit.


    Pathfinder Card Game Subscriber; Pathfinder Roleplaying Game Charter Superscriber

    I think I need to get used to the new rules - with the changes to the classes, it's harder to know what roles are filled and what roles are lacking.

    Now I'm considering doing something like Omari, taking a level of ranger and taking the sorcerer dedication feat. Or vice versa. Then she could be more viable in combat (she would be range-focused) and also have the healing and spellcasting, as Amaril is planning. I'm going to play with those ideas for a bit.

    (Gotta admit, this is fun!)


    Pathfinder Card Game Subscriber; Pathfinder Roleplaying Game Charter Superscriber

    While we wait for the discussion thread to become available, here's a thought for the first table. I did not nail down my character because I like to find what the table needs and try to fit that. Looking at Saleem, Aramil, Varook, Hugo, and Raff, it appears that we have three to five melee types, two or three possible healers, one or two skill monkeys, and no dedicated spellcasters. (Those classifications are obviously very dependent on the builds, of course.)

    I don't want to bury this thread in discussion, just pose the question for the discussion when the thread opens - should I be looking at a spellcaster? I've been playing around with making that originally-proposed emancipated halfling ranger into an emancipated halfling angelic sorcerer instead. She's weak on skills (though not terrible), strong on Charisma and Dexterity, weak to average on Strength and Intelligence, and brings cleric-type healing (if not the quantity of a cleric) to the party. I haven't taken any time to select spells beyond the bloodline yet.

    I like making my characters with input from those at the table, so I'm looking forward to hearing what you think. I'm a big fan of session zero.


    Pathfinder Card Game Subscriber; Pathfinder Roleplaying Game Charter Superscriber
    GM Taban wrote:

    Okay. I have looked through all the applications so far. There were 11 in total. After much weighing I've decided to do two tables. Table 1 will run in this campaign. This group will consist of the following:

    Saleem Haladi
    Phntm888
    Daniel Stewart
    Hugo Nervin
    Pixie Rogue
    Raff Keegan

    Feel free to start posting in the discussion thread. Please leave the gameplay thread empty for now.

    Thanks for the invite!


    Ferrum yells, "GET THIS BEAST OFF OF ME!"


    I don't have his AC in hand, but you might be correct. If not, we will deal with damage later.

    Does Tigrise wish to try to control her animal companion?


    Pathfinder Card Game Subscriber; Pathfinder Roleplaying Game Charter Superscriber

    Absolutely, no worries here. The game must certainly come behind real-life concerns. Take all the time you need.


    Alfren stands at the door, listening intently.

    Jorma grabs up one of the morningstars and positions himself behind one of the tables. He growls at Unto, "Take a shield. If one gets close to ya, slam the shield into it and push it toward me. Got it? Stand there!"

    Kerkko takes up the other morningstar and tests its weight with a couple of practice swings. He steps back from Alfren to the end of the funnel next to Lalandar and nods at the elf before he turns to face the door.

    In the hallway, you hear Ferrum bellow, "The door! Open the door!"

    Alfren turns the latch and yanks the door open as Ferrum comes rushing through, a large striped cat intent on his tail. The screams of enraged goblins are clear. And close.

    For Tigrise:
    Kitty smelled you on Ferrum and chased him back here. Roll an attack for Kitty against Ferrum.

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