Clockwork Snail

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93 posts. Alias of BretI.


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This time, Tarafi uses his electrical spell, targeting the skeleton and blue zombie.
Zap! Electrical damage: 1d4 + 4 ⇒ (3) + 4 = 7 DC 17 basic reflex

He then tries to remember what he was taught about skeletons.
Trained Religion: 1d20 + 4 ⇒ (12) + 4 = 16


DM Khel wrote:
In PF2, would the heal emanation have line of effect to the yellow zombie or to Tarbh? I couldn’t find what the rule is in the new system.

Pg. 457 talks about line of effect and emanations. I think it does hit Yellow and it would be questionable for Tarbh. The way I read it, probably not assuming the side of the stairs is solid.


Tarafi chants some magic words, repeating them three times and then flinging magical darts of force. All three of them slam into the skeleton.
3 action Magic Missile on the Skeleton, hopefully destroying it.

Magic Missile: 3d4 + 3 ⇒ (4, 1, 4) + 3 = 12


It was bad enough that the ceiling came down as he was examining the relic, but now there were angry bugs in the way. Quickly moving out into the hallway, Tarafi then unleashes his simple electrical spell on the green and purple bugs.

Move, provoking from green if it has an attack of opportunity. Electric Arc for the remaining two actions.
Zap!: 1d4 + 4 ⇒ (4) + 4 = 8 Basic reflex save


Max moves closer so that he can shock both Green and Blue with his electrical magic. As he passes near the dead body, he feels dread. Fortunately this does not affect his ability with the spell he chose.
Will: 1d20 + 7 ⇒ (5) + 7 = 12

5 electric, basic reflex for half.


We need more space between us and it! Just run!” Damiar says. Once Garif and Phinellippa have done so, she follows them.

Talk, delay to see that Phin and Garif actually run.


Damiar continues her song while firing an arrow. Just before turning to follow Garif through the room, she calls out to the others.

We can meet back up at the northern pens. Be careful!

Long Bow + I.C.+PBS: 1d20 + 8 + 1 + 1 ⇒ (11) + 8 + 1 + 1 = 21
Piercing Damage: 1d8 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7


Shieara moves to behind Nico and attacks the Blue rat.

Longspear, IC, Bull’s Strength: 1d20 + 5 + 1 + 2 ⇒ (12) + 5 + 1 + 2 = 20
Pointy stick damage: 1d8 + 4 + 1 + 2 ⇒ (3) + 4 + 1 + 2 = 10


D’vost takes aim and fires his Azimuth artillery laser into the smoke at Retro Han.

Concealment: 1d100 ⇒ 37
Azimuth Artillery Laser: 1d20 + 5 ⇒ (16) + 5 = 21
Fire damage: 1d10 ⇒ 5

He then follows the fleeing slime controlling Retro Han and fire again.
Azimuth Artillery Laser: 1d20 + 5 ⇒ (13) + 5 = 18
Fire damage: 1d10 ⇒ 5


Seeing he has a straight path to the dog, Warpac runs to try and catch up!

Moves 80’ this round


Mongo’s Will save: 1d20 + 5 ⇒ (7) + 5 = 12

Mongo stays calm, just watching the hallucinations as they play out.

At this point I believe the situation is resolved. Melody can continue concentrating until the hallucinations end.


Was posted in discussion but missing the Inspire Courage and Bless.

Mun stabs at red with longspear.

mwk longspear: 1d20 + 6 ⇒ (12) + 6 = 18 +3 +1 = 22
Damage, P: 1d8 + 3 ⇒ (8) + 3 = 11+ 3 = 14

Selune bites at red.

bite: 1d20 + 8 ⇒ (6) + 8 = 14 +3 +1 = 18
Damage, B/P/S: 1d6 + 5 ⇒ (3) + 5 = 8 +3 = 11

claw: 1d20 + 8 ⇒ (8) + 8 = 16 +3 +1 = 20
Damage, B/P/S: 1d4 + 5 ⇒ (4) + 5 = 9 +3 = 12

claw: 1d20 + 8 ⇒ (14) + 8 = 22 +3 +1 = 26
Damage, B/P/S: 1d4 + 5 ⇒ (1) + 5 = 6 +3 = 9


1d100 ⇒ 98 On act normally he could have...
Will, strong soul, negative levels: 1d20 + 11 + 4 - 2 ⇒ (17) + 11 + 4 - 2 = 30 Strong willed too...

Mongo is closer...

Warpac moves towards Mongo only to be tripped by Tycho’s spell.

From the ground, he swings at Mongo, but misses.
To hit Dwarven Double Waraxe, prone: 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13
Damage: 1d10 + 8 ⇒ (1) + 8 = 9
Vicious feedback damage: 1d6 ⇒ 3

He then comes to his senses.

Combat over


Selûne Will save, Carrick’s aura: 1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26

Selûne ignores the noise, waiting for Mun to give an order.


"Well met, Zurhriga. My name's Skye, shaman of the Lyrune-Quah." The owl takes preena, her feathers reflecting the stars that would be visible in the night sky. "That's Sova, my companion and spirit animal."

Spreading his fingers to feel the breeze, he adds “Bet you get some really gnarly air currents round here!


Skye keeps an eye out for any undead patrols.

Perception: 1d20 + 16 ⇒ (17) + 16 = 33


Skye waits until the climbing becomes difficult, then uses their Monkeyfish spell to make it easy.

1st level Monkeyfish spell used.


Botting Jasper

While others are worried about a vial falling, Jasper has his full attention on the computer in front of him. So much easier while he can still read the strange Jinsul tongue!
Computers: 10 + 18 = 28

When the question comes up about the lighting in the ceiling, Jasper decides to look it over.
Mysticism: 1d20 + 8 ⇒ (9) + 8 = 17


Since she had earlier said to repeat as needed...

Kulga hits it again.
Dagger: 1d4 + 5 ⇒ (4) + 5 = 9


Chandrabha fires down at the demon,

Garduk’s crossbow, bless: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Cold Iron bolt: 1d8 ⇒ 5


Chandrabha touches her net, then decides against it. “The creature would just shred my net if I used that.

Looking at her sheet, Chandrabha also lacks a good way to attack and do damage at a distance.


In spite of the it having cover, Chandrabha attempts to disarm Orange.
Disarm, whip, bless: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15


Botting Wolfgang

Another demon! That is alright, I have more bolts!

Saying that, Wolfgang fires at the demon.
+1 Heavy Crossbow, Rapid Shot: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28
Cold Iron bolt: 1d10 + 1 ⇒ (5) + 1 = 6
+1 Heavy Crossbow, Rapid Shot: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Cold Iron bolt: 1d10 + 1 ⇒ (10) + 1 = 11


Acro: 1d20 - 2 ⇒ (15) - 2 = 13 Moving over grease


Botting Dana's spell

With the song allowing her to see them, Dana targets both missiles at the standing blue dretch.

Magic Missile: 2d4 + 2 ⇒ (1, 2) + 2 = 5

It looks like she can't make it Toppling because Psychics add Metamagic feats in the same way as a sorcerer. It would take a full round casting and she moved.


Brayne scans the area, and points over to a pair of aged bronze axes. “Those axes radiate magic!


Reflex: 1d20 + 10 ⇒ (16) + 10 = 26

Wolfgang leaps back and avoids much of the damage from the forge’s flames. The healing that the Pathfinder provides is enough to make him healthy again.


Using Aid Token to hopefully end one of the threats. I was debating this or the healing, but stopping 2d8 harm and 1d8 heal seems better.

A Pathfinder agent fires an arrow from down the street at the blue demon, then rushes off to fight others.
Damage: 1d8 ⇒ 1

Well, it had until I saw the damage...


Botting Flip

Flip and Big Sky watch for enemies approaching as they fly back and forth.

Since there isn’t much else to do, Flip casts guidance on Big Sky as they patrol. He renews it about half way through.


Botting Wolfgang

Wolfgang reloads his crossbow and readies to shoot it..

Do anything agreesive and you become a pincushion!

Move to reload heavy crossbow w/rapid reload, Ready Attack


As other people are breaking into the computer, the rest of the group had time to search through the trash more thoroughly.

Vandor Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Vandor Perception: 1d20 + 4 ⇒ (4) + 4 = 8

Haastaskin Search: 1d20 + 1 ⇒ (2) + 1 = 3
Haastaskin Search: 1d20 + 1 ⇒ (9) + 1 = 10

Vandor finds among the discarded wrappers a series of packaging for five industrial explosive devices.


Botting Elektra Globes

Culture: 1d20 + 7 ⇒ (14) + 7 = 21

Haastaskin isn't trained in culture, so no need to bot them.


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Botting Uesugi

Barbarian, you will never kill them that way! Watch and I will show you how to do it!

Uesugi then launches himself down the walls diagonally, charging the yellow undead creature as he yells at it “Your end will be by my sword!

katana 1st strike '2hand'+p.a, charge, haste: 1d20 + 14 - 2 + 2 + 1 ⇒ (17) + 14 - 2 + 2 + 1 = 32
If hit=True Cornugan Strike (demoralize): 1d20 + 12 ⇒ (6) + 12 = 18
damage: 1d8 + 5 + 6 ⇒ (5) + 5 + 6 = 16

crit? katana 1st strike '2hand'+p.a, charge, haste, confirm crit: 1d20 + 14 - 2 + 2 + 1 + 2 ⇒ (8) + 14 - 2 + 2 + 1 + 2 = 25
damage: 1d8 + 5 + 6 ⇒ (2) + 5 + 6 = 13


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Botting Experimentia

Experimentia crosses the passage to get right between Blue and Yellow. With Blue flanked by Tuk, she makes liberal use of her shortsword on it's tailbone.

We will just make them learn not to leave their flank open -- although hopefully it is a very short lesson.

Short Sword, Flank: 1d20 + 4 ⇒ (8) + 4 = 12 Against Flat Footed since it is Flanked
Piercing damage: 1d6 + 4 ⇒ (3) + 4 = 7
Sneak attack damage: 1d6 ⇒ 2

Second attack
Short Sword, Flank: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18 Against Flat Footed since it is Flanked
Piercing damage: 1d6 + 4 ⇒ (1) + 4 = 5
Sneak attack damage: 1d6 ⇒ 6

If by some chance the first attack hit and killed blue, the second would be against Yellow, there would be no flanking so they wouldn't be flat footed and no sneak attack damage


The earth elemental sinks into the ground and comes up in an open space adjacent to Red.

Double move


Nigel moves up to a tree, ready to select a portal. He has faith that Red is nearly dead.


Grubglub moves up to flank with Zarnel.

Double move


Experimentia draws her shortsword and moves forward to where she can just barely see Purple.

Deciding that It is better that Tsvy be ahead of her, she instead calls out in common “Come out little lizard, we can see you!

Intimidate, purple: 1d20 + 1 ⇒ (16) + 1 = 17

Interact, Stride, Intimidate


It has been over 24 hours, time to bot Grubglub

Grubglub moves out to the intersection and readies an attack for when one of the creatures comes within reach.


Botting Arky

Arky moves to the other side of the sewer so that he has a clear line of sight. He then waits for the prey to show itself.

Stride, Ready to shoot first kobold he sees.

Readied attack:
Shortbow: 1d20 + 3 ⇒ (18) + 3 = 21
Piercing damage: 1d6 ⇒ 6
Crit damage: 1d6 + 1d10 ⇒ (5) + (5) = 10


Sorami demands that Antoine treat those guns as cameras, knowing that the photo journalist would hate to miss a single shot!

Intimidate: 1d20 + 14 ⇒ (15) + 14 = 29


Al rotates the ship so that the Port and Forward guns can both hit the capital ship.

No roll needed.


Sorami shoots the forward particle beam at the capital ship.

Gunnery: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
Damage: 8d6 ⇒ (2, 5, 3, 4, 2, 2, 5, 2) = 25


Ivok diverts power to the shields!

Engineering: 1d20 + 9 + 4 ⇒ (19) + 9 + 4 = 32

The ship regains 10 shield on the only one that is currently down.


That would have required we be able to move through their space. Unfortunately we were not in a position to do so.” Al answers.


Al decides to back off a bit! “Prepare for full reverse thrusters!

Back Off: 1d20 + 15 + 4 ⇒ (20) + 15 + 4 = 39


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Pilot init: 1d20 + 15 + 4 ⇒ (13) + 15 + 4 = 32

Pilot Evade: 1d20 + 15 + 4 ⇒ (19) + 15 + 4 = 38

Al expertly maneuvers the ship, maintaining dominance over the enemy pilot.


Ischell swings his double-chained kama at the blue canine threatening Pai.

Mst DC Kama, PA, Flurry: 1d20 + 7 ⇒ (7) + 7 = 14
Adamantine, S, PA: 1d6 + 12 ⇒ (6) + 12 = 18
Mst DC Kama, PA, Flurry: 1d20 + 7 ⇒ (7) + 7 = 14
Adamantine, S, PA: 1d6 + 12 ⇒ (4) + 12 = 16


Glubgrub attacks the green canine that came up to it.

Unarmed Strike, Flurry: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
damage: 1d4 + 1 ⇒ (3) + 1 = 4
Unarmed Strike, Flurry: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16
damage: 1d4 + 1 ⇒ (2) + 1 = 3


Botting Ischell

Climb: 1d20 + 7 ⇒ (7) + 7 = 14

Ischell has problems and gets caught in the brambles a few times.

Relfex: 1d20 + 8 ⇒ (7) + 8 = 15

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