HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Ok, so Luminos has about 500gp and 9PP before the module, so that puts me up to 1800gp. Anyone able to contribute some gp to help raise Luminos? I'm short about 3600gp.
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR I believe Luminos has 9 PP atm, so I think that isn't an option. I think he has about 500gp. Does he get rewards from the adventure? If not, anyone want to contribute to the Luminos resurrection fund?
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR On my phone, can you have luminous back up 5' and then toss a sick stink bomb at the boss, try to not hit allies (should be possible). Can the DM tool for me?
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Luminos could have added the extra square of explosion to be 5 feet off of the ground so as to not kill a friendly. I didn't notice an ally under the enlarged samurai. Splash weapon mastery allows for the addition of one square adjacent to the splash, so 5 feet up should be legal.
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Before throwing the bomb, Luminos would like to identify the enemies and any buffs on them. Rolls: KN: Local Red: 1d20 + 17 ⇒ (6) + 17 = 23 KN: Local Yellow: 1d20 + 17 ⇒ (4) + 17 = 21 Spellcraft Red: 1d20 + 11 ⇒ (12) + 11 = 23 Spellcraft Yellow: 1d20 + 11 ⇒ (16) + 11 = 27
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Luminos takes a few steps towards the entrance of the cave and lobs a stink bomb. Effects: Attack AC5: 1d20 + 6 + 1 - 1 ⇒ (3) + 6 + 1 - 1 = 9 Effect: Including both enemies in the blast for 7(int)+1(racial)+2(2d6)+1(bard) = 11 fire damage, DC 18 Reflex for half; DC 18 Fort save or nauseated for 1d4+1 rounds.
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Luminos can use the wand to decrease total time spent healing folks. As for knowledge checks, Luminos is a mindchemist, they get: Perfect Recall (Ex) [Paizo Inc. - Ultimate Magic, p.19] At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something. This ability replaces poison use. He has at least 1 rank in all knowledge checks. Some of them are class skills and some have more than 1 rank. But at a minimum, he would have:
Arcana (+18), Local (+17), Nature (+18), Nobility (+18), and the rest are +15. This is exaggerated due to the cognatogen that lasts for 30 minutes, probably down to 20 minutes left, I guess? Probably takes 5 minutes to run half a mile or so? Knowing that they were susceptible to fire and acid, Luminos would have had them pushed into a corner, and then threw an alchemist fire at them dealing 1+7 fire splash damage to them On the map, can we tell who is who? Which combatants look to be aggressive? Are they wearing the same uniform as the previous enemies?
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Luminos smiles, "I'm pretty good at using those, let's stack them in the corner, and I'll toss one on them. Also, we have a few extra potions of healing if anyone wants some." Luminos bows towards the sorcerer, accepting 13 points of healing. Before throwing the fire, Luminos tries to identify the creatures. Take 10 for KN Anything for 10+15=25 minimum
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR "Good idea," says Luminos coughing up blood. "Those clubs pack a wallop..." How many cure light wounds potions did Luminos gather off of the corpses of the first enemies?
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Luminos draws the battle axe he retrieved from one of the bandits and tries to hit the enemy. Attack: 1d20 + 1 - 2 - 4 - 4 ⇒ (11) + 1 - 2 - 4 - 4 = 2
"Ack, how do you use this thing!?"
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Just a quick check on numbers, shouldn't Luminos be at -3? mwk greatclub+flanking: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
mwk greatclub+flanking+prone: 1d20 + 10 + 2 + 4 ⇒ (7) + 10 + 2 + 4 = 23
Luminos HP was 20/20, so 20 - 12 - 10 = -2 And then he failed a stabilization check leaving him at -3?
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Luminos activates his tiefling ability to generate unnatural darkness emanating from his handy haversack. Feeling relatively safe in his darkness, Luminos stands and shuffles a few feet away from his position trying to elude his enemies. Stealth: 1d20 + 5 ⇒ (18) + 5 = 23 Sorry, I'm not good with the templates, can someone create a 20' burst of darkness template off of Luminos?
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR What are the natural light conditions of this cave? If I used the Darkness tiefling racial ability, would the area become dark? And what are the races of the enemies?
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Luminos sidesteps the samurai and tosses a stink bomb at the flying caster. The bomb connects exploding in a mixture of fire and noxious chemicals burning and nauseating the enemies. Rolls: SpellcraftB: 1d20 + 9 ⇒ (16) + 9 = 25 SpellcraftB: 1d20 + 9 ⇒ (5) + 9 = 14 Attack Red touch AC: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 Bomb Damage: 2d6 + 7 + 1 + 1 ⇒ (6, 3) + 7 + 1 + 1 = 18 Effects: 11 fire damage on Blue, DC 18 reflex save for half damage Effects: Stinking Cloud, DC 18 fort save for Red and Blue or nauseated Need a concentration check for Red to not lose his spell
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR The ringing in Luminos's ears finally clear and he jumps into action. His tail retrieves a potion of cure light wounds from his pouch and he force feeds the adjacent, unconscious samurai. Potion of CLW: 1d8 + 1 ⇒ (2) + 1 = 3 "I have a few more that I found on the previous combatants. Can someone search the saboteur in the corner? Any maybe search ... where did the other one go?? Also, we need to put out those fires! I guess I'm more suited to that than some of the others." Luminos drops another potion of cure light wounds into the samurai's hands before heading over to the conflagration in the center of the house and patting out the flames with his cloak.
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Rolls:
Alchemist Fire Second Round Fire damage: 1d6 ⇒ 3 Free: 5' adjust Swift: prehensile tail to draw another alch fire Full Attack: Main hand alch fire to square NE of red: 1d20 + 6 - 6 ⇒ (16) + 6 - 6 = 16 Off hand alch fire to square NE of red: 1d20 + 6 - 10 ⇒ (12) + 6 - 10 = 8 Effect: 3+8+8=19 total fire damage to red Luminos's eyes go wide as he points to the bombs at the green saboteur's feet, "Those are going to explode!!" His tail retrieves an extra alchemist fire, and he then takes a step towards the red, burning saboteur. "Better you then me" states Luminos before he tosses both alchemist fires at the feet of the burning saboteur, engulfing him in an inferno.
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Rolls:
Alchemist Fire vs Green Touch AC: 1d20 + 6 ⇒ (19) + 6 = 25 Fire Damage: 1d6 + 7 ⇒ (6) + 7 = 13 Effect: All in the splash take 8 fire damage; direct hit takes another 1d6 fire next round unless they spend a full round action. Swift Action: Retrieve alchemist fire from belt pouch Luminos dashes into the alcove retrieving an alchemist flash from his haversack and another from his pouch. He tosses one at the red saboteur who turns just in time as the concoction explodes directly in his face, coating the whole front of his face and body. Luminos grins evilly while holding another alchemist fire in his other hand.
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Rolls:
Alchemist Fire vs Red Touch AC: 1d20 + 6 ⇒ (9) + 6 = 15 Fire Damage: 1d6 + 7 ⇒ (4) + 7 = 11 On fire and takes another 1d6 fire next round Luminos finishes putting out one of the fires and walks up next to the burning samurai and tosses an alchemist fire onto the red saboteur.
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Init: 1d20 + 5 ⇒ (15) + 5 = 20 Luminos has a surprised look on his face as he notices bombs not unlike he throws being used against his companions. "I'll give them a taste of their own medicine!"
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Luminos nods to the sorcerer. "I will assist with putting out the fire, especially since I don't burn as easily as others.". Luminos puts out as many fires as he can.
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Luminos eyes light up as the find on the conscript and quickly goes to the other bandits to loot them as well. He places the potions and alchemist fires into his handy haversack for easy retrieval later. He also takes 4 alchemist fires and 2 potions into his belt pouch. Luminos also decides to consume an ant haul extract in case he needs to do any lifting. How many total potions and alchemist fires can I get? Also, how much time is passing by?
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Luminos looks at some of the guards. "That one is about your size, and this one is my size. We could disguise ourselves, perhaps that could help against any incoming enemies." Luminos then starts searching the red guard and donning his clothing.
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Noticing Akiichi's actions, Luminos walks past the bandit and retrieves the battle axe from the enemy. "We wouldn't want him waking up and using this..."
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Actions:
Swift: Draw a stingchuck Move: Move 2N of Red Standard: Throw stingchuck at Red - ranged touch attack vs AC Attack Red: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 Damage: 1d3 + 1d6 + 7 + 1 ⇒ (1) + (3) + 7 + 1 = 12 Effect: DC 11 Fortitude save or nauseated for 1d3 rounds Deciding the entryway was too crowded for bombs and stingchucks, Luminos heads back around the corner next to the wizard and samurai. His tail retrieves a stingchuck from his belt pouch and Luminos chucks it directly at the bandit in red. Landing a direct hit against the bandit, the impact breaks open the skull and hundreds of centipedes, earwigs, beetles, and spiders pop out and bite, sting, and burrow into the hapless bandit.
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Actions:
Move: Move to NW of the samurai Swift: Draw stingchuck Standard: Throw stingchuck at square 1E of Green Attack 1E of Green AC5: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Luminos walks around to be with the party while his tail retrieves a stingchuck from his pack. He then tosses it into the fray of bandits, splashing stinging vermin onto the lot of them.
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Actions:
I didn't think making/throwing bombs was a two handed operation, it might be, but it doesn't state that on the alchemist rules. Full Attack Stingchucks (-6/-10 and -4 for cover; forgot -1 for range increment)
tl;dr: Black 16 damage, Blue 8 damage, Green 16 damage, Red 8 damage
The smoke dissipates and within Luminos sees a swarm of bandits on Jules. He immediately tosses both of his stingchucks to try to catch as many as possible. One lands perfectly in the middle of them all, the other bounces to the north, still catches two of the guards in the mayhem. "Where is everyone, we have so many bandits in here!"
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Actions:
Free: 5' adjust N Standard Action: Throw stink bomb 1 E of black Move Action: Pull out another stingchuck (both hands have stingchucks now) Attack AC 5: 1d20 + 6 ⇒ (6) + 6 = 12 Splash Weapon Mastery to include Red's square in the effect Effect: 2(2d6)+1(favored class bonus)+7(INT) = 10 fire damage, DC 18 reflex save for half; fort save for black and red DC 18 for nausea (blue isn't in it due to spread rules) Nausea duration left for Blue: 3 Luminos takes a step back through the doorway and chucks a stink bomb into the room.
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Questions: Are Blue and Black still standing? Black is now sitting at 36 total damage, and Blue has 31 (they both would take 8 damage from each stingchuck I threw at Black's square in the previous round). If they are still up, I'll probably throw a bomb at black's square. As for the power of stink bomb, yes, it is the best bomb against enemies that aren't immune to poison. I checked with another player and he agrees that the cloud does not require a save on the second round, but he wanted to remind me that the nausea is indeed 1d4+1 rounds after they "leave" the cloud (or in this case at the start of my turn). As for a comparison against wizards and sorcerers, their stinking cloud lasts for 1 round/level, requiring additional saving throws, which can result in applying nausea additional times, which then last for 1d4+1 rounds again. Against this army, an arcane stinking cloud would be devastating...
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Notes:
Sorry to be a pest, but the stink bomb nausea effect lasts for 1d4+1 rounds after the onset - so Black and Blue should both be nauseated still. Stingchuck from Adventurer's Armory Luminos shifts back and draws another stingchuck from his pouch with his tail and tosses both at the feet of the nauseated bandit. With Luminos's mastery of splash weapons, the explosion of stinging insects engulfs both of the nauseated enemies. "They have broken through, could use some help down here!" yells Luminos. Actions and Rolls: Free: 5' adjust NE Swift: Draw stingchuck with prehensile tail Full Attack: Throw both stingchucks at ground beneath black Attack AC 5: 1d20 + 6 - 6 ⇒ (5) + 6 - 6 = 5 Attack AC 5: 1d20 + 6 - 10 ⇒ (14) + 6 - 10 = 10 Splash Weapon Mastery to include Blue's square in the effect Effect: 1+7(INT) = 8 damage for each stingchuck = 16 damage on both no save Nausea duration left for Black: 1d4 + 1 - 2 ⇒ (2) + 1 - 2 = 1 Nausea duration left for Blue: 1d4 + 1 - 1 ⇒ (4) + 1 - 1 = 4
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Rules Question:
Another rules question, can I use my tiefling prehensile tail to retrieve an item from my handy haversack as a swift action? I already have 2 in my belt pouch, but have 4 more in my haversack. Realizing the bandits are a significant threat, Luminos retrieves a stingchuck from his pouch with his tail and has it ready in his hand. Swift Action: Retrieve stingchuck from pack with prehensile tail
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Rules Questions: http://www.d20pfsrd.com/gamemastering/combat#TOC-Throw-Splash-Weapon Notice on the sidebar there is a diagram and a more clearly explained example. It looks like the bomb would go 2 squares since I was throwing from the 2nd range increment. We can let it go this time, but I just want to make sure we are playing under the same assumptions. As for the duration of the stink bomb, I just hadn't heard it rules that way. As for the wizard's daze spell, I believe the duration is actually a full round. So if the target fails his save, you could walk past the enemy and he would not be able to take attacks of opportunity on your current turn and including your next turn. Right? Since the stinking cloud says they must save on your turn and the effect lasts for a full round (essentially until the end of your next turn, or possibly halfway through your turn if you took your standard action before your move action).
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Hearing the door downstairs, Luminos heads down the stairs and takes cover in the dining room. He quickly creates another concoction of ammonium sulfide with his chemical explosive before tossing it at the lead bandit. Attack Blue's Square AC5: 1d20 + 6 ⇒ (7) + 6 = 13 Stink Bomb: Damage: 7(INT)+2(2d6 minimum)+1(racial) = 10 fire damage - DC 18 Reflex Save for half A separate fortitude save (DC 18) is needed for the stinking cloud element. Also, any creatures that had succeeded their fort save before needed to make another save if they were in the cloud on my turn. Benefit: The effects of the smoke created by an alchemist’s bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round. Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect. Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. Splash Weapon Mastery
Not sure why the bomb went 20' away from the original target, should be 10' since bomb's range increment is 20' and the target was 30' away. Which would mean green was in the stinking cloud and would need a fort save. Right?
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR Round 1 Luminos consumed his cognagen - gives +4 INT, +2 AC, and -2 STR. Also, the enemies in the cloud should make the reflex save for half damage vs DC 18 and a fortitude save (separate roll) vs DC 18 for nauseated for 1d4+1 round after leaving the stinking cloud (if they make the save, they just can't see anything, but can act as normal). If a creature is in the cloud at the start of my turn, they must make (potentially another) DC 18 fortitude or be nauseated for 1d4+1 round after leaving the cloud (but the cloud disperses at the end of my turn Visualizing where the enemies are based on the door being bludgeoned and seeing one of the guards leave the smoke, Throws a stink bomb at the red guard. Bomb vs Red touch AC: 1d20 + 3 ⇒ (4) + 3 = 7
Adjusting to 5 which makes the bomb land south and between the two guards. They both takes 10 fire damage and save vs DC 18 reflex for half and DC 18 fortitude save for nausea. The other two make fort saves also for staying in the cloud. Cloud 1 disappears after my turn.
HP 11/20, AC18/FF13/T13 CMD14 F4/R6/W2, Init +5, Darkvision, Perception +7
Status:
Bombs: 4/10 remaining Cognatogen (20 minutes): +4 INT/+2AC/-2STR In that case, could I have moved up stairs on the previous action (I just opened a door, in the hopes that I could throw out of a window). Could I have gotten up to a window with 2 move actions?
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