Faxon

Luminos's page

94 posts. Organized Play character for Sacromus.


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The Exchange

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

Wow, thanks everyone!! Thanks Rutseg for running, this was a tough one :)

The Exchange

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.

The Exchange

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?

The Exchange

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

Ouch!! Nice hit! I'll continue to monitor the thread. Let me know what I can do with the character at this point.

The Exchange

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?

The Exchange

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.

The Exchange

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

The Exchange

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.

The Exchange

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

Fort Save: 1d20 + 0 ⇒ (7) + 0 = 7

Luminos grabs ahold of his ears and is unable to act due to the surprising burst of sound.

The Exchange

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:
1(rank)+7(intelligence)+7(perfect recall) = +15

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?

The Exchange

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

The Exchange

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?

The Exchange

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
Damage: 1d8 - 2 ⇒ (8) - 2 = 6

"Ack, how do you use this thing!?"

The Exchange

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 dismisses the darkness spell.

The Exchange

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

If healed, I will use a standard action to dismiss the darkness and then stand up if it wouldn't provoke

The Exchange

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

Stabilize: 1d20 + 1 - 4 ⇒ (9) + 1 - 4 = 6

Luminos sleeps further nto a deep sleep, dreaming of fire and explosions.

The Exchange

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

Stabilize: 1d20 + 1 - 3 ⇒ (5) + 1 - 3 = 3

A pool of red blood continues to spread in the darkness as Luminos's breathing becomes more shallow.

The Exchange

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
Bludgeoning damage: 1d10 + 6 ⇒ (6) + 6 = 12
Luminos: 12 damage, prone

mwk greatclub+flanking+prone: 1d20 + 10 + 2 + 4 ⇒ (7) + 10 + 2 + 4 = 23
Bludgeoning damage: 1d10 + 6 ⇒ (4) + 6 = 10

Luminos HP was 20/20, so 20 - 12 - 10 = -2

And then he failed a stabilization check leaving him at -3?

The Exchange

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

Stabalize: 1d20 + 1 - 2 ⇒ (9) + 1 - 2 = 8

Luminos slips closer to death.

The Exchange

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

Concentration Check DC 19: 1d20 + 7 ⇒ (13) + 7 = 20

The Exchange

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

Yeah, Luminos is not in a good situation. Thanks for the option, will throw in a concentration check :).

The Exchange

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

Oooh shoot, I didn't think using darkness would provoke an attack of opportunity. Can I take that back? If not, is there anything I can do besides die?

The Exchange

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?

The Exchange

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?

The Exchange

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

The Exchange

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 guess the fort is lost..."

Luminos then heads down the stairs following where the captain went.

The Exchange

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 was already full, I think some other folks might be down. He pulled out healing potions for others to use.

The Exchange

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.

The Exchange

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.

The Exchange

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.

The Exchange

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.

The Exchange

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

Also, how high is the samurai's fort save? Want to risk being nauseated and taking a bit of damage?

The Exchange

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

Putting this somewhere more easily accessible than my home PC:

Alchemist Extracts:

1 (5): Targeted Bomb Admixture, Shield x2, Ant Haul, [OPEN]

The Exchange

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!"

The Exchange

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.

The Exchange

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?

The Exchange

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.

The Exchange

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..."

The Exchange

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.

The Exchange

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
Effect: Adding red's square with SWM - 8 damage for Blue, Green, and Red

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.

The Exchange

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)
Throw Stingchuck 1E of black AC5: 1d20 + 6 - 6 - 4 ⇒ (1) + 6 - 6 - 4 = -3
Throw Stingchuck 1E of black AC5: 1d20 + 6 - 10 - 4 ⇒ (14) + 6 - 10 - 4 = 6
Throw 1 miss: 1d8 ⇒ 8
Including Black's square in the splash with splash weapon mastery.
Throw 1 Effect: Deal 8 damage to Green and Black
Including Red's square in the splash with splash weapon master
Throw 2 Effect: Deal 8 damage to Green, Black, Blue, and Red

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!"

The Exchange

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.

The Exchange

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...

The Exchange

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

The Exchange

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

Merry Christmas!!

The Exchange

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

The Exchange

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).

The Exchange

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
Benefit: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.

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?

The Exchange

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
Bomb Damage: 2d6 + 8 ⇒ (6, 4) + 8 = 18
Miss: 1d8 ⇒ 6

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.

The Exchange

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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