M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist growls and shows Bjensen how to vault over any terrain that gets in their way. Athletics DC 20: 1d20 + 14 ⇒ (19) + 14 = 33
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
save vs sap: 1d20 + 12 ⇒ (4) + 12 = 16
reflex vs flora: 1d20 + 10 ⇒ (7) + 10 = 17 Snarlfist growls in retaliation at getting stabbed, trying to demoralize the Stalker. demoralize vs Stalker 2 Will DC: 1d20 + 16 ⇒ (5) + 16 = 21 Snarlfist then stabs it. If the Stalker is frightened it is flatfooted to Snarlfist
Frightened Creatures hit by Snarlfist can’t reduce frightened condition below 1 for a round. Also When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you. Snarlfist then takes a hand off their spear to deal with their wounds. assurance Battle Medicine DC 20: 10 + 6 + 4 = 20
Deny Advantage, and Nimble Dodge (+2 AC)
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
No help from me on how this one works, I try and keep a couple of the replayables fresh by not GMing/Reading them and this is one of the few for me.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Reflex: 1d20 + 11 ⇒ (13) + 11 = 24 Snarlfist pulls his feet out of the flora and unleashes the ring of the ram at twig 3. 3 action ram ring at Twig 2: 6d6 ⇒ (4, 5, 3, 6, 6, 2) = 26
Deny Advantage, Snarlfist is not flat footed to hidden, undetected, or flanking creatures of my level or lower (6), or creatures of your level or lower using surprise attack. If attacker is unseen still can't use Nimble Dodge (+2 AC) though.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
more save vs flora: 1d20 + 11 ⇒ (14) + 11 = 25 Snarlfist growls at the Twig 1 on him. demoralize vs Twig 1 Will DC: 1d20 + 16 ⇒ (11) + 16 = 27 And then chokes up on his spear and gives it a good stab. Off Guard if frightened
Snarlfist then stabs at Twig #3.
stab Twig 3 (FF?): 1d20 + 15 - 5 ⇒ (15) + 15 - 5 = 25
Frightened Creatures hit by Snarlfist can’t reduce frightened condition below 1 for a round.
Snarlfist will continue to dodge the first attack for +2 AC
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Reflex sav vs Flora: 1d20 + 11 ⇒ (13) + 11 = 24 Snarlfist avoids getting too tangled up but it still takes him a bit to get out of the flora before stabbing Twig 3. stab Twig3: 1d20 + 15 ⇒ (16) + 15 = 31
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist moves to the back and tries to connect with Restless a couple times. Stab vs Restless FF: 1d20 + 15 ⇒ (2) + 15 = 17
more stab vs Restless FF: 1d20 + 15 - 5 ⇒ (19) + 15 - 5 = 29
Frightened Creatures Snarlfist hits can’t reduce frightened condition below 1 for a round.
Nimble Dodge for +2 AC against first attack.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist snarls at Ashen. Flat to Target Ashen: 1d20 ⇒ 9
Snarlfist then skirmishes forward to deal with Ashen. flat to stab Ashen: 1d20 ⇒ 3
Snarling at the fog, Snarlfist tries again. flat to stab Ashen: 1d20 ⇒ 19
Frightened Creatures are Flat Footed to Snarlfist.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist snarls at Restless flat to Target Restless: 1d20 ⇒ 2
Snarlfist tries again to focus his disdain into the fog.
flat to Target Restless: 1d20 ⇒ 11
Then Snarlfist skirimishes to the northwest and gives a stab with their longspear. flat to stab Restless: 1d20 ⇒ 8
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
save vs frighten: 1d20 + 9 ⇒ (1) + 9 = 10
Snarlfist starts to lose it, but digs deep and holds it together.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Thanks for resolving even with my big if/then, I plan to continue the notes on Snarlfist's abilities, but without the links since they're a bunch of work. Feel free to ask if you ever want more details etc.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist puts on the ring before the flaming rats get loose. Snarlfist growls at Cinder. flat check DC5 to target with Demoralize: 1d20 ⇒ 17
If Cinder is Frightened:
Snarlfist readies their longspear and stabs Cinder, stepping to the north. (Haven't moved on Map, Skirimish Strike is step/strike or strike/step as 1 action) Frightened Targets are Off Guard to Snarlfist from Dread Striker Flat DC 5 to Target: 1d20 ⇒ 9
If a Crit: Spear Crit applies Clumsy 1 for 1 round.
Remorseless Lash does not let frightened creatures I hit reduce frightened to below 1 for a round.
If Cinder is not Frightened:
Snarlfist immediately unleashes 2 charges of the Ring of the Ram at Cinder. flat to target: 1d20 ⇒ 10
Snarlfist will Nimble Dodge the first attack against him (26 AC)
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
With Assurance, Continual Recovery and Ward Medic Snarlfist has no trouble keeping the party healthy as well. Snarlfist reluctantly works on crafting with Princess's help. Crafting: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Thanks purple shirt, I had to go dig it out of the closet too. Snarlfist nods and Princess and growls in thanks.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
With help from his allies undead actions, Snarlfist tells the story of the Rise of the Whispering Tyrant. "We had just won a battle against a group of Elf-Magic wielding raiders when a blackened wave rolled across the battlefield, raiding the dead where they lay. We didn't know what had happened at first, and we fought valiantly, but there numbers were unending and our camp was near by, so we executed a fighting retreat for what felt like hours to buy time for the escape." Snarlfist leaps from chair to chair bashing himself a bit with fake undead attacks as he tells the story.
Deception: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist looks to his allies and eventually snarls at Princess "Grrhn, you want to tell story? Hrrngh, I think you're best. I'll make a good jobber, or horde of enemies. " At a dramatic time in the story Snarlfist leaps atop a chair, menacing the storyteller, just long enoguh to be dramatically knocked off, tumbling to the ground. taking damage for better storytelling: 2d6 ⇒ (6, 1) = 7 Athletics to Aid: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
A muscular but lanky white skinned hobgoblin tries to correct a powerful slouch by leaning on longspear. "Snarlfist Medic." growls the aging hobgoblin.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Yarr. I'm tentatively scheduled to play this character IRL September 26th. (But have other options on the off chance we're not done by then. As a note I have played this before but I have not read or GMed it. Also I have 4 Glyphs and a Campaign Coin.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist once again resists Elf Magic.
Will: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24 Snarlfist gives a Sensible chuckle before a deep belly snarl.
Snarlfist skirmishes into flank with Seelah. flat 11+: 1d20 ⇒ 13
Snarlfist follows up with a second stab. flat 11+: 1d20 ⇒ 20
Critical vs FF apply critical effect (Clumsy 1 till my next turn)
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist, finally makes his way across the battlefield, stopping to snarl at Sounrel before skirmishing even deeper into the battlefield. flat to demoralize 11: 1d20 ⇒ 6
flat to stab: 1d20 ⇒ 1
Snarlfist growls as he's stymied by invisibility.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
I think the will save on the init block is left over
stabbing vs Orange FF: 1d20 + 15 ⇒ (1) + 15 = 16
His muscles slowly loosening up Snarlfist tries a second stab. stabbing vs Orange FF: 1d20 + 15 - 5 ⇒ (10) + 15 - 5 = 20
Skirmish Strike(Step,Strike), Strike
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist Resists Elf Magic Will: 1d20 + 9 ⇒ (17) + 9 = 26 Extra +1 if it's arcane, not that it matters Snarlfist resists the worst of the magic. Stunned 1, assuming incapacitation doesn't help me.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist circles around the boulder and takes a stab at the yellow bugbear, flanking with Seelah. stab vs Yellow FF(flanked): 1d20 + 15 ⇒ (16) + 15 = 31
Critical vs FF apply critical effect (Clumsy 1 till my next turn)
Snarlfist then takes another stab.
skirmish stab: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 22
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
With their elevated position Snarlfist forgoes stealth and slides down to lower ground behind the rock and takes cover. Stride, Stride, Take Cover. (If it's already providing full cover I'll hide instead (stealth +11+cover))
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist does his best to help his allies with the poison. Treat Poison (Assurance): 20 = 20
With Robust Recovery I grant a +4 (instead of +2) on a success and upgrade your success to a crit success on the poison save. "Snarlfist Medic." growls the aging hobgoblin.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist growls at the giant yellow scorpion. demoralize vs Will DC (no language): 1d20 + 16 ⇒ (5) + 16 = 21 Then he skirmishes forward to stab said scorpion. stabbing: 1d20 + 15 ⇒ (1) + 15 = 16
When you terrorize your enemies, you also cause them painful mental distress. When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you Snarlfist then takes a hand off their spear to heal Seelah. BM Assurance DC 20: 20 = 20
Demoralize, Skirmish Strike(Step, Strike), Battle Medicine
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist moves up next to Seelah and assaults pink with a pair of stabs. the stabbening(pink) FF: 1d20 + 15 ⇒ (10) + 15 = 25
the stabbening(pink) FF: 1d20 + 15 - 5 ⇒ (2) + 15 - 5 = 12
Frightened Creatures are Flat Footed to Snarlfist
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
"New..." growls Snarlfist. "I wonder if that's the real prize and these were protecting it some how." continues the old scruffy hobgoblin.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist skirmishes forward, taking another stab at green. stabbing green FF: 1d20 + 15 ⇒ (8) + 15 = 23
Snarlfist then continues forward, barely reaching Murph in time to heal them. battlemedicine DC 20 (Assurance): 20 = 20
Hopefully that takes down green and stabilizes Murph
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Isn't lay on hands AC, only if you target somebody else? reflex vs trample: 1d20 + 11 ⇒ (16) + 11 = 27 Snarlfist only gets partially stepped on. He envisions himself gliding over the sand effortlessly and makes it so. From there he slips betwee the 2 elementals and finally repositions himself on the far side for a stab at green. stabbing green FF: 1d20 + 15 ⇒ (10) + 15 = 25
"Made with real elf" growls Snarlfist as he passes through with his Boots of Elvenkind. Envision Boots of Elvenkind(Free), Stride, Strike, Skirmish Strike(Step,Stride)
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
reflex: 1d20 + 11 ⇒ (20) + 11 = 31 After healing Seelah Snarlfist completely avoids being stepped on. Fun trivial fact. Evasion spelled backwards is "No, I save".
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Reflex: 1d20 + 11 ⇒ (14) + 11 = 25 Snarlfist avoids most of being stepped on while he snarls at green. Demoralize, no penalty for language: 1d20 + 16 ⇒ (8) + 16 = 24 Then Snarlfist takes advantage of his mobility and steps closer to Seelah as he stabs the green elemental. stab vs Green (FF?): 1d20 + 15 ⇒ (5) + 15 = 20 piercing: 2d8 + 4 ⇒ (4, 1) + 4 = 9
If it is frightened and Snarlfist missed, will stab again, otherwise he will Battle Medicine Seelah 3rd action: Stabbing?: 1d20 + 15 ⇒ (20) + 15 = 35 piercing: 2d8 + 4 ⇒ (7, 5) + 4 = 16
BM DC 20 (Assurance): 20 = 20
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist heads down the dune, struggling with the sand, but getting close enough to the red elemental to give is a good stabbening, taking advantage of the momentum to continue forward. reach stab vs Red FF: 1d20 + 15 ⇒ (7) + 15 = 22
Frightened targets are flatfooted to Snarlfist.
Snarlfist takes another stab for good measure. reach stab vs Red FF: 1d20 + 15 - 5 ⇒ (7) + 15 - 5 = 17
Stride, Skirmish Strike(Strike/Step), Strike
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist growls. "More rocks, less sand, things are changing. Think we're making good pace and can use existing supplies." Athletics(E): 1d20 + 14 ⇒ (20) + 14 = 34
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Took me some work to find that last quote, but I knew there had to be something in there. Glad folks found it useful. That encounter does make more sense when you've got animals and people sinking and potentially have to make some hard decisions. It's not the first time a PFS scenario has just put quicksand as an independent travel hazard and I suspect it won't be the last either.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Notes on ending encounter: I don't think you're under any obligation to roll out pointless checks just because we're playing PFS. Time management is an important skill and sitting around continuing to roll quicksand checks for days isn't going to benefit anyone.
It would be better if the scenario didn't put you into this conundrum by having a quicksand hazard like this with nothing else going on, but that's Paizo's problem, not yours. As for Pathfinder Society specifically
Guide wrote: GMs are encouraged to make choices which would result in the most enjoyable play experience for everyone at the table and that emphasize PCs are the heroes of the story.Also CRB p 483 wrote: GM Responsibilities include... Making rules decisions to ensure fairness and keep the game moving forward. CRB p494 Ending Encounters wrote: You can decide a fight is over if there’s no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they’re concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. None of us seem to have any cool powers we're itching to use, there's no real danger, there's no fun being had. I think ending the encounter is the correct decision.
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist reaches out with the back end of their spear, and when Aldonza grabs on pulls them out as best they can. athletics: 1d20 + 14 ⇒ (2) + 14 = 16
M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)
Snarlfist ponders outloud "Another Arc... maybe more than 2 sites..." as he draws more lines on the map. "New line not exclude any thing new, straight south sounds good. Snarlfist wishes we started south in first place though, let us finish closer to west Oasis." |
