GM Endless Forms' PFS 06-21 Tapestry's Toil (Inactive)

Game Master Mike Tuholski

A 5-9 PFS scenario played at the 5-6 subtier.

Combat Map


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Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Jaysin also fires at the strange harp-weilding creature!

Rapid: 1d20 + 10 ⇒ (5) + 10 = 15 for Arrow: 1d8 + 10 ⇒ (4) + 10 = 14
Rapid: 1d20 + 10 ⇒ (18) + 10 = 28 for Arrow: 1d8 + 10 ⇒ (2) + 10 = 12

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Know. Nature 1d20 + 9 ⇒ (5) + 9 = 14

"The harp playing man is a fossegrim! They are are wicked fey who haunt idyllic waterfalls, where they lure the unsuspecting near with song and the promise of treasure, only to drown them. They are never without their enchanting instruments. Be awares!"

Tess casts Silence on the creature, hoping to stop its awful music from infecting her friends.

DC 17 Will save to resist.

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

"We'll leave the drowned men for you, Sir Terramore." He draws his bow and puts two arrows into flight.

Attack the fossegrim
Attack (PBS, RS): 1d20 + 7 ⇒ (9) + 7 = 16
Damage (PBS): 1d8 + 3 ⇒ (3) + 3 = 6

Attack (PBS, RS): 1d20 + 7 ⇒ (14) + 7 = 21
Damage (PBS): 1d8 + 3 ⇒ (8) + 3 = 11

-Posted with Wayfinder

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash summons a bit of fire in the palm of his hand and tosses it at the fey with the harp

(using fire bolt, domain ability)
To hit touch AC: 1d20 + 7 ⇒ (16) + 7 = 23
fire damage if hit: 1d6 + 3 ⇒ (3) + 3 = 6

before taking a few steps back

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sir Terramor steps in front of Tess and shouts encouragement to his team.

"Everyone, spread out and attack!"

Move action, step in front of Tess. Standard Action: Strategy. All allies within 30' can choose one of three bonuses:

1) a +2 dodge bonus to AC for 1 round
2) a +2 morale bonus on all attack rolls for 1 round, or
3) the ability to move up to their speed as an immediate action once.

BODYGUARDING TESS: With Aid Allies, Bodyguard and Intercept, I can burn an Attack of Opportunity whenever an adjacent ally is attacked to give that ally a +4 to AC.


The Flaxseed Pathfinder Lodge

@Kargen: I only see regular arrows on your character sheet so I am guessing you do not have access to cold iron arrows.

Will: 1d20 + 9 ⇒ (19) + 9 = 28

Kalendir's arrows sink into the water! Jaysin, however, hits the blue-skinned fey! Tessara tries to silence the fossegrim but it resists her spell! Kargen hits with an arrow but it does not seem as effective as Jaysin's was. Ash's fire, however, burns into its skin! Sir Terramor steps to Tessara's defense.

Tessara:
For future reference, silence can be a devastating spell but the trick is that if you cast it on a person or on an object in their possession, they get to save against it. However, if you cast it on an object not in their possession (or even a willing ally), there is no save and the silence just happens automatically. So most people cast it on a rock or a tree or other object nearby. Of course, the bad guy could move out of the range so in an outdoor environment it doesn't work as well but in a small-ish room it can shut them down. Some people also cast it on someone's arrow and then if the arrow hits they would have to pull it out and throw it away to get the silence effect off of them. Just some tips for future use of that spell!

The fossegrim casts a spell and summons a ball of water to roll over the party!

On everyone:
nonlethal damage: 2d6 ⇒ (4, 5) = 9
DC 18 Ref to negate damage

If you fail the above save, you must make a second save or be engulfed by the aqueous orb and carried along with it. If you are engulfed, you will take another 2d6 nonlethal damage at the beginning of your turn until you get out. You can attempt a new Ref save each round to escape.

The orb can only hold 4 Medium creatures so if more than 4 are engulfed, the four in the front on the map will be engulfed first.

The draugur swim closer and pull themselves up on shore to go after Sir Terramor!

greataxe: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d12 + 4 ⇒ (10) + 4 = 14
DC 12 Fort save or nauseated for 1 round (move action only)

greataxe: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d12 + 4 ⇒ (3) + 4 = 7
DC 12 Fort save or nauseated for 1 round (move action only)

Initiative:

1. Kalendir
2. Creatures
3. Ash, Tessara, Jaysin, Kargen, and Sir Terramor

F: 37 dmg

You guys are up!

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Reflex damage: 1d20 + 8 ⇒ (1) + 8 = 9
Reflex absorbed by orb: 1d20 + 8 ⇒ (18) + 8 = 26

Kalendir feels the water slam into him, tearing at his skin as it nearly pulls him away with it. Must end this soon or we will all drown

Pulling a small handful of arrows he fires them at the creature

Arrow 1 Many Shot: 1d20 + 13 + 1 - 2 - 2 ⇒ (20) + 13 + 1 - 2 - 2 = 30
Confirm Crit: 1d20 + 13 + 1 - 2 - 2 ⇒ (4) + 13 + 1 - 2 - 2 = 14
Damage 2 arrows: 2d8 + 6 + 2 + 8 ⇒ (8, 7) + 6 + 2 + 8 = 31
Crit damage: 4d8 + 12 + 4 + 16 ⇒ (3, 7, 1, 3) + 12 + 4 + 16 = 46

Arrow 2: 1d20 + 8 + 1 - 2 - 2 ⇒ (19) + 8 + 1 - 2 - 2 = 24
Damage: 1d8 + 3 + 1 + 4 ⇒ (4) + 3 + 1 + 4 = 12

Rapid Fire Arrow: 1d20 + 13 + 1 - 2 - 2 ⇒ (9) + 13 + 1 - 2 - 2 = 19
Damage: 1d8 + 3 + 1 + 4 ⇒ (2) + 3 + 1 + 4 = 10

+1 Attack / Damage from point Blank Shot
Precise shot to eliminate -4 modifier for shooting into melee; Shared Precision- All allies in 10 feet get precise shot
-2 modifier for rapid shot to fire an extra arrow
Weapon Focus, Manyshot and Deadly Aim -2/+4

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Reflex 1d20 + 7 ⇒ (15) + 7 = 22

Tess uses her Fortune hex on Jaysin. "Here's some good luck, Jaysin! Use it well!"

Fortune hex: can reroll any one attack roll this round.

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Just wondering..how does picking the 3th option of Sir Terramore strategy work in this case? 3) the ability to move up to their speed as an immediate action once. I can take an immediate outside my own turn as far as I know. It get's a bit iffy on when we should have picked what bonus we want..but can I/we move away when the ball of water get's summoned and starts to roll all over us?

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Reflex: 1d20 + 9 ⇒ (16) + 9 = 25

Jaysin nimbly avoids the orb! He then tries to take advantage on the morale bonus and Fortune and fires again! Rapid Shot again.

Bow: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23 for Arrow: 1d8 + 10 ⇒ (5) + 10 = 15
Bow: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 for Arrow: 1d8 + 10 ⇒ (1) + 10 = 11

Fortune on that second one!: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 for Arrow: 1d8 + 10 ⇒ (2) + 10 = 12

If that one guy would grant cover to the fella on the water I'll shoot the guy instead.

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Using Sir Terramor's ability I choose the add 2 to attack roll which is not added into my rolls above

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2
Ash - Eric de Vries wrote:

Just wondering..how does picking the 3th option of Sir Terramore strategy work in this case? 3) the ability to move up to their speed as an immediate action once. I can take an immediate outside my own turn as far as I know. It get's a bit iffy on when we should have picked what bonus we want..but can I/we move away when the ball of water get's summoned and starts to roll all over us?

It's an immediate action. That means you can take it at any time, including moving out of the way of the aqueous orb.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sir Terramor chooses the +2 dodge bonus to AC (Temp. AC = 27).

GM - Does he have to make the Fort saves even though the Draugr missed? And if it is a stench, is he safe from it inside the aqueous orb?

Reflex save vs. aqueous orb: 1d20 + 5 ⇒ (1) + 5 = 6
2nd Reflex save vs. Engulfed: 1d20 + 5 ⇒ (10) + 5 = 15
Nonlethal damage: 2d6 ⇒ (4, 6) = 10

1st Fort save vs. Draugr: 1d20 + 9 ⇒ (13) + 9 = 22
2nd Fort save vs. Draugr: 1d20 + 9 ⇒ (15) + 9 = 24

Caught up in the aqueous orb?, Sir Terramor struggles to be free.

Reflex save vs. aqueous orb: 1d20 + 5 ⇒ (5) + 5 = 10


The Flaxseed Pathfinder Lodge

Kalendir's arrows sink into the fossegrim and take down the blue fey! Jaysin then finishes off one of the draugr! The second draugr doesn't put up much of a challenge to the rest of the party. The orb splashes to the ground, splaying Sir Terramor out on the ground!

Out of combat!

DC 15 Perception:
The draugr wear badges that identify their wearers as agents of the Aspis Consortium.

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Yep, looks lile Kargen has no cold iron arrows. On the shopping list for next time...

Perception: 1d20 + 10 ⇒ (19) + 10 = 29

Kargen goes down to examine the corpses. He find badges on the draugr. "Hey, these two were Aspis before they fell to this sea fey. Maybe the Aspis are here looking for the not-dwarves and their Sky Key piece too."

-Posted with Wayfinder

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

"Might not be a bad idea to take the badges and, if things go back, throw a little blame on those bastards, by planting them somewhere they shouldn't be."

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

"Good job everyone...that big ball of water scared me there for a bit"

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Kargen nods at Tessara and pockets the Aspis badges. "Nothing like a little damning evidence just at the right time." The military man gives a small smirk. "Ok, where are these dwarves? "

-Posted with Wayfinder

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

"No idea..further?"

Ash looks around for clue/traces/tracks

Perception: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32 (Using guidance)


The Flaxseed Pathfinder Lodge

Beyond the waterfall you come closer to the mountain. From a considerable distance, the cliff face at the base of the mountain appears corrugated from erosion. Two pairs of enigmatic, smilling stone faces are carved into the face of the mountain. These faces flank a precariously tall, ten-foot-wide stone staircase that leads to a flat plateau 60 feet overhead.

The staircase is so steep that it is essentially vertical. To move up at half speed will require a DC 20 Climb check; to move up at quarter speed will require a DC 15 Climb check.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Once the others have come up with a plan for the stairs, Tess will use her Flight hex to ascend that way.

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

If we toss up a (knotted) rope with a grappling hook..can we then reduce the DC for the climb check(s)?

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Kalendir ascends very carefully up the steep staircase.

Take 10 for 15 at quarter movement

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

"Wait a moment," said Sir Terramor. He placed a gauntleted hand on the saddle of his faithful companion Morningstar and the big warhorse suddenly diminished to a tiny size and simultaneously blended into the knight's plate armor, becoming an embossed enamel emblem on Terramor's shining breastplate.

The knight then broke out his harness, crampons and pulleys and ascended the stairs, then tossed down a knotted rope. "Climb that!" he called.

Absorb mount into hosteling armor.

Using Climbing kit, take 10 for a Climb check of 20. Move up the stairs at half speed. Once there, anchor a grappling hook and toss down a knotted rope.

Now, everyone left below should be able to ascend with a Climb check DC of 5.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

"Now that is a clever trick, Sir Knight!"

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

I must say I've never seen anything such as that before. Jaysin will carefully climb up by using the rope.

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash will wait till Jaysin makes it to the top before climbing up the rope as well

Take 10 on climb for the DC 5

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Kargen follows the others up the rope.

Take 10 on climb for a 15.

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

Jagged and barbed iron sculptures of various sizes cover the floor of this large stone plateau. A pair of wide stone stairs ascends to a balcony overhead. Shattered pieces of intricately painted pottery and shreds of fine silk are piled along the walls. Four pillars divide the space, holding aloft stone arches covered with pictograms. A wide pair of iron doors bears a ruby-studded engraving of an inferno and a hefty iron lock.

As you approach this structure closer, you see that four bald, long-bearded dwarves with dull gray kin and low arching brows. They heft their waraxes and one of them grunts something.

Undercommon:
"Intruders. Pathfinders. Kill them."

gm rolls:

duergar: 1d20 + 0 ⇒ (5) + 0 = 5
Kargen: 1d20 + 5 ⇒ (1) + 5 = 6
Jaysin: 1d20 + 8 ⇒ (7) + 8 = 15
Tessara: 1d20 + 3 ⇒ (17) + 3 = 20
Ash: 1d20 + 4 ⇒ (9) + 4 = 13
Sir Terramor: 1d20 + 2 ⇒ (8) + 2 = 10
Kalendir: 1d20 + 6 ⇒ (12) + 6 = 18

Initiative:

1. Tessara, Kalendir, Jaysin, Ash, Sir Terramor, and Kargen
2. Duergar

You guys are up!

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess uses her Fortune hex on Kalendir. "Good luck coming your way, archer!"

Fortune hex-can re roll one attack roll this round.

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

I don't know what you mumbled but I don't want to find out, either. Jaysin will take a 5' step closer and fire at one of the dark dwarves!

Rapid: 1d20 + 10 ⇒ (13) + 10 = 23 for Arrow: 1d8 + 10 ⇒ (2) + 10 = 12
Rapid: 1d20 + 10 ⇒ (18) + 10 = 28 for Arrow: 1d8 + 10 ⇒ (7) + 10 = 17

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

With Tessara's blessing Kalendir fires a small handful of arrows at the red gray dwarf.

Arrow 1 Many Shot: 1d20 + 13 + 1 - 2 - 2 ⇒ (6) + 13 + 1 - 2 - 2 = 16
Reroll To Hit Hex: 1d20 + 13 + 1 - 2 - 2 ⇒ (20) + 13 + 1 - 2 - 2 = 30
Confirm Crit: 1d20 + 13 + 1 - 2 - 2 ⇒ (10) + 13 + 1 - 2 - 2 = 20
Damage 2 arrows: 2d8 + 6 + 2 + 8 ⇒ (6, 3) + 6 + 2 + 8 = 25
Crit Damage: 4d8 + 12 + 4 + 16 ⇒ (7, 8, 1, 2) + 12 + 4 + 16 = 50

Arrow 2: 1d20 + 8 + 1 - 2 - 2 ⇒ (9) + 8 + 1 - 2 - 2 = 14
Damage: 1d8 + 3 + 1 + 4 ⇒ (3) + 3 + 1 + 4 = 11

Rapid Fire Arrow: 1d20 + 13 + 1 - 2 - 2 ⇒ (14) + 13 + 1 - 2 - 2 = 24
Damage: 1d8 + 3 + 1 + 4 ⇒ (1) + 3 + 1 + 4 = 9

+1 Attack / Damage from point Blank Shot
Precise shot to eliminate -4 modifier for shooting into melee; Shared Precision- All allies in 10 feet get precise shot
-2 modifier for rapid shot to fire an extra arrow
Weapon Focus, Manyshot and Deadly Aim -2/+4


The Flaxseed Pathfinder Lodge

Jaysin easily takes down one of the duergar as Kalendir drops another with a pair of arrows and then wounds the next!

Initiative:

1. Tessara, Kalendir, Jaysin, Ash, Sir Terramor, and Kargen
2. Duergar

green: 9 dmg

Ash, Sir Terramor, and Kargen are up!

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Kargen takes a careful beads on a third grey dwarf.

PBS, deadly aim: 1d20 + 8 ⇒ (10) + 8 = 18
damage (DA, PBS): 1d8 + 6 ⇒ (6) + 6 = 12

-Posted with Wayfinder

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash looks around himself and quickly discovers that he's at the front of the line..and decides to quickly take a few steps back

Then he estimates the distance to the grey dwarfs and calcultates that what ever fire he will throw in their direction will most likely fall short before it reaches them readies for one of them to come into range

Readied (fire bolt) attack vs touch AC once one of them comes within 30 ft: 1d20 + 7 ⇒ (5) + 7 = 12
Fire damage if hit: 1d6 + 3 ⇒ (5) + 3 = 8

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sir Terramor doesn't even own a ranged weapon. Instead, he steps up to be adjacent to as many allies as possible and uses his shield to help protect them all.

BODYGUARDING ALMOST EVERYONE: With Aid Allies, Bodyguard and Intercept, I can burn an Attack of Opportunity as an immediate action whenever an adjacent ally is attacked to give that ally a +4 to AC.


The Flaxseed Pathfinder Lodge

Whoops, didn't realize these guys were large. Hasn't affected anything yet.

Kargen sinks a bolt into the gray dwarf. As soon as the green-clad duergar closes on the party, Ash's spell knocks him down, unconscious! The last one raises a crossbow and fires at Kalendir.

heavy crossbow: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 2d8 ⇒ (5, 6) = 11

Suddenly, one of the iron sculptures to the side creaks to life! It lumbers up to Jaysin and swings!

slam: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 2 ⇒ (2) + 2 = 4

Initiative:

1. Tessara, Kalendir, Jaysin, Ash, Sir Terramor, and Kargen
2. Duergar

You guys are up!

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess uses her Cackle Hex to continue the Fortune hex on Kalendir. She also takes the opportunity to include Kargen in her beneficial Fortune hex as well.

Move action to continue Fortune hex on Kalendir. Standard action to use Fortune hex on Kargen.

Both you fellas can reroll a d20 this round for your attack.

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

kalendir fires another barrage at the large grey dwarf as he sees the statue rise up. careful! One of the stones just sprang to life!

Arrow 1 Many Shot: 1d20 + 13 + 1 - 2 - 2 ⇒ (15) + 13 + 1 - 2 - 2 = 25
Damage 2 arrows: 2d8 + 6 + 2 + 8 ⇒ (4, 5) + 6 + 2 + 8 = 25

Arrow 2: 1d20 + 8 + 1 - 2 - 2 ⇒ (15) + 8 + 1 - 2 - 2 = 20
Damage: 1d8 + 3 + 1 + 4 ⇒ (1) + 3 + 1 + 4 = 9

Rapid Fire Arrow: 1d20 + 13 + 1 - 2 - 2 ⇒ (16) + 13 + 1 - 2 - 2 = 26
Damage: 1d8 + 3 + 1 + 4 ⇒ (3) + 3 + 1 + 4 = 11

+1 Attack / Damage from point Blank Shot
Precise shot to eliminate -4 modifier for shooting into melee; Shared Precision- All allies in 10 feet get precise shot
-2 modifier for rapid shot to fire an extra arrow
Weapon Focus, Manyshot and Deadly Aim -2/+4

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Kargen steps aside to make room for Sir Terramore to engage the statue. Confident Kalendir can bring down the grey dwarf, he turns his arrows on the new threat.

Attack (PBS, RS): 1d20 + 7 ⇒ (13) + 7 = 20
Damage (PBS): 1d8 + 3 ⇒ (2) + 3 = 5

Fortune, Attack (PBS, RS): 1d20 + 7 ⇒ (12) + 7 = 19
Fortune, Attack (PBS, RS): 1d20 + 7 ⇒ (5) + 7 = 12
Damage (PBS): 1d8 + 3 ⇒ (3) + 3 = 6

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Kargen and Kalendir, remember your Fortune hex reroll. A hit might turn into a critical threat if we get lucky.

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Careful? Don't worry, I noticed! Jaysin shuffles back and elects to use a couple of his adamantine arrows on the statue! Now within PBS range.

Bow: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21 for Ada Arrow: 1d8 + 10 ⇒ (8) + 10 = 18
Bow: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24 for Ada Arrow: 1d8 + 10 ⇒ (4) + 10 = 14


The Flaxseed Pathfinder Lodge

Kalendir easily finishes off the duergar! Kargen's arrows hit the statue but it is quite hard and the arrows are unable to damage it! Jaysin, however, nearly blasts the statue away with his adamantine arrows!

Initiative:

1. Tessara, Kalendir, Jaysin, Ash, Sir Terramor, and Kargen
2. Baddies (32 dmg)

Ash and Sir Terramor are up!

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

"A moving statue, let's see if it can handle a little bit of fire"
Ash takes a few steps so nobody is between him and the statue

To hit touch AC statue with a fire bolt: 1d20 + 7 ⇒ (15) + 7 = 22
fire damage if hit: 1d6 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sir Terramor moved up to attack the statue, still guarding those around him.

+1 Cold Iron Longsword plus Power Attack: 1d20 + 13 - 3 ⇒ (5) + 13 - 3 = 151d8 + 4 + 6 ⇒ (8) + 4 + 6 = 18

BODYGUARDING JAYSIN, TESSARA & KALENDIR: With Aid Allies, Bodyguard and Intercept, I can burn an Attack of Opportunity as an immediate action whenever an adjacent ally is attacked to give that ally a +4 to AC.


The Flaxseed Pathfinder Lodge

Ash's fire does not seem to hurt the statue and Sir Terramor's swing misses it! The statue swings its hardest at Sir Terramor!

slam: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d6 + 2 ⇒ (3) + 2 = 5

slam: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 2 ⇒ (4) + 2 = 6

Initiative:

1. Tessara, Kalendir, Jaysin, Ash, Sir Terramor, and Kargen
2. Baddies (32 dmg)

You guys are up!

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Seeing his arrows are doing little against the statue and not wanting to waste his weapon blanch, Kargen moves over to Jaysin to grant the archer a minor boon.

Cast Guidance on Jaysin. +1 on his next roll.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess keeps trying to turn fortune to her team's side. "You are up as well, Sir Terramore!"

Move action: Cackle to keep Fortune Hex on Kargen and Kalendir. Standard action to include Terramor in the Fortune Hex.

Fortune Hex: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.


The Flaxseed Pathfinder Lodge

Tessara passes around her good luck as Kargen gives Jaysin a bit of advice.

Initiative:

1. Tessara, Kalendir, Jaysin, Ash, Sir Terramor, and Kargen
2. Baddies (32 dmg)

Kalendir, Jaysin, Ash, and Sir Terramor are up!

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sir Terramor kept up the pressure on the possessed statue.

1st attack +1 Cold Iron Longsword plus Power Attack: 1d20 + 13 - 3 ⇒ (20) + 13 - 3 = 301d8 + 4 + 6 ⇒ (4) + 4 + 6 = 14

2nd attack +1 Cold Iron Longsword plus Power Attack: 1d20 + 8 - 3 ⇒ (5) + 8 - 3 = 101d8 + 4 + 6 ⇒ (6) + 4 + 6 = 16

Critical hit confirmation: 1d20 + 13 - 3 ⇒ (10) + 13 - 3 = 201d8 + 4 + 6 ⇒ (8) + 4 + 6 = 18

If a 20 hits and if this thing can be critted, then that's a critical hit for 32 points of damage!

BODYGUARDING JAYSIN, TESSARA & KALENDIR: With Aid Allies, Bodyguard and Intercept, I can burn an Attack of Opportunity as an immediate action whenever an adjacent ally is attacked to give that ally a +4 to AC.

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