HM's Skull & Shackles AP

HolyMan

Thy wounds are healed!
OOC: sunshadow21 perception check please

With their intense hunt for crabs going on the group isn't surprised when a pair of predators come swimming up from out of the wrecked ship.

monsReefclaw.jpg


"Blood -red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back."

OOC: Roll INIT - post actions if you beat a 21

[sblock=Combat Notes]
Kolto - (depth 5') HB:19/20
Nightstorm - (depth 0') HB:24/24
Kalir - (depth 0') HB:24/24
Tara - (depth 0') HB:24/24
Lightning - (depth 10') HB:23/24
Sandara - (depth 0') HB:20/20
reefclaws - (depth 15') --

HB = hold breath rounds[/sblock]
 

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sunshadow21

Explorer
"We've got company, folks. I would recommend shore for those not able to swim well." Lightning tries to figure out if he knows what these things are.
 
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HolyMan

Thy wounds are healed!
Round 1-

The creatures waste no time darting after their new found prey. One moves towards Kolto cautiously as it moves into shallower water.

The second darts in a direct line towards Lightning it's claws snapping before it. Suddenly a claw grabs the undine's foot and latches on. As it does so Lightning can feel his strength slowly being effected by some vile poison.


[sblock=Combat Notes]
LISTED IN INIT ORDER:

monsterA[AC:14,HP:13/13]-depth 5' double move to within melee range
monsterB[AC:12,HP:13/13]-depth 15' (charged)
Kolto -(depth 5') HB:19/20 is up
Sandara -(depth 0') HB:20/20
Lightning -(depth 10') HB:23/24 (grappled;poison[1/4;STR dmg:1] DC 13 (roll your round 2 save during your round one actions to keep us ahead)
Tara -(depth 0') HB:24/24
Nightstorm -(depth 0') HB:24/24

HB = hold breath rounds

Knowledge check unsuccessful they are aberrations[/sblock]
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
As the creature closes with the big Tiefling, Kolto slams a cestus wrapped fist into it's spiny face!

[sblock=Actions]Swim Check (1d20+6=15)

Attack (1d20+2=15) for for Damage (1d4+2=3).[/sblock]
_______________
PostShot.png


[sblock=Stat Block]
KOLTO TENGERE CR 1/2
Male Tiefling Magus (Bladebound, Kensai) 1
NN Medium Outsider (Native)
Init +2; Senses Darkvision; Perception +0
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 9 (1d8)
Fort +2, Ref +2, Will +2
Defensive Abilities Canny Defense +1; Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Cestus +2 (1d4+2/19-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Magus (Bladebound, Kensai) Spells Known (CL 1, 2 melee touch, 2 ranged touch):
1 (2/day) Shield (DC 16), Feather Fall (DC 16)
0 (at will) Acid Splash, Ray of Frost
--------------------
STATISTICS
--------------------
Str 14, Dex 15, Con 10, Int 20, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Fiendish Heritage, Weapon Focus: Falcata
Traits Abendego Spellpiercer (Sodden Lands), Ancient Explorer: Knowledge (Local)
Skills Bluff +2, Climb +6, Knowledge (Arcana) +9, Knowledge (Local) +10, Knowledge (Planes) +9, Profession (Sailor) +4, Spellcraft +9, Stealth +4, Swim +6
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Infernal, Polyglot
SQ Arcane Pool (+1) (6/day) (Su), Chosen Weapon: Falcata, Spell Combat (Ex)
Combat Gear Cestus; Other Gear Travelling Spellbook (blank)
--------------------
SPECIAL ABILITIES
--------------------
Abendego Spellpiercer (Sodden Lands) +2 to Concentration checks
Arcane Pool (+1) (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Duelist level).
Chosen Weapon: Falcata Kensai abilities only function when wielding a weapon of this type.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Lone Wolf Development
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]
 

HolyMan

Thy wounds are healed!
Sandara splashes through the water, quickly moving to the edge of the reef. "Back up a bit! Bring it to where I can see it!"

OOC: ready action cast doom when she sees a monster
 


Kaodi

Hero
Nightstorm moves through the leg deep water to a position by where both the Blue Man and the Red Man can make "landfall" , reaching behind his back to draw out his exotic looking curved sword in a single smooth motion. Sparing a thought as to why no one has ever thought to introduce themselves yet by name on this voyage, he readies his eager blade to receive the tatzylwy- I mean, lobster-eels.

[sblock=OOC]Not far to move Southwest, and then ready an action to attack whatever feels like becoming dinner.[/sblock]
 
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ghostcat

First Post
Just what we need thinks Kalir has if I haven't enough trouble. However, Kalir wastes no time in splashing back to the reef, where he pulls himself out of the water.

Still thank heaven for small mercies. At least I have my crossbow. he thinks as he desperately, cocks and loads it.
 

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