HM's Skull & Shackles AP

Shayuri

First Post
With a high-pitched squeal, and a series of clicks, a dolphin with a peculiar silvery highlight to its skin leapt from the water near Tara, and dove down to power dive straight at the nearest attacker...ramming it with its blunt snout and forehead the way it might a shark that strayed too near its pod!

As the dolphin did that, Tara incanted again, invoking a protective spell for herself.

(OOC - Celestial Dolphin appears and charges the thingus that is giving us so much difficulty with grappling. :) Agh, forgot to include the charge bonus to hit. What is that in Pathfinder? Also, she casts Shield.)
 

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HolyMan

Thy wounds are healed!
As most of the others swim closer to get into the fight, a creature built for navigating the ocean appears and moves into help.

The celestial dolphin's attack is enough to send the big lobster-eel floating to the surface.

Meanwhile Lightning gets away form his adversary once more but the beast quickly surges forward with clapping, snapping claws. It rakes the undine knocking him unconscious, but before Lightning can float to the top of the water it reaches out and grabs him by the ankle.

[sblock=Combat]
Round 2:
monsterA depth 5' AC 12 HP 10/13 grappled attacks, hit dmg 1
monsterB depth 15' AC 12,HP 13/13 grappled deals damage 3pts
Kolto depth 5' HB 16/20 grappled HP 08/09 enchant weapon swift attack hit dmg 4
Sandara -depth 0' HB20/20 double move
Lightning -depth 10' HB:20/24 [grappled;poisonedSTR dmg1,HP 03/09 escape grapple 5'step (your choice let me know)
Tara -depth 0' HB 24/24 summons monster casts shield charge is the same as in 3.5 +2 to hit -2 to AC
celestial dolphin - depth 5' charge, successful dmg 7 Monster A at -1 HP at this point in the round
Nightstorm depth 0' HB:24/24 double move
Kalir - depth 0' HB:24/24 - double move Sorry there's no grid but it would have to be 3-D for that. It's why I told you that a double move in round 2 would put him in range for casting, after another move, on round 3. So I posted he double moved as I think you would want him to get into range, let me know if that is wrong.[/sblock]

[sblock=Combat]
Round 3:
monsterA depth 5'AC14 HP -1/13]- dying
monsterB depth 15')[AC 12 HP 13/13 attacks hit dmg 4 grappled
Kolto -epth 5' HB 15/20 HP:08/09 is up
Sandara depth 5' HB 19/20
Lightning depth 10' HB 19/24 poisoned STR dmg1 HP -1/09 dying grappled
Tara depth 0' HB 24/24
Nightstorm depth 5' HB23/24
Kalir depth 0' HB24/24 [/sblock]
 

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sunshadow21

Explorer
[sblock=ooc]I see it's time to start thinking about a replacement character. There's no point in having the rest of the party die trying to save Lightning.[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
[sblock=ooc]I see it's time to start thinking about a replacement character. There's no point in having the rest of the party die trying to save Lightning.[/sblock]

[sblock=OOC]Not so fast :D! One's down, and the second is down almost a fourth of its HP - and now we're all focused on it. It's not like Lightening's drifted off the continental shelf . . . he's in only 10' of water.[/sblock]

The devil spawn once more hammers his fist into the spiny carapace of his attacker, feeling the hard shell crack even further. Lobster for dinner tonight! Yum!

[sblock=OOC]Posting from work, so forgot a few things - like that it's grappled still. But can't remember if the 12 AC includes the grappled penalty, so he might've missed. If so, just ignore everything past "spiny carapace of his attacker." :([/sblock]
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[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]
 
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HolyMan

Thy wounds are healed!
Sandara swims up to behind Lightning grabbing him under the arms and hoping to pull him away from the creature's grip.

OOC: Sorry Mowgli a miss by 1

[sblock=Combat]
Round 2:
monsterA depth 5' AC 12 HP 10/13 grappled attacks, hit dmg 1
monsterB depth 15' AC 12,HP 13/13 grappled deals damage 3pts
Kolto depth 5' HB 16/20 grappled HP 08/09 enchant weapon swift attack hit dmg 4
Sandara -depth 0' HB20/20 double move
Lightning -depth 10' HB:20/24 [grappled;poisonedSTR dmg1,HP 03/09 escape grapple 5'step (your choice let me know)
Tara -depth 0' HB 24/24 summons monster casts shield charge is the same as in 3.5 +2 to hit -2 to AC
celestial dolphin - depth 5' charge, successful dmg 7 Monster A at -1 HP at this point in the round
Nightstorm depth 0' HB:24/24 double move
Kalir - depth 0' HB:24/24 - double move Sorry there's no grid but it would have to be 3-D for that. It's why I told you that a double move in round 2 would put him in range for casting, after another move, on round 3. So I posted he double moved as I think you would want him to get into range, let me know if that is wrong.[/sblock]

[sblock=Combat]
Round 3:
monsterA depth 5'AC14 HP -1/13]- dying
monsterB depth 15')[AC 12 HP 13/13 attacks hit dmg 4 grappled
Kolto -epth 5' HB 15/20 HP:08/09 attack, miss
Sandara depth 5' HB 19/20 double swim
Lightning depth 10' HB 19/24 poisoned STR dmg1 HP -1/09 stabilized grappled
Tara depth 0' HB 24/24 - is up
Nightstorm depth 5' HB23/24
Kalir depth 0' HB24/24 [/sblock]
 

ghostcat

First Post
Kalir moves into a position where he can and, when Sandara fails to pull Lightening free, casts grease on Lightening in the hope that it will help him get free. He doubts if it will work but its the best he can do.

[sblock=OOC]cast Grease on Lightning in the hope that it will make him too slippy to hold.[/sblock]
 

Kaodi

Hero
Nightstorm propels himself towards the creature with his feet while he grips his wakizashi in both hands. Unfortunately his enemy sees it coming and is easily able to avoid the driving point of the blade.
 
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Shayuri

First Post
Tara points at the other monster, but she needn't bother. The silver-skinned dolphin instinctively swims to the aid of Lightning, charging the beast that holds him for another streamlined slam!

Unfortunately, the water around the beast is a bit crowded, and it has to pull short to avoid hitting Sandara by mistake! It clicks agitatedly...and vanishes!

Meanwhile, at the surface, Tara slaps her forehead, then swims down to try to engage the beast herself. She hasn't got a spell to cast underwater...but the strange power in her hands will work just fine against this moist menace.
 
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HolyMan

Thy wounds are healed!
The creature turns it's attention away from Lightning and focuses on the two warriors trying to kill it. It lashes out at Nightstorm first. A claw clips the ninja but the creature oesn't grab at him likely do to being nearly surrounded by foes.

Meanwhile a greased Lightning (wish I could XP you Mowgli) slips through Sandara's fingers. She takes and reaches out gabbing him by his belt and then starts to haul him to the surface.

[sblock=Combat]
Round 3:
monsterA depth 5'AC14 HP -1/13]- dying
monsterB depth 15')[AC 12 HP 13/13 attacks hit dmg 4 grappled
Kolto -epth 5' HB 15/20 HP:08/09 attack, miss
Sandara depth 5' HB 19/20 double swim
Lightning depth 10' HB 19/24 poisoned STR dmg1 HP -1/09 stabilized grappled
Tara depth 0' HB 24/24 double move - to far to get into melee this round (also summon monster should only last one round)
Nightstorm depth 5' HB23/24 move, attack, miss
Kalir depth 0' HB24/24 - cast grease [/sblock]
[sblock=Combat]
Round 4:
monsterB depth 15' AC 14 HP 13/13 attack, hit dmg=4
Kolto -depth 10' HB 13/20 HP:08/09 (saved vs poison already)
Sandara depth 5' HB 18/20 - grab Lightning, swim
Lightning depth 5' HB 18/24 poisoned STR dmg1 HP -1/09 stabilized
Tara depth 5' HB 23/24
Nightstorm depth 15' HB21/24 poisoned STR dmg2 HP - 06/10
Kalir depth 0' HB24/24 [/sblock]

OOC: Everyone is up
 
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