Pathfinder 1E [LPF] The Sea Sprite

FrancisJohn

Explorer
[sblock=Francis John III, Self-Proclaimed Halfling Prince]
Character Sheet

HP: 16/16
AC: 17 FF:15 T:13
CMB: 1 CMD: 13
Fort: +1 Reflex: +5 Will: +1
Perception: +8 Initiative: +2
Bluff: +13 Diplomacy: +7 S. Motive: +5
Sleight: +7 Stealth: +10
Armed: Shortsword +3 d4+1
Unarmed: Light Crossbow +4 1d6
Bolts Remaining: 17/20
Adaptable Luck: 2/3

[sblock=Bacon, War Pig]
HP: 18/18
AC: 14, touch: 10, flat-footed: 14 (+4 natural)
Fort: +6 Ref: +3 Will: +1
Initiative: 0
Defensive Abilities: ferocity
Speed: 40 ft. (30 medium, 20 heavy)
Melee: gore +4 (1d8+4)
CMB: +4 CMD: 14
Skills: Perception +6
Senses: Lowlight Vision, Scent[/sblock]
[sblock=Adventure Notes]
+200 Gold - as advance
[/sblock][/sblock]

"Big Z seems like my kind of guy.... taking the easy way out."
 

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Anastrace

First Post
NorthShieldmaiden02.jpg

"You're right Qalabash, I've got no clue how to fight them, and I'm definitely not going in the water!"

[sblock=ooc]
Initiative Check: 1D20+5 = [19]+5 = 24

Sorry, been a hectic week!
[/sblock]


[sblock=Leira Olren, Master of Martial Arts]
Leira Olren
AC:20 (17 flat-footed, 13 touch)
HP: 18/18
CMB: +5 CMD: 18

Fort: +5 Reflex: +5 Will: +3
Perception: +1 Sense Motive: +1
Initiative: +5

Skills
Acrobatics: +7, Climb +8, Escape Artist +7, Heal +7, Stealth +8

Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Dragon Style: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Dragon Ferocity: While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.

Current Weapons in Hand: Unarmed Strike (Considered Armed) +6, Damage: 1d6+4, Crit: 20/x2, Type: B,
Current Weapon for Attacks of Opportunity: Urami, +5. 1d8+4, Crit 18-20, Type S
Current Conditions in Effect:
Resources Used: None
Temporary items in possession:
Items not currently in possession:
Items depleted: none
[/sblock][/QUOTE]
 

Deuce Traveler

Adventurer
One of the sharks finally appears just below the surface of the water, streaking at you like a fast arrow in an attempt to ram the right side of the boat! The three boatman row faster in an attempt to get out of danger.

OOC: The party has initiative, but only Qalabash, Tamarie, and Arradon can attack it due to line of site. The shark is attempting to damage or flip the skiff.

Seating:
Leira..............................Qalabash
Aelspeth........................Tamarie
Francis John III..............Arradon
 

ealt

Explorer
Arradon Delgaran

[section]
Arradon readies himself for the shark's approach, dagger held in a reverse grip; his posture reminiscent of a snake preparing to strike.​
[/section]

[sblock=OOC]
Arradon doesn't have any ranged weapons, so he'll have to wait until the shark is close enough to strike with his dagger. I went ahead and rolled attack and damage, not really sure how readied actions work on here.
[/sblock]

[sblock=Action]
Readies attack with dagger. Triggers when shark within reach. Attack:[roll0] Damage:[roll1]
[/sblock]

[sblock=Arradon Delgaran Mini-Stats]Arradon Delgaran
AC: 15 (12 flat-footed, 13 touch)
HP: 10/10
CMB: +0 CMD: 13

Fort: +1 Reflex: +5 Will: +0
Bluff: +8 Disable Device: +9 Perception: +6 Sense Motive: Sleight of Hand: +7 +0 Stealth: +7
Initiative: +5

Sneak Attack: 1d8 (Dagger)
Hidden Blade: +0

Feats: Blind-Fight

Current Weapon in Hand: Dagger +0 (1d4+0, 19-20/x2)
Current Conditions in Effect: None
Temporary items in possession: None
Items not currently in possession: None
Items depleted: None[/sblock]
 

Aura

Explorer
Tamarie the Songweaver
"There's one!" Tamarie breathily says, hurriedly bringing her crossbow to her shoulder to make a shot. She breathes out and shoots, immediately drawing another bolt out of her shortened quiver and loading the weapon for the next shot.

[sblock=Combat Stuff]Standard Action: Shoot shark with light crossbow
Move action: Reload light crossbow

Here are the attack and damage rolls on the shark on approach. A Crit confirmation roll is included, if deemed relevant by the initial attack roll (crit range of crossbow is 19-20):
Attack: [roll0]
Damage: [roll1]
Crit Confirm: [roll2]
Crit Damage: +[roll3][/sblock]
[sblock=Coyotecode roller]Round 1 Tamarie light crossbow attack on approaching shark: 1D20+4 = [8]+4 = 12
1D8 = [1] = 1
[/sblock]
[sblock=Tamarie Mini Stats]Tamarie
AC: 12 (10 flat-footed, 12 touch)
HP: 17/17
Shawl of Life Keeping: 4 stored HP
CMB: +1 CMD: 13

Fort: +2 Reflex: +3 Will: +3
Perception: +2 Sense Motive: +0
Initiative: +2

First Level spells remaining: 6/6
Heavenly Fire remaining: 7/7
Bolts remaining: 19/20

Current Weapon in Hand: crossbow(loaded)
Current Conditions in Effect: none
Temporary items in possession: none
Items not currently in possession: none
Items depleted: CLW wand-1 chg
Money: +200gp retainer[/sblock]
 
Last edited:

GlassEye

Adventurer
Qalabash Baram

[section]
Qalabash flips his quarterstaff from the crook of his left elbow and snatches it with both hands holding it poised to strike as if it were a spear at the shark when it gets near enough.

"Worry not," he says to Larry, Darryl and Darryl. "But keep rowing!"

[/section]
[sblock=OOC]Standard: ready action to attack shark [roll0] for [roll1][/sblock]
[sblock=MiniStats][size=+1]Qalabash Baram[/size] Human Staff Magus 2
Initiative: +1 Perception: -1

AC: 14 (11 touch; 13 flat-footed)
HP: 20 Current: 20
CMB: +4; +6 Trip CMD: 15; 17 vs. Trip Fort: +5 Ref: +3 Will: +2

In Hand: quarterstaff
Conditions: None yet
Spells Prepared:
  • 1st level (DC 14): Enlarge Person, Grease, Shocking Grasp
  • Orisons: Detect Magic, Light, Prestidigitation, Root
Special:
Concentration +5
Arcane Pool: 4/4 (+1 enhancement for 1 min.)
[/sblock]
 

Anastrace

First Post
Leira Olren, Master of Martial Arts

NorthShieldmaiden02.jpg

Leira unwraps the whip blade from her waist, and waits to see if the shark circles to her side. "I'll be ready if it swings around this side, or if more come."

[sblock=ooc]
Ready attack to attack the first thing in range.
[/sblock]


[sblock=Leira Olren, Master of Martial Arts]
Leira Olren
AC:20 (17 flat-footed, 13 touch)
HP: 18/18
CMB: +5 CMD: 18

Fort: +5 Reflex: +5 Will: +3
Perception: +1 Sense Motive: +1
Initiative: +5

Skills
Acrobatics: +7, Climb +8, Escape Artist +7, Heal +7, Stealth +8

Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Dragon Style: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Dragon Ferocity: While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.

Current Weapons in Hand: Unarmed Strike (Considered Armed) +6, Damage: 1d6+4, Crit: 20/x2, Type: B,
Current Weapon for Attacks of Opportunity: Urami, +5. 1d8+4, Crit 18-20, Type S
Current Conditions in Effect:
Resources Used: None
Temporary items in possession:
Items not currently in possession:
Items depleted: none
[/sblock]
 

Deuce Traveler

Adventurer
Although the shark is badly wounded from the strikes dealt by Qalabash and Arradon, it is still able to ram the skiff, causing the ship to rock dangerously before the monster disappears underneath the ship. Qalabash, Tamarie and Arradon are all thrown off balance and struggle to stay inside the ship.

At the next instance, the second shark emerges and attempts to strike the skiff from the other side, but now only Leira, Aelspeth and Francis John III are in a position to attack.

OOC: Qalabash, Tamarie and Arradon need to make a DC 8 Reflex check or fall out of the skiff and into the water. Leira, Aelspeth and Francis John III can attack the second shark this round before it strikes the boat.
 

FrancisJohn

Explorer
[sblock=Francis John III, Self-Proclaimed Halfling Prince]
Character Sheet

HP: 16/16
AC: 17 FF:15 T:13
CMB: 1 CMD: 13
Fort: +1 Reflex: +5 Will: +1
Perception: +8 Initiative: +2
Bluff: +13 Diplomacy: +7 S. Motive: +5
Sleight: +7 Stealth: +10
Armed: Shortsword +3 d4+1
Unarmed: Light Crossbow +4 1d6
Bolts Remaining: 17/20
Adaptable Luck: 2/3

[sblock=Bacon, War Pig]
HP: 18/18
AC: 14, touch: 10, flat-footed: 14 (+4 natural)
Fort: +6 Ref: +3 Will: +1
Initiative: 0
Defensive Abilities: ferocity
Speed: 40 ft. (30 medium, 20 heavy)
Melee: gore +4 (1d8+4)
CMB: +4 CMD: 14
Skills: Perception +6
Senses: Lowlight Vision, Scent[/sblock]
[sblock=Adventure Notes]
+200 Gold - as advance
[/sblock][/sblock]

"Easy way out me arse!" Francis takes a timid swing at the next incoming shark. He is unsure if he even hit it!

[sblock=OOC]Attack second shark: 1D20+3 = [12]+3 = 15
1D4+1 = [1]+1 = 2
[/sblock]
 

GlassEye

Adventurer
[section]
Qalabash's eyes widen and a look of clear panic crosses his face as he wobbles precariously on his seat. He manages to not tumble into the water and he grips his quarterstaff in an even tighter grip.

"I swear to Rasuim that if I make it out of this alive I will make a donation to the first holy man I lay eyes on."

[/section]
[sblock=OOC]Ref save: [roll0][/sblock]
[sblock=MiniStats][size=+1]Qalabash Baram[/size] Human Staff Magus 2
Initiative: +1 Perception: -1

AC: 14 (11 touch; 13 flat-footed)
HP: 20 Current: 20
CMB: +4; +6 Trip CMD: 15; 17 vs. Trip Fort: +5 Ref: +3 Will: +2

In Hand: quarterstaff
Conditions: None yet
Spells Prepared:
  • 1st level (DC 14): Enlarge Person, Grease, Shocking Grasp
  • Orisons: Detect Magic, Light, Prestidigitation, Root
Special:
Concentration +5
Arcane Pool: 4/4 (+1 enhancement for 1 min.)
[/sblock]
 

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