Pathfinder 1E [LPF] Perception is Reality

perrinmiller

Adventurer
Barlo Hawkins, Human Bard

Elnefrai_zps89549ca6.jpg

Barlo was not able to do much with the giants retreating. From his vantage in the alley, he nocked and release a volley of arrows at the smaller of the two flying giants. One managed to hit.

"We need them to come back this way!"

[sblock=Actions]Inspire Courage +2 Att/Dmg (Lingering 1r more)
Full Attack At smaller giant, 1st Arrow (13,6), 2nd Arrow (19,6), 3rd Arrow (22,6)
[/sblock][sblock=Mini Stats]Character Sheet
Initiative: +4 Perception: +12
AC: 22 (20 flat-footed, 13 Touch)
HP: 65 Current: 65
CMB: +9 CMD: 22(20ff) Fort: +6 Reflex: +10 Will: +8
Current Conditions in Effect: None
Current Weapon in Hand: Shortbow

Bardic Performances (lingering 2 rnds): 23/25 Remaining
Spells Remaining: Cantrips: [Message, Read Magic, Mage Hand, Prestidigitation, Detect Magic, Ghost Sound]
1st Level 6/7 (DC16) [CLW, Feather Fall, Hideous Laughter, Timely Inspiration, Grease, Vanish, Charm Person, Silent Image]
2nd Level 5/5 (DC17) [Sound Burst, Heroism, Glitterdust, Mirror Image, Invisibility, Calm Emotions, Silence]
3rd Level 3/4 (DC18) [Haste, Slow, Phantom Steed, Confusion][/sblock]
 

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Aura

Explorer
[sblock=jbear]The rules for large creatures climbing, falling, etc. are now well developed. It'll take some discretion:

For climbing, you're big enough to simply reach the lip and pull yourself up. On a take 10, you can still rapid climb it. The net result is that every 5' ascended costs double, it's going to eat up a bit of movement but it's no roll. With your haste giving you extra movement, it's not too bad.

As for falling, the bad news is falls that seem short to a large creature still can result in quite a bit of acceleration. So the damage is the same. However, you can effectively do the same thing you did to get up the building, in reserve, and avoid the damage entirely. The distance you drop (if at all) isn't germane (like it was when climbing up), so it's a static time--one move action seems appropriate. Or you can just drop down, take your 5d6, and go for it. You can use your acrobatics as described in Core to reduce damage.[/sblock]
 

jbear

First Post
[sblock=OOC] Okay, so I'd like to try something that I think is correct mathematically according to the rules and seems cinematically epic as well. COrrect me if I'm wrong in my calculations:

Maui can double move 140ft while hasted and has +14 acrobatics in his current size

Maui is already at 15ft high so 10ft fast climb as you describe to get to ledge = 20ft of move; then normal movement from there, being basically the extra cost to haul himself up. Then cross roof 40 ft at a slight angle (45ft of movement)

65 total movement

Extra 10 ft of movement to represent a step out of forepaws while hind legs (still 5 ft of 15 ft cube) spring off the roof.

75 total movement

Distance to other building (15 ft high so 10 ft drop) is 20 ft to land on other side = Acrobatics DC 20; Taking 10 Maui clears this distance automatically. And reduce 10 ft of falling dmg with acrobatics at DC 15 or 2d6 dmg Is what he'd have to do?

95 total movement

His impetus from the jump would move him fully onto the roof, imagining that jumping is just part of the movement. Another 10 ft of movement. Total movement 105 ft and would then be adjacent to Ogre Magi B occupying EFG 10-11-12; No AoO as he is holding a bow.

That sound okay Aura?[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
[sblock=falling]The ruling is pretty solid on a physics basis. Actually it is quite simple - algebraically speaking. [Energy = (mass X velocity) squared] the energy remains the same if velocity is reduced the same that mass is increased. being a big guy at 280 lbs (127 kg) I have landed on the ground hard while in a nerf war. It hurts a lot more then say 180 lbs when I was in high school.[/sblock]
 

Aura

Explorer
[sblock=jbear]That will be fine. I'm not sure if it's perfect, but the extra movement over what you used will cover any minor errors. Keep in mind you might still get AoO if there are any surprises, like Improved Unarmed Strike. Go ahead and give it an IC writeup and we'll keep flowing.[/sblock]
 

Aura

Explorer
OOC: To clarify, Maui can effectively make the roof to roof jump as described and roll acrobatics vs the 2d6 off falling damage. Assuming I don't hear from @jbear soon, I will assume that plan and keep Taniwha on guard. He must have been delayed or something.

SdW: Interestingly, the rough buildings don't seem to be made of any particular material. However, they are not soft enough for Maui to sink his claws into them.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
OOC: To clarify, Maui can effectively make the roof to roof jump as described . . . . . edit . . . . .
SdW: Interestingly, the rough buildings don't seem to be made of any particular material. However, they are not soft enough for Maui to sink his claws into them.

Vincenzo takes mental note as such and will explore it further when he is free from battle.
 

jbear

First Post
[sblock=OOC] Sorry guys, I have ben away on tour with no time to post until today. Indeed that is what I am going to do. I'm right in thinking that haste aids your jump distance ... but not your landing? :p [/sblock]

Maui surged up the side of the featureless building in his new massive formed, pulling himself up onto the hhigh roof and surging with magically charged speed across the flat rooftop, springing with breathtaking power across the wide street to land some ten feet below atop the rooftop, next to one of the ogre magic with a threatening snarl.

Taniwha, meanwhile dropped low and suddenly surged forward to make an incredible jump landing atop the other building and closing in to snap at the other ogre magi with his sharp teeth.

Updated Map


[sblock=Action] Maui climbs up and leaps across the building as described above.
Acrobatics vs DC 15 fall = 17 SUcceeds and takes no dmg (Yay)

So I think this is okay for Taniwha: With Haste he moves 80 ft per move which means a +20 to acrobatic jump checks. Taniwha has +11 Acrobatics... so taking 10 he can do a jump at 40 DC. I think that is a 10 ft high jump. WHich means he can directly jump up onto the roof next to ogre S with planty of movement to burn. And then make a bite attack vs Ogre Mage S.
SOrry if I have calculated this wrong; I'll make any changes necessary.
Bite 1d20+13=23 for 1d6+5=8 dmg
On a hit Taniwha can trip 1d20+13=16 vs CMD Ogre Mage S

[/sblock]



[sblock=Lvl 10 Stats]
[http://livingpf.wikia.com/wiki/Maui_(jbear1979) Maui]
Initiative: +4
AC: 23 (Touch 16 ; FFt 19)
HP: 112 (132) Current: 75 (95)
CMB: +15 (+23) (+25 Grapple) CMD: 28 (33) (35 escape grapple) Fort: +13 (+15) Reflex: +11 (+12) Will: +14

Conditions:
Buffs: Resinous Skin (100 mins): DR5/piercing, +2 Grapple/-2 to escape my grapple, Weapons that hit become stuck (REF save DC 18); Bless: +1 morale atk & save vs fear (10 min); Inspire Courage: +2 competence atk/dmg (2r); Haste (9r) +1 atk, ac, REF. 30 ft, extra atk; Animal Growth size category increases (See sheet for many effects on stats; 10 min); shield: +4 shield AC (10 mins)

In Hand:
Cold Iron MW Scimitar: +15/+10; 1d6+7 (Crit 18-20:x2)
and Heavy Shield

Spells: Orisons: Detect Magic, Guidance, Light, Detect Poison
1st: CLW; Longstrider, Entangle, Aspect of the Falcon:USED, Faerie Fire: USED
2nd: Bull's Strength, Bark Skin 2/2, Restoration Lesser, Resist Energy
3rd: Greater Magic Fang 2/2, Resinous Skin: USED, Delay Poison Communal
4th: Thorn Body 2/2, Airwalk, Strong Jaw
5th: Animal Growth:USED , Stone SKin
Wild Shape: 3/5 uses left per day

[sblock=Leopard Shape]
Medium animal; Senses: low-light vision, scent;
AC 18 , touch 18 , flat-footed 14
Speed 30 ft., climb 20 ft.
Melee:Bite +15; 1d8+8; 2 Claws: +15; 1d4 +8 dmg
Special: Trip

[/sblock]

[sblock=Lizard Bird Shape]
Deinonychus
Medium animal; Senses: low-light vision, scent;
AC 18, touch 18 , flat-footed 14
Speed 60 ft.
Melee:Bite +15; 1d6+8; 2 Talons: +15; 1d8+8 dmg; Foreclaws: +9; 1d4+5
Special: Pounce

[/sblock]

[sblock=Dire Tiger Shape III]
Dire Tiger
Large Animal; Senses: low-light vision, scent;
AC 19 (19), touch 17, flat-footed 16
Speed 40 /70) ft.
Melee:Bite +16 (+24) ; 2d6+9 (3d6+15) (+Grab); 2 Claws: +16 (+24); 2d4+9 (2d6+15) dmg (+Grab)
Special: Pounce, Rake
[/sblock]

Wand of CLW Uses: 40/40
Wand of Magic Fang: 44/50
Wand of Speak with Animals: 46/50
Wand of Mage Armor: 46/50
Rod of Lesser Extend: 3/3
Flasks: Holy Water 2/2
Sling Bullets: 19/20

Taniwha
Initiative: +8
AC: 23 (25)
HP: 83 Current: 82
CMB: Trip/Disarm +11 CMD: 29 (33 vs Trip) Fort: +8 Reflex: +12 (+13) Will: +6 (+10 vs enchant)

Conditions:
Status: Bless (10 mins); Inspire Courage (+2 atk/dmg); Haste (9r); aura of protection (Ethane) +1 deflection

Bite (silvered;magic): +13 (+17); 1d6+5 (+7) dmg; special: Trip
2x Claws (silvered;magic): +13 (+17) ; 1d3+5 (+7) dmg
[/sblock]
 
Last edited:

Aura

Explorer
Oni Battle Round 4

Flashing Maui a quirky grin, the larger of the two giant enemies flies off on him, boldly allowing him a swipe to the back as a parting gift. Dropping his bow, the brute descends on Ethane while drawing his swrod and mercilessly slashes at him with his long curved blade. However, Ethane's magic protections and armor deflect the blow, causing the monster to curse bitterly.

Then the smaller of the two nods and follows, allowing Taniwha to swipe furiously at his backside. He slips over the side of the building and lowers enough to come within striking distance of Barlo, dropping his bow and drawing his sword on the way. However, like the larger, he cannot hit the little man, although he is making a more difficult target of himself. The larger of the two chuckles, and the two keep on fighting.

The rather cavalier way of dealing with lethal combat might seem rather strange, but at that moment, Barlo notices the wounds of the smaller of the two starting to stitch up, leaving neither side having been seriously injured so far. Well, save for the rat, which continues to bleed on the featureless grey ground.

[section]
"They're headed back our way!" calls out Ethane as the two floating giants descent upon him. After narrowly avoiding the oversized sword, he stabs back at the smaller, partially injured one, causing blood to begin to flow.​
[/section]

[sblock=Combat Stuff]Ogremage S fast heals for 5, +10 points of retro = 15 points (retro from beginning of rounds 2 and 3 included, sorry to have forgotten.)
- Ogremage B drops bow and moves (reducing altitude to 10'), provoking an AoO from Maui (feel free to take it as part of your next action.) He attacks Ethane and misses.
- Ogremage S drops bow and moves (reducing altitude to 10'), provoking an AoO from Taniwha (also take at beginnine of next action.) He attacks Barlo, using combat expertise to boost his AC by 3 at a cost of -3 attack and misses. (I don't wanna her about you guy's supposedly bad luck. :p )
- Ethane attacks Ogremage S twice with his spear, hitting once for 10.

Maui: I expanded your token to 3 squares wide.

I had to retro the Fast Heal for the smaller Ogre Mage. He was uninjured on his action in round 1, so that's 15 points. Sorry for not figuring this in before.

Watch the smaller ogre mage's AC, it's now improved from the combat expertise.

Combat Actors
Smaller Giant: 45 damage (AC 24, touch 12, CMD 29, SR 19) flying 10' altitude, combat expertise
Larger Giant: 0 damage (AC 25, touch 14, CMD 33, SR 21) flying 10' altitude
Rat: dead
Barlo: 0 damage (AC 22, touch 13x, CMD 22) IC +2 attack/damage, bless +1 attack, Haste
Vincenzo: 0 damage (AC 26, touch 15, CMD 26+) IC +2 attack/damage, bless +1 attack, Haste
Ethane: 0 damage (AC 22, touch 13, CMD 20) IC +2 attack/damage, bless +1 attack, Haste
Maui: 37 damage (AC 23, touch 21, CMD 32) IC +2 attack/damage, bless +1 attack, resinous skin DR 5/piercing, Animal Growth, Shield, Haste
Taniwha: 1 damage (AC 25, touch 18, CMD 29+) IC +2 attack/damage, bless +1 attack, Haste

map: http://beta.ditzie.com/86158/56b056d61078d

You're all up. (Your round 4)[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Vincenzo takes a short step and shooots his bow, onceagain getting a third attack off from the supernatural effects of the magic

hasted att: 1D20+16 = [13]+16 = 29, 1D20+11 = [1]+11 = 12, 1D20+16 = [17]+16 = 33

The first shot hits solidly once again, the second shot goes way wild as the gray fearturelessness of the town disorients him momentarily, but he regains his standing and gets a second solid hit!

Damage: 1D8+4 = [5]+4 = 9, 1D8+4 = [6]+4 = 10

[sblock=stat block]
skills possibly needed at this moment:
Perception +11 Stealth +6

AC: 26 (21 flat-footed, 20 touch)
with Combat expertise:
AC: 29 (23 flat-footed, 23 touch)
fighting defensively and combat expertise
AC: 31, 23 FF,27 Touch
With haste:
28/21/22

HP: 112/112

CMB: +13 CMD: 26
vs trip
CMB: +15 CMD: 28
vs disarm
CMB: +18 CMD: 31

Fort: +11 Reflex: +8 Will: +6

Perception: +11 Stealth +6
Initiative: +2


Current Weapon in Hand: longbow +12/+7 damage 1d8+2; additional mods:[+2 att, dam insp corg][+1 att bless][ xtra att, +1 att, +1 dodge a/c and reflex; +30 to move haste]

Temporary/charged items in possession: healing potions, Healing wand

Items depleted: none
[/sblock]

[sblock=mace]
mwk silver mace, att +15/+10, dam 1d6+4, crit x2, type b
[/sblock]

updated move with 5 foot step[/]
 

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