Pathfinder 1E Sword of Valor, Wrath of the Righteous AP Part 2 with your hosts Scotley and MLeibrock

Maidhc O Casain

Na Bith Mo Riocht Tá!
[SBLOCK=OOC]Yep. 160' round 01 gets him within 90'. He'll stop there and do a full attack, though, so I'll need to roll more attacks when I get to a PC tomorrow. [/SBLOCK]
 

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
[sblock=ooc]been sick with a non-influenza virus. I don't get sick often enough to remember what to do or when I am getting sick, so it kind of kicked me in the pantz.[/sblock]
 

mleibrock

First Post
[sblock=OOC]This should be the last round before the others are within range. [/sblock]

The demon lashes out at the bloody paladin once again.

Maintain grapple check (1d20+22=33). This automatically does another 8 points of damage by succeeding. (Grab (Ex) - If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.)

I still need initiative rolls for anyone wanting to do battle with the demon.

It then proceeds to attack Sir Sheldon with claws (1d20+14=31, 1d20+14=24) for two hits dealing (1d6+6=7, 1d6+6=8) 15 points of damage.

It then proceeds to attack the nearly dead paladin with it's stinger (1d20+14=34, 1d20+14=27) again for two hits (I'm going to pretend he didn't just roll a natural 20 :)) for (1d6+6=11, 1d6+6=7) 18 points of damage.

Sir Sheldon loses consciousness (-12HP). His lifeless body still in the grip of the demon.
 
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Leif

Adventurer
Banaq, elf sorcerer L6, Archmage T1

Banaq draws his masterwork cold iron lonhgword as he runs and prepares to unleash his wrath upon the demon who is striking down his friend.

OOC: Actually, do we have line of sight to the demon(s) yet? If so, then Banaq will cast a spell at them if we're in range.

If he can, he'll cast magic missile and use arcane Surge to cast magic missile a second time at the demon [if demon has SR, then I roll twice and take the better result.] And he'll also use Surge to add +1d6 to the damage for the Magic Missile cast with his Arcane Surge.
[roll=first magic missile]3d4+3[/roll] --8
[roll=Second Magic Missile]3d4+3[/roll] --12
[roll=Arcane Surge]1d6[/roll] -- 4
[roll=1st roll to overcome SR]1d20+6[/roll] -- 17
[roll=2nd roll to overcome SR]1d20+6[/roll] -- 12

Dice from IC:

initiative (1d20+4=21)

magic missile, magic missile #2, arcane surge for mm#2, roll 1 to overcome SR, roll 2 to overcome SR (3d4+3=8, 3d4+3=12, 1d6=4, 1d20+6=17, 1d20+6=12)

So that's 8 damage for the first magic missile with a 17+6=23 to overcome SR, and a 12+4=16 for the second magic missile, with a 12+6=18 to overcome SR. At least, I think you add your caster level to the SR roll...

Link to Post with Banaq's Sheet
 
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Kaodi

Hero
OOC: Lifeless body? "Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score."
 


mleibrock

First Post
[sblock=OOC] Correct...I purposefully did not say dead but he is unconscious so his body would appear lifeless. I forgot hat Sir Sheldon has the 'hard to kill' trait but do not see he has the other one that allows actions while below 0. Since he can go lower than I thought, maybe I should go back and also roll for that natural 20. :rant::devil: [/sblock]

OOC: Lifeless body? "Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score."
 

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