Pathfinder 1E Leif's Questing Knights, Veluna, Greyhawk - L10 Pfdr Rpg [IC 01] [Full]

"NOOOOO!" Johann calls after the errant knight. He runs to catch him before falls to his doom.

init: 1d20+2=18

OOC: Since no one is apparently monitoring this thread at the moment, we'll cut to the chase and say that Yurei successfully reaches Sir Pavel before he takes the plunge.


OOC: This was posted a long long time ago. Johann ran after him at the time of june 7th. I have been waiting a long time for a response.

due to the un changeable fact that I have very limited internet access right now I cannot check the thread several times a day like I was.

also, your dm comments on an old post never register to let the original poster know you have commented on that post, such as a previous post to even this one.
 
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OOC: Oops

Fair enough, DeWar, my bad. I'll revise the map [below, 245] to put Johann within melee range of the foe. Will that make it ok? Since you seem to be bent on suicide....

Note also, Kaodi, that there is an editorial DM comment in your last post, too.

Also, please note that the map below shows the purple worm magnified to about 200% of its stated Bestiary 2 size. My bad, we'll keep it this size, with similarly inflated hp.

Sir Pavel also strikes at the great beast with his lance, but misses.
Sir P's 1st attack at the purple worm (1d20+11=24, 2d6+4=13)

Updated init order in post 245, too. All damage to foe accounted for through post 253 above.
 
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OOC: Now that you have confirmed that Sir Pavel is in fact fighting the worm then yes, I am sure I want to do that (I was wondering for a minute there whether you were implying he was going to attack us). Even if it turns out badly, I can attribute it to Hraln's below average intellect.
 

Eldran Hawkshand, Ranger of Furyondy

ELdran's eyes widen as the monstrosity surges through the ground, but he otherwise only reacts by smoothly readying his bow and sending a grey-goose shaft winging towards the gigantic worm!

[sblock=OOC]
Move action to ready bow, standard action to shoot with vital strike.
23 to hit, 17 damage
[/sblock]
 

[sblock=OOC]
OOC: Since no one is apparently monitoring this thread at the moment, we'll cut to the chase and say that Yurei successfully reaches Sir Pavel before he takes the plunge.
Apologies! I was, in fact, monitoring the thread but couldn't really come up with a reasonable course of action that also suited Ero's personality. So I was waiting for those ahead of me in initiative order to do something that might que Ero.[/sblock]

Ero's attention sharpens as the ground rumbles, and he begins digging at the bandoliers crossing his chest. He quickly pulls out a small vial full of yellow liquid, pops the top from it and drops in a tiny blue crystal. The liquid immediately begins to bubble and froth. Ero caps the vial once more and throws it as high into the air as he can. The vial explodes about 15 feet in the air, showering each member of the party in slightly glowing, green droplets . . . and everyone kicks into high gear!

[sblock=Actions]Cast Haste. He can get everyone in the party except Sir Pavel and Johann, granting an extra attack at full BAB, +1 AC/Reflex Saves, and +30' to all modes of movement.[/sblock]

[sblock=Stat Block]Ero Batzuen
Male Tiefling Alchemist 10
CN Medium Outsider (native)
Init +7; Senses Darkvision 120 ft., Low-Light Vision, See in Darkness; Perception +17
--------------------
Defense
--------------------
AC 21, Touch 14, Flat-Footed 17 (+7 Armor, +3 Dex)
HP 46 (10d8)
Fort +7, Ref +11, Will +3; +1 Trait Bonus vs. Divine Spells, +1 Trait Bonus vs. Arcane Spells
Immune Poison; Resist Cold 5, Electricity 5, Fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claw x2 (Maw or Claw (Claws)) +8 x2 (1d4+1+1d6 acid/x2+1d10 acid)
Ranged Bomb +11/+6 (5d6+5 Fire/x2) and Force Bomb +11/+6 (5d4+5 Force/x2)
Special Attacks Bomb 5d6+5 (15/day) (DC 20), Discoveries (Explosive Bomb, Fast Bombs, Force Bomb, Infusion, Precise Bombs, Tumor Familiar)
Alchemist Spells Prepared (CL 10):
4 (2/day) Scorching Ash Form (1 Extract Unprepared)
3 (4/day) Haste, Bloodhound, Prehensile Pilfer (1 Extract Unprepared)
2 (5/day) Cat's Grace, Bull's Strength, Blur, Fire Sneeze (1 Extract Unprepared)
1 (7/day) Expeditious Retreat (x2), Enlarge Person (x2) (DC 16), Cure Light Wounds, Urban Grace (1 Extract Unprepared)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 20, Wis 11, Cha 10
Base Atk +7; CMB +8; CMD 21
Feats Brew Potion, Extra Discovery, Fiend Sight, Fiend Sight, Point Blank Shot, Precise Shot, Splash Weapon Mastery, Throw Anything
Traits Adopted (Failed Apprentice), History of Heresy
Skills Acrobatics +2, Appraise +18, Bluff +2, Climb +0, Craft (Alchemy) +20 (+30 to create Alchemical Items), Disable Device +17, Escape Artist +2, Fly +10, Heal +10, Knowledge (Arcana) +10, Knowledge (History) +11, Knowledge (Local) +10, Knowledge (Nature) +15, Perception +17, Profession (Herbalist) +5, Ride +2, Sense Motive +2, Sleight of Hand +15, Spellcraft +18, Stealth +4, Survival +4, Swim +0, Use Magic Device +13 Modifiers Alchemy +10
Languages Abyssal, Common, Dwarven, Elven, Gnome, Goblin, Infernal
SQ +4 bonus on initiative checks, deliver touch spells through familiar, empathic link with familiar, fast poisoning (swift action), glamered, mutagen (dc 20), poison use, prehensile tail, share spells with familiar, speak with animals, speak with familiar, swift alchemy
Combat Gear Black lotus extract, Mage bane poison (2), Poison, Huge Scorpion Venom (9), Purple worm poison (2); Other Gear +1 Comfort, Glamered Elven Chain, Corrosive burst Amulet of mighty fists, Endless bandolier (15 @ 2 lbs), Handy haversack (18 @ 90 lbs), Ring of sustenance, Scholar's ring, Alchemist's lab, Bedroll, Blanket, Formula book, Grappling hook, Hammock, Spider's silk rope, Tent, small, Thieves' tools, masterwork, Trail rations (10), 118 GP, 3 SP
--------------------
Special Abilities
--------------------
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+5 (15/day) (DC 20) (Su) Thrown Splash Weapon deals 5d6+5 fire damage.
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 (120 feet) (Fiend Sight) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Failed Apprentice +1 save vs. arcane spells.
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Glamered Assumes appearance of normal clothes on command.
History of Heresy +1 save vs, divine spells
Immunity to Poison You are immune to poison.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 20) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 100 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (5 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Scholar's ring Understand all writing/speech.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


--------------------

Hankak
Male Scorpion, Greensting
CN Tiny Magical Beast ((Vermin))
Init +3; Senses Darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 20 (+3 Dex, +2 size, +8 natural)
HP 23 (1d8)
Fort +7, Ref +10, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Sting (Scorpion, Greensting) +12 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +7; CMB +8; CMD 14 (22 vs. Trip)
Feats Weapon Finesse
Skills Appraise +10, Climb +7, Disable Device +11, Fly +12, Heal +7, Perception +14, Sleight of Hand +13, Spellcraft +10, Stealth +15, Survival +1, Swim +3, Use Magic Device +6
Languages
SQ Improved Evasion, Poison
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.[/sblock]
_______________
EroBatzuenPostShot_zpsdf9f6ce8.png
 
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[sblock=OOC]
Apologies! I was, in fact, monitoring the thread but couldn't really come up with a reasonable course of action that also suited Ero's personality. So I was waiting for those ahead of me in initiative order to do something that might cue Ero.[/sblock]
[sblock=OOC]Ahem, well, uh, yes, as DeWar recently pointed out, my choice of words for the post you quoted was probably ill-advised. No apologies need be given, and, infact, if anything, apologies should probably be received from me. So, sorry, fellas. I guess I was in a funk the other day, but it's all good. Now back to your regularly scheduled a$$-whuppin'![/sblock]
 

Scotley, what are Yurei's coordinates (or is he going straight up)? I'll allow him a one-half move since his foot got caught in his stirrup. (Or maybe that was his horse's way of saying, 'Don't leave me!')

Map added to post # 245 below!

OOC: Straight up for now. Yurei doesn't ride, he's all about flying and has no horse. His extended overland flight is good for 18 hours a day. Base speed is 40', but he can hustle as well for double that. In this case I think shooting up trying to get out of reach is in order. Here's a fly skill check just in case. Poor roll, but he's very skilled and gets a bonus of half his caster level from the spell.

Fly skill check (1d20+26=29)
 


"What sort of creature do you folks figure that is? Magical beast? Aberration?" calls out Hraln in question.

"At first I thought you must have cast an enlarge spell on part of yourself, Hraln. But then I realized that there's no way your magic is that powerful." Sozin fires back. He follows the quip with a summoning spell. A rhinoceros appears and, after quickly checking for campfires to stamp out, it charges the purple worm.

ooc: Sozin casts summon monster 4, Rhino-Powerfull Charge: 1d20+10, 4d6+12=[22], [25] If someone is available to flank with on Sozin's init, I'll have the rhino charge from that flanking position.
 

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