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

Not so fast...

Dontrius's Lightning Bolt damage (Only 9d6 Lou, not 10d6, Dontrius's fighter level doesn't stack with his caster levels) = 9d6

OOC:
Actually, I think it is 10d6. Dontrious is a level 8 magus with the trait Magical Knack (Magus [Bladebound]) +2 CL for a specific class, to a max of your HD. Otherwise, I selected a trait for the wrong reason. :cool:

 

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I stand corrected

I just added 6 to the lightning bolt damage to make up for my error. So that's 3 more damage inflicted after the successful save.
 
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d6, 1-2= Johann, 3-4=yurei, 5-6=Sir Pavel 1-2=Johann, 3-4=Yurei, 5-6=Sir Pavel (1d6=1)
Johann is the lucky one.

Bite: Johann is hit for 31 hp of damage. Bite at Johann (1d20+25=38, 4d8+12=31) Furthermore, the worm gets a free attempt to grapple Johann, and if successful he is swallowed whole: swallow, gulp! (1d20+16=23) Johann must resist a 23 grapple attempt or be swallowed whole.


[sblock=DeWar]
My better half just suggested that Johann "light a fart" inside the purple worm, and blow it apart!
[/sblock]

Cmd = 26, the grapple would be against that DC. Swallow fails. [BAB 10+Str 4 + dex 2+10=26] re fart: such a sweet lady! not necessary this time.
 


I just added 6 to the lightning bolt damage to make up for my error. So that's 3 more damage inflicted after the successful save.

[sblock=Leif]I selected the same magical trait for Yurei. It is the go too trait for a spellcaster who dips into other classes.

Got a couple questions for you since my character's spells tend to be rather large in effect. How big a spell can I cast without hitting any of my compatriots or the Knight? Fireball or Sirocco need a 20' radius, but I don't want to cook my allies. Sirocco is probably the coolest spell in my arsenal and I'm dying to try it out. It is normally a 6th level spell, but as a Wood Elemental Specialist Yurei can cast it as a 4th level spell, so it packs quite a punch. But is 60' tall and 40' across so I don't expect I'll have too many situations where I can use it safely. It is from the Advanced Player's Guide.[/sblock]
 
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[sblock=Leif]I selected the same magical trait for Yurei. It is the go too trait for a spellcaster who dips into other classes.

Got a couple questions for you since my character's spells tend to be rather large in effect. How big a spell can I cast without hitting any of my compatriots or the Knight? Fireball or Sirocco need a 20' radius, but I don't want to cook my allies. Sirocco is probably the coolest spell in my arsenal and I'm dying to try it out. It is normally a 6th level spell, but as a Wood Elemental Specialist Yurei can cast it as a 4th level spell, so it packs quite a punch. But is 60' tall and 40' across so I don't expect I'll have too many situations where I can use it safely. It is from the Advanced Player's Guide.[/sblock]

[sblock=Scotley]Again, Sir, this is an OOC comment that really belongs in the OOC thread. I can't get on to Kaodi and then let you gey away with the same thing.[/sblock]

[sblock=Leif]
Did you see my arrow attacks, boss? [/sblock]
Checked it out, and your 23 attack roll is insufficient, sorry. [Purple Worm AC=25, fyi]
 
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GM: The P. Worm has attacked, and all lingering issues of which I am aware have been resolved. PCs are up!

Lookout Johann! Gonna swallow you next time!
 

Attachments

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Johann just barely dodges getting sucked and swallowed
blush.png
but does take a grievous bite for his efforts. his gut rumbles with discomfort as gas within him builds, causing him to think to fart if he does get swallowed.

1d20+17=34, 1d8+16=19, 1d20+12=29, 1d8+16=17

first attack possible crit vs ac 25

1d20+17=22, 1d8+16=17 miss unless he is flanking and has a bless or sumthin

total damage 36

ooc: try that i might, i got both posts in the exact opposite threads!
 
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Ero takes full advantage of his increased speed to take three small vials from his bandolier and shake them violently to mix the reagents. Each vial sails through the air, one smacking directly onto the worm's gigantic back and the other two flying to the sides. They all explode violently on impact, throwing flames and smoke (and little bits of worm flesh) into the air! All of the flame and flesh misses the three friendlies who've closed with the worm.

[sblock=Actions]Ero's Bombs do a total of 40 Points; however, the Worm can make two (DC 20) Reflex saves, each success shaving 5 points off the damage total. Also, the worm is on fire from the direct hit of the second bomb, and will take 1d6 damage per round from the flames unless it takes a full round action to make a (DC 20) Reflex save to extinguish the flames.

OOC (Ruling?): The miss direction roll for Bomb 03 still puts it squarely on the worm's back. If you rule that it counts as a hit it will do Damage (5d6+5=22) instead of the second 10 points of Splash damage, the worm will need to make only one save vs. the Splash Damage (to reduce it by 5) and the damage from it being on fire will be 2d6 per round until it takes a full round action to make a DC 20 Reflex save.

'Dice' Rolls
Bombs Away! (1d20+13=17, 1d20+13=28, 1d20+8=20) (Miss Direction (Bomb 01, Bomb 03) (1d8=3, 1d8=5)), for Damage (Bomb 01 - Splash, Bomb 02 - Direct, Bomb 03 - Splash) (10+5d6+5+10=40)[/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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