[LPF] From Whence None Return

Satin Knights

First Post
Lem is able to leap frog over the tiger, miss the bush, and land firmly in the water. A quick stomp takes incapacitates the last of the lizards. After that bit of chaos, the tomb's outer chamber returns to quiet, except for a bit of waves lapping against the walls of the room. The walls are overgrown with moss and minor vines. A bit of mud has been brought in over time to create dry spots for the lizards and shambler. The silt in the water has been stirred up enough with the battle that it is impossible to see through the foot deep water anymore.

[sblock=OOC]Combat over. You survived! Maui leveled up on time to 8th on June 19th and Vincenzo leveled to 8th on June 20th.

Sorry for the delays and my AFK for so long. The job had an emergency that necessitated 19 hour days for a few in a row. The bad news is that I have worked enough overtime that I am probably going to be shelved for several weeks with no work to compensate. The good news of that is I will have time to get back to a normal schedule for the game. [/sblock][sblock=Status]OOC: If you move, Please tell me which squares you step in as you travel.

26/65.AC 21 AG19 ~Maui ~ MA 576r, LS 4174r, DPaS 678r ~ Speak with animals expires
50/50 AC 22+4+4 AF21 ~ Taniwha ~ MA 576r, MF 7r ~
53/79 AC 20 AF20 ~ Vincenzo ~
76/76 AC 21+2 AE23 ~ Weal ~ MVest 4776r, IronWeap 794r, LB 79r ~
44/44 AC 13+4 AJ24 ~ Menik ~ MA 2141r ~
38/38 AC 23 AI20 ~ Lem ~

-62/67 AC 19 AH18 CMD 22 Shambling Mound DEAD
-4/19 AC 16 AG17 Shocker Lizard, unconscious
19-15-7/19 AC 16 AH17 Shocker Lizard, unconscious
-4/19 AC ?? AI17 Shocker Lizard, unconscious
-4/19 AC ?? AH16 Shocker Lizard, unconscious


The yellow light crystal is overhead.
Red circle=grappled
blue X=unconscious
red X=dead
[/sblock][sblock=Map]
map10.png
[/sblock]
 

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jkason

First Post
Weel Naxel, aasimar oracle

[sblock=ooc]No worries at all, SK. Real life always comes first! :) Glad the insanity is over, at least.[/sblock]

"Oh, good. Everyone's calm and still again. Much better," Weel says as the last shocker falls. He glances around, chewing the inside of his cheek.

"You don't think twigs and lizards keep shinies, do you?" he asks. "If not, we should let everyone lay still after all that commotion while we take the stairs."

[sblock=ooc]Weel's Perception isn't very good, but I'll throw in a roll, anyway. Maui's probably much better suited to find anything if it's around:

Perception (1d20+4=10)

heh. Yeah. Weel's unlikely to find anything hidden[/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment)
HP:76 Current: 76
Senses: Perception 4, Sense Motive 2
CMB: +11 CMD: 22 Fort: +6
Reflex: +5
Will: +8
Spell Resistance: 13 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach

Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn

Iron Weapon (8 minutes, +1 cold iron): 5/6 Remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (5/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (4/6 remaining)(DC 16): Cure Serious Wounds, Keen Edge, Magic Vestment, Stone Shape
4th (3/3 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Versatile Weapon
[/sblock]
 


kinem

Adventurer
Menik says "It would not be shocking that a shiny might have been dragged in there sometime. But let's wait for the mud to settle down. We can come back to it later and have a look in there."
 


jkason

First Post
Weel Naxel, aasimar oracle

"Pish," Weel says as Menik talks about leaving and returning. "Sure, mud is dirt that's had a lot to drink, but just because it's having a good time doesn't mean it won't settle down if you ask nice."

He looks down to the silty water around is ankles, spreading his fingers as he seems to ask the brackish water, "Isn't that right, little muds?"

The characteristic chittering about the odd man seems to rise a moment, but the water around him does, indeed, become surprisingly clear in comparison to the muddy nastiness around the others.

"See? Now, drunk dirt and dirty water don't hear too well, I'll admit, but if we just work the room, I'm sure we can get them all calmed down and properly separated."

[sblock=ooc]I'm making an assumption about Purify Food and Drink, but I have to imagine drinkable water would be free of muck and silt, so it seemed reasonable the spell could effectively negate murkiness within its area of effect.

It only has a range of 10 feet, and he can only cast it on 8 cubic feet of water each time, but if we were walking around a room searching, anyway, it doesn't seem appreciably longer to have Weel walking in front of someone who's looking while he spams the spell to clear the view for searcher(s).

SK, feel free to nix it if you think it's an abuse of the spell. Again, I've not used this one much, so my idea of "creative use" may really just be "annoying misinterpretation."[/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment)
HP:76 Current: 76
Senses: Perception 4, Sense Motive 2
CMB: +11 CMD: 22 Fort: +6
Reflex: +5
Will: +8
Spell Resistance: 13 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach

Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn

Iron Weapon (8 minutes, +1 cold iron): 5/6 Remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (5/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (4/6 remaining)(DC 16): Cure Serious Wounds, Keen Edge, Magic Vestment, Stone Shape
4th (3/3 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Versatile Weapon
[/sblock]
 

Satin Knights

First Post
The water clears up around Weal's feet for a moment before the minor currents in the water start to meld it back into one murky pool. But, it does give him enough time to see the stone floor and make a decent inspection of what is under his feet. With Menik at his side scanning for mystical auras, and slowly working through the area while the others stand still so as to not to hasten the water's churning, a methodical search can be made. In the process of the search, several animal bones, a few human skulls, a set of almost completely deteriorated leather armor and boots, and a silver dagger are found. But, nothing, nothing is magical. While it is likely that others have met their demise here, it is as if the area has been picked clean of anything of value.

With the clearing of the water for moments at a time, the trap door in the center of the main room becomes quite clear to everyone as to its position.

In the other room, on a stone bench sits several statuette figurines that are about an inch in diameter and six inches tall. Humanoid forms with heads of other creatures, a raven, dog, serpent, the figurines are still in rough shapes as if they have not been quite finished and polished yet. A couple rust spots on the stone bench show where tools may have sat for a while before crumbling with time and humidity.

[sblock=Status]OOC: Well, so much for someone accidentally stepping on the trap and triggering it. :(
It is a creative use for the spell, so I will let Weal spam it. I am assuming Menik will do a Detect Magic while Weal is spamming the Purify Water. It will take roughly 150 castings of the orison to sweep through everything and do a take 20 search of the water without getting down on your hands and knees.

Found a silver dagger in the water. Nothing else of use.

26/65.AC 21 AG19 ~Maui ~ MA 425r, LS 4023r, DPaS 527r ~
50/50 AC 22+4+4 AF21 ~ Taniwha ~ MA 425r ~
53+5=58/79 AC 20 AF20 ~ Vincenzo ~
76/76 AC 21+2 AE23 ~ Weal ~ MVest 4625r, IronWeap 643r ~
44/44 AC 13+4 AJ24 ~ Menik ~ MA 1990r ~
38/38 AC 23 AI20 ~ Lem ~

-62/67 AC 19 AH18 CMD 22 Shambling Mound DEAD
-13/19 AC 16 AG17 Shocker Lizard, DEAD, bled out
-13/19 AC 16 AH17 Shocker Lizard, DEAD, bled out
-13/19 AC ?? AI17 Shocker Lizard, DEAD, bled out
-13/19 AC ?? AH16 Shocker Lizard, DEAD, bled out


The yellow light crystal is overhead.
Red circle=grappled
blue X=unconscious
red X=dead
[/sblock]
 

jbear

First Post
Maui pads into the lizard's refuge and begins sniffing about and pawing at the earth looking for any trinkets of previous dead adventurers beneath the surface of the water or buried in the mud. His passing does not seem to disturb the already muddied water somehow despite his massive size. A ripple rolls through his flanks and the tiger-warrior's wounds lessen.

[sblock=OOC]

Perception to Search lizard and shambler room: 15
NB: Maui has Trackless Step and Pass without Trace: This may reduce the amount of disturbance he causes when moving through the swampy surrounds?

Cast CLW on self twice for 2d8+10 HPs= 19 HPs

Levelled up; I have a few quesitons. How does it work now that Maui has +6/+1 BAB? Does he do one of his attacks again on a full attack at -5 to hit? eg. Bite +14/Claw +14/Claw +14/Bite +9

Or do all three attacks benefit e.g. Bite +14/Claw +14/Claw +14/Bite +9/Claw +9/Claw +9

I am guessing it is the former but not entirely sure I even have that right.

Also, with Beast Shape III I gain Rake. It says under Pounce that with a charge I can full attack AND use Rake. Is this an exception, as it says Rake can only be used when I have a creature grappled.

Also with Rake if the bite lands and grapples successfully can the subsequent claw attacks trigger rake, or is it only the following round I can use rake? [/sblock]

[sblock=Lvl 8 Stats]
[http://livingpf.wikia.com/wiki/Maui_(jbear1979) Maui]
Initiative: +2
AC: 21 (Touch 14; FFt 18)
HP: 74 Current: 54
CMB: +12 CMD: 25 Fort: +9 Reflex: +8 Will: +11

Conditions: Longstrider (7hrs); Mage Armour (1 hr);

In Hand:
Cold Iron MW Scimitar: +13/+8; 1d6+6 (Crit 18-20:x2)
and Heavy Shield

Spells: Orisons: Detect Magic, Guidance, Know Direction, Detect Poison
1st: CLW 0/2; Longstrider: Used, Detect Snares and Pits: Used, Aspect of the Falcon
2nd: Bull's Strength 2/2, Bark Skin, Delay Poison
3rd: Mad Monkeys, Greater Magic Fang, Resinous Skin, Empty Slot
4th: Thorn Body, Empty Slot
Wild Shape: 3/4 uses left per day

[sblock=Leopard Shape]
Medium animal; Senses: low-light vision, scent;
AC 16 (20), touch 16 , flat-footed 12 (16)
Speed 30 ft., climb 20 ft.
Melee:Bite +13; 1d8+7; 2 Claws: +13; 1d4 +7 dmg
Special: Trip
View attachment 57927
[/sblock]

[sblock=Lizard Bird Shape]
Deinonychus
Medium animal; Senses: low-light vision, scent;
AC 16 (20), touch 16 , flat-footed 12 (16)
Speed 60 ft.
Melee:Bite +13; 1d6+7; 2 Talons: +13; 1d8+7 dmg; Foreclaws: +7; 1d4+4
Special: Pounce
View attachment 57928
[/sblock]

[sblock=Dire Tiger Shape III]
Dire Tiger
Large Animal; Senses: low-light vision, scent;
AC 17 (21) , touch 15 , flat-footed 14 (18)
Speed 40 ft.
Melee:Bite +14; 2d6+8 (+Grab); 2 Claws: +14 ; 2d4+8 dmg (+Grab)
Special: Pounce, Rake
http://s2.hubimg.com/u/6753809_f520.jpg
[/sblock]

Wand of CLW Uses: 10/16
Wand of Magic Fang: 45/50
Wand of Speak with Animals: 47/50
Wand of Mage Armor: 46/50
Rod of Lesser Extend: 3/3
Potions: CLW 2/2
Flasks: Holy Water 2/2
Sling Bullets: 19/20

Taniwha
Initiative: +7
AC: 22 (26)
HP: 58 Current: 58
CMB: Trip/Disarm +11 CMD: 26 (29 vs Trip) Fort: +7 Reflex: +11 Will: +5 (+9 vs enchant)

Conditions: Mage Armor (1 hr) Magic Fang (Bite) (1 min)


Bite: +11 (+12); 1d6+4 (+5) dmg; special: Trip
2x Claws: +11 ; 1d3+4 dmg
[/sblock]
 

jkason

First Post
Weel Naxel, aasimar oracle

[sblock=ooc]Took me a bit, but I found the relevant rule here. Scroll down to Natural Attacks:

You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks).

So, because tiger form already gets bite/claw/claw/rake, it doesn't get extra attacks when your BAB bumps up (except for the new rake attack he gets from bumping up his Druid level). I believe that's intended to balance the fact that primary natural attacks all get to be made at full BAB already.[/sblock]

Weel shrugs.

"Oh, well, no good party favors from this little mud shindig. Maybe they wandered off downstairs. We should go check," he says, moving toward the stairway, his attention apparently no longer held by the room the party is in.

[sblock=ooc]Sweet. :) I took probably more utility spells than I should by any optimization perspective, so it's always nice to get some cool use out of them. :)

Also, SK, Lead Blades and Weel's Iron Weapon ability actually have the same duration (1 minute / level). I'm not sure if you've got the Iron Weapon too long, or the Lead Blades went too short, but I believe they should expire right around the same time. Let me know if he needs to re-summon his weapon, but for now I'll leave his mini-stats alone. (Also, you're a saint for breaking everything down to rounds and keeping track in the first place.) [/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment)
HP:76 Current: 76
Senses: Perception 4, Sense Motive 2
CMB: +11 CMD: 22 Fort: +6
Reflex: +5
Will: +8
Spell Resistance: 13 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach

Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn

Iron Weapon (8 minutes, +1 cold iron): 5/6 Remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (5/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (4/6 remaining)(DC 16): Cure Serious Wounds, Keen Edge, Magic Vestment, Stone Shape
4th (3/3 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Versatile Weapon
[/sblock]
 

Satin Knights

First Post
[sblock=OOC]As to BAB: You don't get the extra attack, because natural weapons are all at the full BAB.
As to Rake: If charging and Pounce, claw/claw/bite/grab that successfully grapples/rake twice
If you didn't pounce, you have to grab one round successfully, then rake the next round.
[/sblock][sblock=Status]Still only found a silver dagger in the water. Nothing else of use.

35+19=54/74.AC 21 AF14 ~Maui ~ MA 425r, LS 4023r, DPaS 527r ~
50/50 AC 26 AF21 ~ Taniwha ~ MA 425r ~
58/79 AC 20 AF20 ~ Vincenzo ~
76/76 AC 23 AE24 ~ Weal ~ MVest 4625r, IronWeap 643r, LB 644r ~
44/44 AC 17 AG25 ~ Menik ~ MA 1990r ~
38/38 AC 23 AG17 ~ Lem ~

-62/67 AC 19 AH18 CMD 22 Shambling Mound DEAD
-13/19 AC 16 AG17 Shocker Lizard, DEAD, bled out
-13/19 AC 16 AH17 Shocker Lizard, DEAD, bled out
-13/19 AC ?? AI17 Shocker Lizard, DEAD, bled out
-13/19 AC ?? AH16 Shocker Lizard, DEAD, bled out


The yellow light crystal is overhead.
Red circle=grappled
blue X=unconscious
red X=dead
[/sblock][sblock=Map]
map11.png
[/sblock]
 

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