• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

PFS #41: Crypt of Fools

Maidhc O Casain

Na Bith Mo Riocht Tá!
"The tide has turned, my friends! Strike now, and we end this menace!" Jalil draws and fires in a smooth motion, sending an arrow deep into the chest of the ghould behind the desk.

[sblock=Actions][/sblock]
_______________
JalilHeadShot.png


[sblock=Stat Block]
Jalil Khoury
Male Half-Elf Inquisitor 2
NG Medium Humanoid (elf, human)
Init +6; Senses Low-Light Vision; Perception +12
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 15 (2d8+2); Judgement of Sacred Healing 1
Fort +5, Ref +2, Will +7
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Immune sleep; Resist Elven Immunities, Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Cold)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Cestus +4 (1d4+1/19-20/x2) and
. . Masterwork Scimitar +5 (1d6+1/18-20/x2)
Ranged Masterwork Longbow, Composite (Str +1) +5 (1d8+1/x3)
Special Attacks Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 2, +4 melee touch, +4 ranged touch):
1 (3/day) Shield of Faith (DC 14), Bless, Cure Light Wounds (DC 14)
0 (at will) Resistance (DC 13), Disrupt Undead, Stabilize, Detect Magic, Light
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 13, Int 12, Wis 17, Cha 12
Base Atk +1; CMB +3; CMD 13
Feats Cosmopolitan (Knowledge [local], Linguistics), Skill Focus (Perception) (Adaptability)
Traits Armor Expert, Elven Reflexes
Skills Acrobatics -1, Bluff +5, Climb -1, Diplomacy +5, Disguise +5, Escape Artist -1, Fly -1, Heal +7, Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +12, Profession (Guide) +7, Ride -1, Sense Motive +9, Stealth +3, Survival +7, Swim -1 Modifiers Monster Lore
Languages Common, Elven, Kelish, Osiriani, Thassilonian
SQ Elf Blood, Fire Bolt (1d6+1) (6/day), Inquisitor Domain: Fire, Judgement (1/day), Track +1
Combat Gear Arrows (20), Arrows, Blunt (20), Cestus, Masterwork Agile Breastplate, Masterwork Longbow, Composite (Str +1), Masterwork Scimitar; Other Gear Alchemist's Fire Flask, Backpack (8 @ 7 lbs), Chalk, 1 piece (5), Fishhook, Flint and steel, Lantern, hooded, Oil (1-pint flask) (3), Rations, trail (per day) (2), Rope, silk (50 ft.), Sack (7 @ 6 lbs)
--------------------
TRACKED RESOURCES
--------------------
Alchemist's Fire Flask - 0/1
Arrows - 10/20
Arrows, Blunt - 0/20
Fire Bolt (1d6+1) (6/day) (Sp) - 1/6
Judgement (1/day) (Su) - 1/1
Rations, trail (per day) - 0/2
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fire Bolt (1d6+1) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage.
Inquisitor Domain: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Cold) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Track +1 +1 to survival checks to track.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Lone Wolf Development
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
[/sblock]
 

log in or register to remove this ad

Helfdan

First Post
[sblock=Apologies]Sorry, tropical storm Isaac was a near miss in PR. I had power, but my ISP went down most of the week. :rant: [/sblock]

Kalenth moves past Jalil and Kronk, and hurls the short-axe in his left hand at the ghoul!

[sblock=OOC] Move forward 30', attack with throwing axe [/sblock]
 


soulnova

Explorer
Isandra realizes that the creature is resisting her channel too well so she will attempt to flank the ghoul with Karasu, scimitar in hand.

[sblock=OOC]Oh wait, I forgot to add +1 to my attack from Bless. That would be 17 then.[/sblock]
 
Last edited:

zizazat

First Post
Karasu Will save...oops looks like I rolled twice. Both seem to be successes though :)

Quickly shuffling his feet forward, Karasu moves up around the desk to the other side of the ghoul Teppish striking at him with his katana!
 
Last edited:

IronWolf

blank
Karasu again shrugs off the waves of anxiety wrought with fear and shifts positions to the side of the desk, working to gain an advantage on the ghoul. He makes another attack with his katana, but the ghoul manages to avoid the blow as it misses its mark.

With a window of opportunity and a clear shot Jalil lets another arrow whistle through the air. It flies true and strikes the ghoul in the chest, lodging itself deep in the decaying flesh of the foul creature.

The ghoul strikes out at the closest person it can and bites at Karasu. The foul smelling creature misses with its bite and follows immediately with two swipes of its claws. Karasu recoils from the one, but fails to miss the other as the claws rake across Karasu's skin leaving dirty red lines from the blow.

Isandra moves quickly up to the other side of the desk, drawing her scimitar as she does so. She makes an effective attack with her scimitar and lands a solid, though not killing blow on the ghoul.

Kronk drinks down a mutagen as Kalenth moves further into the room and hurls an axe across the desk towards the ghoul. The weapon clatters against the far wall as it misses its mark.


[sblock=OOC]

No worries Helfdan on being away. I have been trying to move things rather quickly compared to our previous pace. Hope everything is still fine your way.

One claw strikes Karasu for 7 points of damage and a DC14 save against paralysis.

Party Health

Karasu: Heavily Wounded
Jalil: Unharmed
Isandra: Unharmed
Kronk: Unharmed
Kalenth: Unharmed


Enemy Health

Dalirio Tepesh, Ghoul: Moderately Wounded
Skeleton 1: Dead
Skeleton 2: Dead


[sblock=Updated Map]
crypt_2.jpg

[/sblock]

[sblock=Dice Rolls]
Ghoul, bite attack -- 1d20+5=11
Ghoul, claw attack -- 1d20+5=21
Ghoul, claw attack -- 1d20+5=6
Ghoul, Damage (claw) -- 1d6+3=7
[/sblock]

[/sblock]
 

zizazat

First Post
Setup across from Isandra with the vile creature between them, Karasu whispers something to his sword and swings in a powerful, two-handed downward slash across the beast.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Holy Mother, will this thing not die? Again?

Jalil once more knocks and lets fly . . . this time he's far too concerned about his allies to take effective aim. He breathes deep as he sees his shot carom uselessly from the cieling over Karasu's head.

[sblock=Actions]
  • Move: None
  • Standard: Longbow Attack
[/sblock]
_______________
JalilHeadShot.png


[sblock=Stat Block]
Jalil Khoury
Male Half-Elf Inquisitor 2
NG Medium Humanoid (elf, human)
Init +6; Senses Low-Light Vision; Perception +12
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 15 (2d8+2); Judgement of Sacred Healing 1
Fort +5, Ref +2, Will +7
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Immune sleep; Resist Elven Immunities, Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Cold)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Cestus +4 (1d4+1/19-20/x2) and
. . Masterwork Scimitar +5 (1d6+1/18-20/x2)
Ranged Masterwork Longbow, Composite (Str +1) +5 (1d8+1/x3)
Special Attacks Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 2, +4 melee touch, +4 ranged touch):
1 (3/day) Shield of Faith (DC 14), Bless, Cure Light Wounds (DC 14)
0 (at will) Resistance (DC 13), Disrupt Undead, Stabilize, Detect Magic, Light
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 13, Int 12, Wis 17, Cha 12
Base Atk +1; CMB +3; CMD 13
Feats Cosmopolitan (Knowledge [local], Linguistics), Skill Focus (Perception) (Adaptability)
Traits Armor Expert, Elven Reflexes
Skills Acrobatics -1, Bluff +5, Climb -1, Diplomacy +5, Disguise +5, Escape Artist -1, Fly -1, Heal +7, Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +12, Profession (Guide) +7, Ride -1, Sense Motive +9, Stealth +3, Survival +7, Swim -1 Modifiers Monster Lore
Languages Common, Elven, Kelish, Osiriani, Thassilonian
SQ Elf Blood, Fire Bolt (1d6+1) (6/day), Inquisitor Domain: Fire, Judgement (1/day), Track +1
Combat Gear Arrows (20), Arrows, Blunt (20), Cestus, Masterwork Agile Breastplate, Masterwork Longbow, Composite (Str +1), Masterwork Scimitar; Other Gear Alchemist's Fire Flask, Backpack (8 @ 7 lbs), Chalk, 1 piece (5), Fishhook, Flint and steel, Lantern, hooded, Oil (1-pint flask) (3), Rations, trail (per day) (2), Rope, silk (50 ft.), Sack (7 @ 6 lbs)
--------------------
TRACKED RESOURCES
--------------------
Alchemist's Fire Flask - 0/1
Arrows - 10/20
Arrows, Blunt - 0/20
Fire Bolt (1d6+1) (6/day) (Sp) - 1/6
Judgement (1/day) (Su) - 1/1
Rations, trail (per day) - 0/2
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fire Bolt (1d6+1) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage.
Inquisitor Domain: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Cold) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Track +1 +1 to survival checks to track.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at Lone Wolf Development
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
[/sblock]
 
Last edited:

soulnova

Explorer
"Kalenth! Kronk!" She calls for her companions seeing Karasu badly wounded. Channeling is not an option. She can't stop attacking now or otherwise the ghoul might get rid of him. Sadly, in her desperation, she misses horribly.

[sblock] DERP [/sblock]
 

PeteZero

First Post
With this Kronk moves forward, trying to hit the ghould across the desk. (no clue if he has cover, your call, he moves for sure in to hit him)
ooc: tthis has never happened, to 20s in a row.....
 
Last edited:

Voidrunner's Codex

Remove ads

Top