PoPP: Souls For Smuggler's Shiv [01]

[sblock=OOC]Lerissa attacked and moved on her turn, the crab thing took an AoO when she left the threatened square. Then it followed her and attacked as she picked up her weapon (a move action in this case; since it was in a pile of gear she had to locate it first). She's up.[/sblock]
 

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OOC - Mike, If your status block is base on initiative order, Lerissa will be going near the end. If she's had two move actions already, I think some of the other party members might be up.

Are we still doing the group initiative or back to the individual?


Also, how long does the sickened condition last, is it still in effect?
 

[sblock=OOC]Individual initiative again - I like it better and it keeps the value of feats like improved initiative.
Answered the question about sickened in post 48. It is still in effect.
Lerissa attacked and moved last round. This round she picked up her scimitar (move action) and still has a standard action left.
Everyone else has already gone this round. Abraxis was attacked, then moved closer to the gear (though he's still got a move action left, I think he's waiting to move the rest of the way in for tactical reasons). Auron killed his foe last round; this round he stepped back and summoned a pony. The crab thing left close to him is the one that attacked Abraxis, so it's already acted this round.[/sblock]
 

Lerissa

Mike,

OOC - My bad...I was a little confused about move action terminology. But I get it now. Also, I've been trying really hard not to read boxes that aren't for me so if you want me to read it, just label it for all or some such so I'll know to take a peek.

Lerissa loves the familiar feeling of her weapon in her hand, it's a little euphoric infact. She spins it once and then lashes out at the weird creature that has followed her. But in up her haste to retrieve her weapon, she hurries her attack and her swing is not long enough as the creature easily dodges.

attack (1d20+1=6)

[sblock=Stat Block]
Code:
   HP: 14/17     AC: 16  AC(T): 12  AC(FF): 14  Init: +02


Saving Throw   Total  Base   Mod  Misc   Special
Fort:            03     2     +1          
Ref:             02     0     +2          
Will:            04     2     +2          


  BAB: +01       CMB:+02     CMD: 14

Weapon                  Attack    Damage      Critical     Special
Scimitar                +3        1d6+1       18-20/x2     +1 (weapon focus)
Secondary               +0        0d0         00-00/x0     
Missile                 +0        0d0         00-00/x0     


Judgments: 0/1 per Day

Spells Available:
    * 0 Level                * 1st Level (2/2 per Day)
      * Create Water           * Cure Light Wounds
      * Purify Food            * Inflict Light Wounds
      * Detect Magic
      * Guidance
[/sblock]
 
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Auron grimaces and clutches his stomach as the beast's poison creeps through his veins. He steps back towards the water to get some breathing room from the crab.

He concentrates on his ties to the spirit world and draws on a rather meek spirit friend whom he's contacted before. "Hasufane, please heed my call" he whispers to the air, and suddenly a form coalesces next to the goliath and crab. A pony glowing with a soft, spectral blue light appears, it paws at the ground, apparently unsure of its surroundings.

The ploy works like a charm . . . driven by hunger and the desire for an easy meal, the creature immediately turns its attentions on the hapless pony. Pincer's snap, pulling out divots of horseflesh, and the pony screams its anguish.

[sblock=Auron]Need another Fort Save (DC 10) please, oh mighty glass cannon! Dex is now at -2, so AC drops.[/sblock]

"Damnations," says Abraxis, continuing away from the creature. Now on his feet, he makes his move closer to the pile of gear.

Lerissa loves the familiar feeling of her weapon in her hand; it's a little euphoric in fact. She spins it once and then lashes out at the weird creature that has followed her. But in up her haste to retrieve her weapon, she hurries her attack and her swing is not long enough as the creature easily dodges.

The lobster-thing seems a little hesitant now that it's facing an armed opponent. It's reticence costs, as only one pincer finds its mark.

[sblock=Lerissa]One point of damage.[/sblock]

GM: Pathfinders are up!


[sblock=Status]
Code:
[u]Combatant          AC/ T/FF   -HP      Condition[/u]
Ochre Eurypterid   14/12/13    08 NL   Dead
Ochre Eurypterid   14/12/13    02 NL      
Ochre Eurypterid   14/12/13    00      
Auron              11/11/08    04      Sickened*/-2 DEX
Abraxis            16/12/14    02      Sickened*
Lerissa            12/12/10    04      Sickened*
Leaf               10/10/09    00      Unconscious/Prone

*-2 to all rolls
[/sblock]

[sblock=OOC - Mikey]NP - it's a confusing fight. We'll just say life is imitating art and your confusion mirrors Lerissa's (it's gotta be tough waking up with a hangover and no memory of how you got where you are, only to find yourself being eaten by a scorpion/lobster the size of a really big dog!).

It's awesome that you're not reading other folks boxes! I personally think it makes the game a little more enjoyable. In general, unless I tag the box with a specific name you can consider it fair game.[/sblock]
 

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Seeing that the crab-like thing is still blocking his access to his gear, and noting Lerissa's trouble in finding a weak spot in its shell, Abraxis calls upon his sorcerer's talents to coat the ground beneath the foe in thick, slick grease.


Cast grease at nearest crab-thing (the one fighting Lerissa). Reflex save DC13.

[sblock=Stat Block]
Code:
   HP: 16/18     AC: 16  AC(T): 16  AC(FF): 16 ([i]Mage Armor[/i]) Init: +02

Saving Throw   Total  Base   Mod  Misc   Special
Fort:            03     2     +1         
Ref:             03     0     +2    +1   
Will:            03     2     +1         

  BAB: 01       CMB:+02     CMD: 14

Weapon                  Attack    Damage      Critical     Special
Glaive                   +3       1d10+2         20/x3     
Gauntlet, spiked         +2       1d04+1         20/x2     
Warhammer                +2       1d08+1(2)      20/x3     
Heavenly Fire            +3 [RT]  1d04+1         20/x3     Ranged Touch, 30' range, 3/4 daily

Spells Available:
    * 0 Level (At will, DC12)
    * 1st Level (3/4 Daily, DC13)
[/sblock]
 


[sblock=OOC]That is very weird. I have a very clear memory of attaching the map to that post, but it sure wasn't there when I looked this morning! It's (re)attached now.[/sblock]
 

Finally having a moment to breathe without any crustaceans chewing on his leg Auron fights off whatever sickness he was suffering from.

He then moves next to the lone female battling a crab, "Don't worry, Auron here to help" he says with a wide grin as he picks up a large hammer, the crude metal head ends in multiple blunt spikes.

[sblock=ooc]
fort save dc 10 (1d20+5=19)

Move: jog to G5
Standard: Pick up Earthsmasher


[/sblock]

[sblock=Stat Block]
Code:
   HP: 14/18     AC: 17   AC(T): 14   AC(FF): 13
 Init: +04    ST(F):+04   ST(R):+04    ST(W):+04
  Per: +06                       HERO Points: 01

  BAB: 01       CMB: 04     CMD: 18

Weapon                  Attack    Damage      Critical     Special
Earth Smasher           +3        2d6+4         20/x3     
Javelin                 +3        1d6+3         20/x2     
Dagger                  +4        1d4+3      19-20/x2
Light Hammer            +3        1d6+3         20/x2

Spells:
    Cantrips(4 known)                     First Level (2, 1/day)
    * Message                             * Rejuvenate Eidolon (lesser)
    * Detect Magic                        * Grease
    * Light                               
    * Mending                             
                                          
Summon Monster I - 4/5
Rage - 3/6 rounds

Eidolon (Bipedal)
   HP: 14/14     AC: 15   AC(T): 11   AC(FF): 14
 Init: +01    ST(F):+03   ST(R):+01    ST(W):+02
  Per: +00                        

  BAB: 01       CMB: 04     CMD: 15

Weapon                  Attack    Damage      Critical     Special
Claws (2)               +3        1d6+3          20/x2

Evolutions:
Improved Damage (Claw) - 1 point
Climb - 1 point
Improved Natural Armor - 1 point

Skills                Total   Rank     CS   Ability  Misc
Acrobatics              2      1               1     
Perception              1      1               0     
Survival                1      1               1     
Climb                   12     1               3      +8 (climb speed) 

Feat:
Toughness
[/sblock]
 

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