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4 posters

    Torment and Legacy (LIVE)

    Chris
    Chris


    Posts : 9515
    Join date : 2011-10-26

    Character Information
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    Torment and Legacy (LIVE) Left_bar_bleue35/35Torment and Legacy (LIVE) Empty_bar_bleue  (35/35)
    Action Points:
    Torment and Legacy (LIVE) Left_bar_bleue0/0Torment and Legacy (LIVE) Empty_bar_bleue  (0/0)
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    Torment and Legacy (LIVE) Empty Torment and Legacy (LIVE)

    Post  Chris Mon Feb 20, 2023 1:02 pm

    The play in this new version of Pathfinder is very similar to the
    previous version. Most of the time, you’ll be in what we call
    exploration mode, traveling from place to place, exploring dungeons,
    and solving problems. This form of play is very free-form, allowing
    you to jump into the story whenever there’s something you want
    your character to do.

    When monsters appear, you’ll enter encounter mode. During
    this type of play, you’ll make a special die roll for initiative, which
    determines the order of your turns during an encounter. What type
    of check you’ll make when you roll initiative is based on what you
    were doing just before the fight began.

    When it’s your turn, you can perform up to three actions. Most
    common tasks—like moving up to your Speed with a Stride, Striking a
    creature, drawing a weapon, or opening a door—use one of your three
    actions. Casting spells, as well as some special actions, might take
    two or more actions to perform. If you look at your character sheet,
    you’ll see that abilities that require you to spend an action are noted
    using a diamond symbol ([one-action]), whereas things that require more than
    one are noted by diamonds stacked on each other ([two-actions] and [three-actions]).
    Some abilities have a curving arrow next to them ([reaction]). These are your
    reactions. Each round, you can use one reaction whether it’s your
    turn or not, but only when the conditions are right and the reaction’s
    trigger occurs. Finally, you might see some things noted by an empty
    diamond ([free-action]). These are free actions, which don’t cost you an action
    or reaction to use. Some free actions can be used on your turn, and
    some, like reactions, can be used at any time, but only when their
    trigger occurs.

    Torment and Legacy (LIVE) Pf2e310


    Throughout the game, you’ll be asked to make rolls or checks,
    like an attack roll, a skill check, or a saving throw. In all cases, you
    roll a d20 and add the bonus listed next to the specific attack, skill,
    or saving throw. The result is then compared to a Difficulty Class
    (or Armor Class, for an attack) to determine if it’s a success. If the
    check was an attack roll, and you hit, I’ll ask you to roll damage. The
    dice you roll for damage depend on the attack and is listed with that
    attack.

    When rolling, keep an eye out for any roll that is a 20 or a 1 on
    the d20. A 20 is a critical success, which is really good, often giving
    you additional advantages. A 1 is a critical failure, which is generally
    pretty bad. You can also score a critical success by beating the DC by
    10 or more, or a or failure by missing it by 10 or more.
    An important rule you’ll need to remember for this adventure
    is that if you use more than one attack in a turn, each attack after
    the first takes a penalty on your roll to hit, making it less likely to
    successfully damage the enemy. For most weapons, this is a –5
    penalty for each attack after the first, but for agile weapons such as
    daggers, the penalty is only –4.

    When you’re attacked, I’ll ask if a monster’s attack roll is equal
    to or exceeds your Armor Class (or AC). If it does, you’re hit and will
    take damage. Damage reduces your Hit Points by the same amount.
    If you fall to 0 Hit Points, you fall unconscious and might die!
    One last thing. Each of you has a token. This represents your
    Hero Point—a special point you can spend after rolling any attack,
    check, or saving throw to reroll that d20. When you do, you must use
    the result of this second roll, even if its lower than your first. You can
    instead spend your point to cheat death when your dying condition
    increases, which makes you immediately lose the dying condition
    and stabilize with 0 Hit Points. I’ll explain the dying condition later
    if we need it.

    I’m sure you’ll have other questions as the game progresses.
    Feel free to ask me at any time.
    Chris
    Chris


    Posts : 9515
    Join date : 2011-10-26

    Character Information
    Hit points:
    Torment and Legacy (LIVE) Left_bar_bleue35/35Torment and Legacy (LIVE) Empty_bar_bleue  (35/35)
    Action Points:
    Torment and Legacy (LIVE) Left_bar_bleue0/0Torment and Legacy (LIVE) Empty_bar_bleue  (0/0)
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    Torment and Legacy (LIVE) Empty Re: Torment and Legacy (LIVE)

    Post  Chris Wed Feb 22, 2023 10:47 am

    Introduction - Village of Salvoy



    The villagers told you it was a shocking and brazen attack. The ogre
    strode into the village of Salvoy, picked up the old sage Lazino by his
    head, and unceremoniously stuffed him into a sack, shouting “Haanar
    wants to speak with you.” Not a moment later, the ogre ran laughing
    off into the hills. As soon as you strolled into Salvoy, nearly the entire
    population beseeched you to rescue their kindly, wise sage. They
    explained that Haanar is an exile who dabbled in foul magic, and
    that the odd man must have hired this ogre to kidnap Lazino. The
    most emotional request came from the sage’s granddaughter, Leyla,
    offering her entire savings, 20 gold coins, if you rescue grandpa.
    MAS
    MAS
    Admin


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    Action Points:
    Torment and Legacy (LIVE) Left_bar_bleue0/0Torment and Legacy (LIVE) Empty_bar_bleue  (0/0)
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    Post  MAS Wed Feb 22, 2023 11:16 am

    "Keep your gold , child. My faith is all the sustenance I need, and doing what is right is not a business. Gods willing I will see your elder returned safely!"
    whit10
    whit10


    Posts : 6621
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    Action Points:
    Torment and Legacy (LIVE) Left_bar_bleue1/0Torment and Legacy (LIVE) Empty_bar_bleue  (1/0)
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    Post  whit10 Wed Feb 22, 2023 12:19 pm

    "Which direction did they go?"
    navyik
    navyik


    Posts : 5037
    Join date : 2012-03-22

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    Action Points:
    Torment and Legacy (LIVE) Left_bar_bleue0/0Torment and Legacy (LIVE) Empty_bar_bleue  (0/0)
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    Post  navyik Wed Feb 22, 2023 4:04 pm

    “Woe unto the betrayers of the meek! We shall show them the error of their ways, either by shame or by sword!” Seelah begins to gallivant down the road until she realizes that Ezren asked a question. Then she stops and plays it off…
    Chris
    Chris


    Posts : 9515
    Join date : 2011-10-26

    Character Information
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    Torment and Legacy (LIVE) Left_bar_bleue35/35Torment and Legacy (LIVE) Empty_bar_bleue  (35/35)
    Action Points:
    Torment and Legacy (LIVE) Left_bar_bleue0/0Torment and Legacy (LIVE) Empty_bar_bleue  (0/0)
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    Post  Chris Wed Feb 22, 2023 6:19 pm

    whit10 wrote:"Which direction did they go?"

    Chris wrote:
    Introduction - Village of Salvoy

    Not a moment later, the ogre ran laughing
    off into the hills.

    The villages all point towards the large lumps of earth in the distance.



    Pathfinder is divided into 3 modes of play:  Encounter mode (fights), Exploration mode and Downtime mode.

    We are now in Exploration mode as this is not a fight nor is it downtime.  

    Exploration Mode
    Source Core Rulebook pg. 479 4.0
    While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.

    Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you’ll engage in an exploration activity, and you’ll typically spend some time every day resting and making your daily preparations.

    Exploration Activities
    Source Core Rulebook pg. 479 4.0
    While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9–2.

    When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as “Using my dagger, I nudge the door so I can check for devious traps.” Instead, “I'm searching the area for hazards” is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective.

    These are most common exploration activities, but other exploration activities can be found here.

    Avoid Notice
    Exploration
    Source Core Rulebook pg. 479 4.0
    You attempt a Stealth check to avoid notice while traveling at half speed. If you have the Swift Sneak feat, you can move at full Speed rather than half, but you still can’t use another exploration activity while you do so. If you have the Legendary Sneak feat, you can move at full Speed and use a second exploration activity. If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).

    Defend
    Exploration
    Source Core Rulebook pg. 479 4.0
    You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.
    Raise a Shield
    Source Core Rulebook pg. 472 4.0
    Requirements You are wielding a shield.
    You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.

    Detect Magic
    Concentrate Exploration
    Source Core Rulebook pg. 479 4.0
    You cast detect magic at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.

    Follow the Expert
    Auditory Concentrate Exploration Visual
    Source Core Rulebook pg. 479 4.0
    Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like Avoiding Notice). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally’s assistance, you can add your level as a proficiency bonus to the associated skill check, even if you’re untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally’s proficiency (+2 for expert, +3 for master, and +4 for legendary).

    Hustle
    Exploration Move
    Source Core Rulebook pg. 480 4.0
    You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.

    Investigate
    Concentrate Exploration
    Source Core Rulebook pg. 480 4.0
    You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.

    Repeat a Spell
    Concentrate Exploration
    Source Core Rulebook pg. 480 4.0
    You repeatedly cast the same spell while moving at half speed. Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer. In order to prevent fatigue due to repeated casting, you’ll likely use this activity only when something out of the ordinary occurs.

    You can instead use this activity to continue Sustaining a Spell or Activation with a sustained duration. Most such spells or item effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration.

    Scout
    Concentrate Exploration
    Source Core Rulebook pg. 480 4.0
    You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.

    Search
    Concentrate Exploration
    Source Core Rulebook pg. 480 4.0
    You Seek meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly.

    Skill Exploration Activities
    Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.

    Borrow an Arcane Spell: You use Arcana to prepare a spell from someone else’s spellbook.

    Coerce: You use Intimidation to threaten a creature so it does what you want.

    Cover Tracks: You use Survival to obscure your passing.

    Decipher Writing: You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).

    Gather Information: You use Diplomacy to canvass the area to learn about a specific individual or topic.

    Identify Alchemy: You use Craft and alchemist’s tools to identify an alchemical item.

    Identify Magic: Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).

    Impersonate: You use Deception and usually a disguise kit to create a disguise.

    Learn a Spell: You use the skill corresponding to the spell’s tradition to gain access to a new spell (page 238).

    Make an Impression: You use Diplomacy to make a good impression on someone.

    Repair: With a repair kit and the Crafting skill, you fix a damaged item.

    Sense Direction: You use Survival to get a sense of where you are or determine the cardinal directions.

    Squeeze: Using Acrobatics, you squeeze though very tight spaces (page 241).

    Track: You use Survival to find and follow creatures’ tracks.

    Treat Wounds: You use Medicine to treat a living creature’s wounds.




    I know that is a wall of text, so let's think about what you are doing here.  The party probably wants to pursue the Ogre into the hills, right?  

    1 person might want to "Track".
    Another person could "Search" to watch for traps\hazards
    another person could "Scout" to give the party a bonus to initiative
    someone could "Detect Magic" along the way
    maybe someone uses "Defend" to be ready for a fight


    everyone gets to pick 1 Exploration activity to do while they walk towards their goal.

    Please state your Exploration Activity study


    Meriseil will "Avoid Notice" and make a Stealth check at +6

    Result of the throw of dice "1d20 +6" :

    6 + 6 = 12

    whit10
    whit10


    Posts : 6621
    Join date : 2012-03-27

    Character Information
    Hit points:
    Torment and Legacy (LIVE) Left_bar_bleue19/19Torment and Legacy (LIVE) Empty_bar_bleue  (19/19)
    Action Points:
    Torment and Legacy (LIVE) Left_bar_bleue1/0Torment and Legacy (LIVE) Empty_bar_bleue  (1/0)
    Character Sheet:

    Torment and Legacy (LIVE) Empty Re: Torment and Legacy (LIVE)

    Post  whit10 Wed Feb 22, 2023 6:47 pm

    I guess Detect Magic is best for the Wiz.
    navyik
    navyik


    Posts : 5037
    Join date : 2012-03-22

    Character Information
    Hit points:
    Torment and Legacy (LIVE) Left_bar_bleue68/68Torment and Legacy (LIVE) Empty_bar_bleue  (68/68)
    Action Points:
    Torment and Legacy (LIVE) Left_bar_bleue0/0Torment and Legacy (LIVE) Empty_bar_bleue  (0/0)
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    Torment and Legacy (LIVE) Empty Re: Torment and Legacy (LIVE)

    Post  navyik Wed Feb 22, 2023 7:37 pm

    Seelah can either track or watch for threats, I suppose. Does Kyra want to do one of those things? “You’re better at that smart stuff than me.”
    Chris
    Chris


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    Hit points:
    Torment and Legacy (LIVE) Left_bar_bleue35/35Torment and Legacy (LIVE) Empty_bar_bleue  (35/35)
    Action Points:
    Torment and Legacy (LIVE) Left_bar_bleue0/0Torment and Legacy (LIVE) Empty_bar_bleue  (0/0)
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    Torment and Legacy (LIVE) Empty Re: Torment and Legacy (LIVE)

    Post  Chris Thu Feb 23, 2023 10:50 am

    Matt texted me that he lost power due to an ice storm, so I will make a roll for the cleric and we can move along.


    Kyra will Track, rolling survival

    Result of the throw of dice "1d20 +7" :

    14 + 7 = 21


    Ezren does not Detect any Magic along the way.
    Sheelah notices the dead cow, but no hazards or traps
    Kyra follows the tracks
    Meriseil sneaks


    Thankfully, the ogre’s trail was not difficult to follow. His
    massive footfalls pocked the ground softened by recent rains. One
    of the shaggy cattle of the region clearly ran afoul of the ogre—you
    found what remained of the poor beast eviscerated along the path,
    swarmed by flies and crows. Near sunset, you noticed the signs of
    fire in the distance, coming from atop a nearby hill. The drifting
    smell of cooking meat hinted it was a fire for comfort rather than
    catastrophe. But then you heard the screams for help, followed by a
    rumbling, mocking laughter, so deep that it rattles your teeth.
    “Stop your crying, or I’ll put you on my hook and cook you all
    crispy.”
    The man’s scream fades into a whimper, but the deep voice
    continues to laugh.
    The ogre and the sage are at the top of the hill, near the cave
    entrance. Parts of the cow the ogre killed are currently roasting
    over the fire, and the ogre is drinking some foul-smelling
    alcoholic concoction from a large barrel stashed somewhere
    nearby.


    map

    Torment and Legacy (LIVE) Pf2e114
    Torment and Legacy (LIVE) Pf2e211


    Environment
    The entire adventure is run on the same map, which has the
    following features.

    Boulders
    The smallest boulders in the area are little more than a foot tall,
    while the larger ones are nearly 7 feet tall. The large boulders
    provide cover (Core Rulebook 477). Climbing up a boulder
    requires a successful DC 17 Athletics check; moving across them
    requires a successful DC 15 Acrobatics check to Balance.

    Cave
    The cave beyond is dank, small, and home to copious mushrooms
    and mold nourished by the great piles of waste the ogre has been
    throwing down the hole.

    Cliffs
    The cliffs are made of clay, dirt, and mud, and are somewhat
    slick due to the recent rains. They are 15 feet tall at their highest
    point and require a successful DC 17 Athletics check to Climb.

    Fire
    The fire takes up four squares about 15 feet away from the cave
    entrance and next to the large boulders. Any creature that enters
    or that is forced to move into the blaze takes 1d8 fire damage.

    Standing Stones
    A small group of magical standing stones is clustered here,
    though one is toppled over.
    Nature or Arcana or Occult check to Identify Magic

    Trail
    The trail is somewhat muddy and shows signs of the ogre’s passage




    This is still Exploration Mode until we roll for initiative.  The ogre has not noticed the party.... yet.  

    How do you want to approach?


    study  this is movement + declaration of exploration mode activity


    Meriseil will try to Avoid Notice as she moves up the trail
    Result of the throw of dice "1d20 +6" :

    1 + 6 = 7

    ooof - critical fail! since she rolled a Nat1, the success is 1 lower. so that takes a 7 (normally just a failure) down to a critical failure.


    Kyra will Defend, raising her shield as she moves forward up the trail


    Sheelah and Ezren?
    whit10
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    Post  whit10 Thu Feb 23, 2023 11:46 am

    Arcana check on the stones:

    not sure how this works
    Chris
    Chris


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    Post  Chris Thu Feb 23, 2023 12:29 pm

    whit10 wrote:Arcana check on the stones:

    not sure how this works

    That is the exploration action = Identify Magic.   You can roll Occult or Arcana or Nature to learn more about the Standing Stones.



    Identify Magic: Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).


    just look at your character sheet, find Arcana skill, check the bonus as it should all be calculated correctly already for you (prob +7)
    whit10
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    Post  whit10 Thu Feb 23, 2023 2:09 pm

    Arcana check:

    Thu Feb 23 2023 11:09:21 GMT-0700 (Mountain Standard Time)
    Rolling line 1 : 1d20 + 7 to total : 5, + 7, TOTAL: 12

    lol, what a roll....
    Chris
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    Action Points:
    Torment and Legacy (LIVE) Left_bar_bleue0/0Torment and Legacy (LIVE) Empty_bar_bleue  (0/0)
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    Post  Chris Thu Feb 23, 2023 2:32 pm

    whit10 wrote:Arcana check:

    Thu Feb 23 2023 11:09:21 GMT-0700 (Mountain Standard Time)
    Rolling line 1 : 1d20 + 7 to total : 5, + 7, TOTAL: 12

    lol, what a roll....


    Ezren ponders the mysterious stones as he follows Meriseil and Kyra up the trail. However, they remain a mystery to him. scratch

    It is a Nature DC 14 and Arcana DC 17


    Meriseil - avoiding notice
    Kyra - defending
    Ezren - ID magic

    just waiting on Seelah to declare exploration activity, if she wants to do anything while moving up the hill
    MAS
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    Action Points:
    Torment and Legacy (LIVE) Left_bar_bleue0/0Torment and Legacy (LIVE) Empty_bar_bleue  (0/0)
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    Torment and Legacy (LIVE) Empty Re: Torment and Legacy (LIVE)

    Post  MAS Thu Feb 23, 2023 3:19 pm

    Kyra will do what she can to conceal the party, muffle/blackout gear, etc in attempt to ensure we remain undetected.

    "Cover tracks" is the declaration:

    Result of the throw of dice "1d20 +7" :

    16 + 7 = 23
    MAS
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    Action Points:
    Torment and Legacy (LIVE) Left_bar_bleue0/0Torment and Legacy (LIVE) Empty_bar_bleue  (0/0)
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    Torment and Legacy (LIVE) Empty Re: Torment and Legacy (LIVE)

    Post  MAS Thu Feb 23, 2023 3:50 pm

    Chris wrote:
    whit10 wrote:Arcana check:

    Thu Feb 23 2023 11:09:21 GMT-0700 (Mountain Standard Time)
    Rolling line 1 : 1d20 + 7 to total : 5, + 7, TOTAL: 12

    lol, what a roll....


    Ezren ponders the mysterious stones as he follows Meriseil and Kyra up the trail.  However, they remain a mystery to him.  scratch

    It is a Nature DC 14 and Arcana DC 17


    Meriseil - avoiding notice
    Kyra - defending
    Ezren - ID magic

    just waiting on Seelah to declare exploration activity, if she wants to do anything while moving up the hill


    Kyra has no shield and cannot defend, a shield required for that action.
    Chris
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    Post  Chris Thu Feb 23, 2023 4:27 pm

    Kyra has Warpriest Doctrine

    First Doctrine (1st): You’re trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat, a reaction to reduce damage with a shield. If your deity’s weapon is a simple weapon or an unarmed attack, you gain the Deadly Simplicity cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.


    It seems the pre-gens have possible errors\oversight.  She has Shield Block feat and should have a shield.

    Go ahead with Defend if you want and add a Steel shield to her equipment

    PFS Standard
    Steel Shield
    Source Core Rulebook pg. 277 4.0
    Price 2 gp; AC Bonus +2; Speed Penalty —
    Bulk 1; Hardness 5; HP (BT) 20 (10)



    this is still current then, per texts with Matt

    Chris wrote:

    Meriseil - avoiding notice
    Kyra - defending
    Ezren - ID magic

    just waiting on Seelah to declare exploration activity, if she wants to do anything while moving up the hill
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    Post  navyik Thu Feb 23, 2023 7:33 pm

    Seelah will defend.
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    Post  Chris Thu Feb 23, 2023 7:59 pm

    The party moves up the trail.  Only Meriseil was trying to Avoid Notice but she critically failed her check.  You make it about halfway past the first switchback when you hear a loud voice from above

    Huh? Who are you?” the ogre growls, his brow furrowing in confusion. “More meat for my
    fire
    ,” he laughs as he grabs his hook and javelin and lurches toward you.

    “Help me! Please!” An old bearded man, bound at the entrance of the cave, begs as he
    struggles with his bonds.

    Initiative time - we move into Encounter Mode.

    study Here is one of the really cool things I like in PF2e.  

    Step 1: Roll Initiative
    Source Core Rulebook pg. 468 4.0
    When the GM calls for it, you’ll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter’s participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you’ll roll initiative when you enter a battle.

    Typically, you’ll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you’d roll a Stealth check. A social encounter could call for a Deception or Diplomacy check.



    I think Kyra, Seelah (defend) and Ezren (ID magic) are still rolling Perception.  Meriseil gets to roll stealth.  

    Roll initiative!


    Meriseil Stealth Initiative
    Result of the throw of dice "1d20 +7" :

    7 + 7 = 14

    Ogre Warrior Perception
    Result of the throw of dice "1d20 +5" :

    17 + 5 = 22


    map updated

    Torment and Legacy (LIVE) Pf2e115
    Torment and Legacy (LIVE) Pf2e212



    very basic stat blocks, please

    HP
    AC
    3 saves
    *shield hardness + HP if using a shield

    track your own spell slots and focus points
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    Post  navyik Thu Feb 23, 2023 10:02 pm

    Seelah
    Hp 19
    Ac 18(20)
    F. 6
    R. 4
    W. 6

    Shield Hd5 Hp20

    Initiative
    Result of the throw of dice "1d20 +4" :

    1 + 4 = 5
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    Post  whit10 Thu Feb 23, 2023 11:01 pm

    Perception:

    Thu Feb 23 2023 20:00:50 GMT-0700 (Mountain Standard Time)
    Rolling line 1 : 1d20 + 6 to total : 18, + 6, TOTAL: 24

    HP: 16
    AC: 15
    Fort: 5
    Reflex: 5
    Will: 6
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    Post  Chris Thu Feb 23, 2023 11:03 pm

    Initiative

    Ezren 24
    Ogre 22
    Meriseil 14
    Seelah 5

    Just need Kyra



    I posted this earlier, but just as a reminder:


    When it’s your turn, you can perform up to three actions. Most
    common tasks—like moving up to your Speed with a Stride, Striking a
    creature, drawing a weapon, or opening a door—use one of your three
    actions. Casting spells, as well as some special actions, might take
    two or more actions to perform. If you look at your character sheet,
    you’ll see that abilities that require you to spend an action are noted
    using a diamond symbol ([one-action]), whereas things that require more than
    one are noted by diamonds stacked on each other ([two-actions] and [three-actions]).
    Some abilities have a curving arrow next to them ([reaction]). These are your
    reactions. Each round, you can use one reaction whether it’s your
    turn or not, but only when the conditions are right and the reaction’s
    trigger occurs. Finally, you might see some things noted by an empty
    diamond ([free-action]). These are free actions, which don’t cost you an action
    or reaction to use. Some free actions can be used on your turn, and
    some, like reactions, can be used at any time, but only when their
    trigger occurs.




    Everyone can have their standard items\weapons in hand, since you knew the fight was coming.

    Some other actions to keep in mind for that 3rd action:

    drop prone
    take cover
    demoralize (intimidate)
    raise shield
    recall knowledge - to learn weakness\resistance\low save\etc of a target
    aid - give a +1 to ally
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    Post  MAS Fri Feb 24, 2023 11:18 am

    Intit:


    Result of the throw of dice "1d20 +7" :

    2 + 7 = 9


    Hit Points 17
    AC 18
    Fortitude +5
    Reflex +4
    Will +9
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    Post  Chris Fri Feb 24, 2023 11:21 am

    Chris wrote:Initiative

    Ezren 24
    Ogre 22
    Meriseil 14
    Kyra 9
    Seelah 5






    Josh - you are up


    study feel free to ask questions and expect some retcons as we figure out the rules
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    Post  whit10 Fri Feb 24, 2023 12:11 pm

    Was just planning on moving up (if needed) and casting Burning Hands
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    Post  Chris Fri Feb 24, 2023 12:31 pm

    whit10 wrote:Was just planning on moving up (if needed) and casting Burning Hands

    ok, so look at your character sheet and the map. the ogre is 50 ft away from Ezren currently


    Burning Hands costs 2 actions and has a range of 15ft

    Ezren has a move speed of 25 ft when he takes 1 Stride action

    I don't think he can get in range to cast BH.  Keep in mind that diagonals cost 2 every 2nd diagonal.  So the first diagonal is 5ft, but the 2nd diagonal counts as 10ft.  

    Ezren has Widen as a metamagic feet to add 5ft to the cone, but that also costs 1 action to use



    Torment and Legacy (LIVE) Pf2e115
    Torment and Legacy (LIVE) Pf2e212
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    Post  Chris Fri Feb 24, 2023 12:39 pm

    another option is DELAY

    its a free action and you can remove yourself from initiative and rejoin after any other character\creature takes a turn. you permanently move to the new place in initiative.

    so you could Delay and let the Ogre go. assuming he moves forward, it gets him closer to you
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    Post  whit10 Fri Feb 24, 2023 1:52 pm

    ah, that's' a nice change.

    Ok, let's delay until the Ogre goes and then hit him as he gets in range
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    Post  Chris Fri Feb 24, 2023 3:08 pm

    The ogre enters the fray joyfully, even gleefully, laughing at his enemies’ misfortunes
    whenever possible and issuing boasts and threats.



    The Ogre also has a move speed of 25, so for his 3 actions:

    1 - stride forward 25 ft
    2 - throw a javelin at Seelah
    3 - hmmm.... he could draw another javelin (1 action) but I think he is going to Demoralize


    ranged attack on Seelah

    Result of the throw of dice "1d20 +6" :

    10 + 6 = 16

    Miss!


    The Ogre uses Demoralize on Seelah,  "Puny RUNT, come fight me!" he growls in Common.

    Demoralize
    Auditory Concentrate Emotion Fear Mental
    Source Core Rulebook pg. 247 4.0
    With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

    Critical Success The target becomes frightened 2.
    Success The target becomes frightened 1.


    Intimidate check vs Seelah's WILL DC (10 + her WILL save bonus of +6) = 16

    Result of the throw of dice "1d20 +9" :

    18 + 9 = 27


    cheers that is a CRITICAL SUCCESS because the Ogre got +10 over the target number!
    Seelah becomes Frightened 2 of the big scary Ogre.  

    Frightened
    Source Core Rulebook pg. 620 4.0
    You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.


    The same +10 over DC applies to attacks rolls too Wink


    Torment and Legacy (LIVE) Pf2e116
    Torment and Legacy (LIVE) Pf2e213


    Ezren can now re-enter the initiative order and take his turn


    Chris wrote:Initiative

    Ogre 22
    Ezren 22
    Meriseil 14
    Kyra 9
    Seelah 5

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    Post  Chris Fri Feb 24, 2023 4:11 pm

    I will take a moment to give some more explanation of combat mechanics.

    PF2e has 4 degrees of success that apply to every type of roll:  attack rolls, saving throws, skill checks, etc

    critical success = +10 over the target number
    success = hit the target number
    failure = miss the target number
    critical failure = miss by -10

    a nat 20 and nat 1 are NOT inherently crits, though usually it happens.  they do not guarantee a crit just by rolling a 20 or 1.  But they do move the degree 1 up or down.  You still have to calculate the roll normally.

    so for example, the ogre threw its spear at Seelah and needed a 20 to hit with her shield raised.  the ogre would need a 30 for a crit.  But with only +6 to a ranged attack it would be impossible to hit 30+ even with a 20 + 6 = 26.  However if the ogre rolls a nat20 it bumps the degree of success up from normal hit to a critical success.  

    This seems fairly obvious with the above example.  Now lets think about a 100 peasant archers vs a red dragon attacking their village.  The peasants maybe have +5 to hit but the red dragon has an AC 45.

    So even with a nat 20, that only brings the total to 25, which is a critical failure being more than -10 below the AC.  The nat20 bumps it up 1 degree of success to a failure.  Other than the Smaug and Bard Bowman story, this means big baddies are immune to swarms of peasants and no amount of lucky shots will help them.  

    Spells work the same way.  If Josh casts Burning Hands, the ogre gets a REF save.  If the ogre critically fails, by getting a 7 or less (Ezren spell DC is 17) then he would take DOUBLE damage from the spell.  Some spells even list 4 different results.  Here is a good example from Color Spray

    PFS StandardColor Spray
    Spell 1
    Illusion Incapacitation Visual
    Source Core Rulebook pg. 324 4.0
    Traditions arcane, occult
    Deities Pulura, Shelyn
    Cast  somatic, verbal
    Area 15-foot cone
    Saving Throw Will; Duration 1 or more rounds (see below)
    Swirling colors affect viewers based on their Will saves.

    Critical Success The creature is unaffected.
    Success The creature is dazzled for 1 round.
    Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.
    Critical Failure The creature is stunned for 1 round and blinded for 1 minute.



    Think about how this affects all the little +1 here or -1 there buffs and debuffs. Not only does it make it slightly harder to succeed, but it also makes it harder to get critical successes. So Seelah's shield is really doing double duty vs the Ogre. It makes her a little harder to hit and also harder to be crit.
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    Post  whit10 Fri Feb 24, 2023 6:21 pm

    I assume you need an Attack Roll:

    Fri Feb 24 2023 15:18:49 GMT-0700 (Mountain Standard Time)
    Rolling line 1 : 1d20 + 7 to total : 19, + 7, TOTAL: 26

    ah ha!  

    Damage Dice:

    Fri Feb 24 2023 15:19:56 GMT-0700 (Mountain Standard Time)
    Rolling line 1 : 2d6 + 0 to total : 3, 5, TOTAL: 8

    Spell DC of 17 if needed. The spell description says "basic Reflex."

    let me know if that was a crit or not and you need more dice...

    Where is the Ogre at specifically at the moment?
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    Post  Chris Fri Feb 24, 2023 6:50 pm

    Can you not see the map? All locations are on the map. Ogre is at P\Q 6\7


    Ezren needs to move. He is still not within the 15ft range of BH. He can get there with 1 stride. Please tell me your new grid coordinates. (M-10 looks like the best to me)


    no attack roll needed, just like BH has always been, just a reflex save

    Ogre reflex save
    Result of the throw of dice "1d20 +6" :

    8 + 6 = 14

    failed, so he takes 8 fire damage




    Meriseil is up next and will follow Ezren's lead of Delay. She winks at Seelah, "I will be right behind ya!"


    Kyra is up. only map update is Ezren's final location
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    Post  whit10 Fri Feb 24, 2023 7:32 pm

    ok, sorry. Didn't realized that was the current map.

    M-10 is just fine.
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    Post  MAS Sat Feb 25, 2023 9:55 am

    Hit Points 17
    AC 18
    Fortitude +5
    Reflex +4
    Will +9

    1) Move to R16, hold on the higher portion of the square. should put me at 45 or 50 ft from the ogre, switch out actions 2&3 if needed

    2) Sling attack vs Ogre -

    to Hit: Result of the throw of dice "1d20 +4" :

    12 + 4 = 16

    Dmg if Hits:
    Result of the throw of dice "1d6 +1" :

    4 + 1 = 5

    3) Move to V11 / u12 area (not sure how  many of those slope squares you will count as difficult so make thwe call with my intent and Ill be good with the end postion being close to that)
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    Post  Chris Sat Feb 25, 2023 11:26 am

    Kyra advances to the cliff edge and hucks a rock, just barely missing the Ogre's AC 17

    from the earlier post

    Chris wrote:

    Environment
    The entire adventure is run on the same map, which has the
    following features.


    Cliffs
    The cliffs are made of clay, dirt, and mud, and are somewhat
    slick due to the recent rains. They are 15 feet tall at their highest
    point and require a successful DC 17 Athletics check to Climb.


    pending Athletics check will determine final position.

    map is current

    Torment and Legacy (LIVE) Pf2e117
    Torment and Legacy (LIVE) Pf2e214


    Seelah is up (frightened 2)
    Meriseil will go after Seelah
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    Post  MAS Sat Feb 25, 2023 12:50 pm

    Good copy -

    Athletics, Result of the throw of dice "1d20 +3" :

    12 + 3 = 15
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    Post  Chris Sat Feb 25, 2023 2:23 pm

    MAS wrote:Good copy -

    Athletics, Result of the throw of dice "1d20 +3" :

    12 + 3 = 15

    Kyra scrabbles part way up the cliff face before losing her grip and falling back down. She lands Prone. It will take 1 action to stand up next turn.


    Climb
    Move
    Source Core Rulebook pg. 241 4.0
    Requirements You have both hands free.
    You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

    Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
    Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
    Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.



    Seelah is up
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    Post  MAS Sat Feb 25, 2023 6:15 pm

    Thought that was a downslope, my bad
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    Post  Chris Sat Feb 25, 2023 9:37 pm

    MAS wrote:Thought that was a downslope, my bad

    Oops, sorry. Ogre is playing king of the hill. The Pathfinders are climbing up the switchbacks. I apologize that wasn't very clear, my bad. Kyra can be standing instead of prone since you thought you were going downhill.

    The enemy gate is always down Wink
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    Post  MAS Sat Feb 25, 2023 9:53 pm

    No worries, though id suggest that the way its shaded, it suggests that while the path goes up, the route I was intended ing to take drops down into a gulley then comes back up - i was expecting to have to climb or scramble up the next leg. It doesn't look like its a monolithic all uphill slope, but again, 100% no worries about it.
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    Post  Chris Sun Feb 26, 2023 1:12 am

    ooops wrong thread lol!

    navyik wrote:Seelah goes to O-6 and attacks the Ogre with her longsword.
    Stride, raise shield, and Attack
    Assuming the Ogre has reach and gets an AoO, does raise shield work for that?  Can she keep raise shield active both before and after her attack or would she have to do it twice?

    Result of the throw of dice "1d20 +7" :

    6 + 7 = 13

    Damage if hit
    Result of the throw of dice "1d8 +4" :

    5 + 4 = 9


    ok, let's look at your actions.

    raise shield question - from the description:

    RAISE A SHIELD [one-action]
    Requirements You are wielding a shield.
    You position your shield to protect yourself. When you have Raised a Shield,
    you gain its listed bonuses to AC (+2) as a circumstance bonus and you can
    use the Shield Block reaction. Your shield remains raised until the start of
    your next turn.


    you can raise it anytime, it doesn't matter


    AoO question - in PF2e there are very few AoOs.  It is a Feat that only Fighters start with!  Other martials can add it later.  Only some monsters have it.   What this means is that movement in combat is much more fluid and not restricted because of AoOs.  


    Strike - remember, Seelah is Frightened 2 by the Ogre, so she is only -5 to hit.  a 13 or an 11 both miss the AC 17.

    Seelah moves to O-6, with shield raised.  Her condition degrades to Frightened 1 at the end of her turn.


    Last edited by Chris on Sun Feb 26, 2023 1:33 am; edited 1 time in total
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    Post  Chris Sun Feb 26, 2023 1:24 am

    Meriseil jumps into action.  She will Stride, Stride, Strike.  She moves to R-7 now confident that the Ogre doesn't have the AoO ability.  She creates FLANKING with Seelah.  This makes the Ogre FLAT-FOOTED which reduces his AC by -2 to AC15.

    study Let's think about the math for a second here....  it makes the Ogre easier to hit obviously.  But it also makes the Ogre easier to Crit!   Ogre has AC 17, which means the only a 20 is a crit because the max attack bonus is +7 at 1st level (unless you are a fighter with expert in weapons! at +9).  So to get +10 over the AC 17, you need a 27.

    But now that the Ogre is FF, his AC is 15.  This means that with +7, he can be critically hit with an 18, 19 or 20!  affraid


    Result of the throw of dice "1d20 +7" :

    16 + 7 = 23

    a hit!  but not quite a crit.

    it would have been a crit with....   Aid (+1) by an ally and Bless by the cleric.  every +1 increase the crit chance

    Meriseil gets her Sneak attack, since Ogre is FF

    Result of the throw of dice "1d8 +1d6 +4" :

    6 + 4 + 4 = 14 piercing!

    Ogre is 36\50 HP
    AC 15ff  (17)


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    Post  Chris Sun Feb 26, 2023 1:32 am

    Chris wrote:Initiative

    Ogre 22
    Ezren 22
    Kyra 9
    Seelah 5
    Meriseil 5



    Round 2

    Ogre will take his first swing at Meriseil since she just stabbed him in the back.  Next he will try to hit Seelah.  Finally he will Intimidate.

    1st Strike with his Ogre Hook at +12 vs Meriseil

    Result of the throw of dice "1d20 +12" :

    8 + 12 = 20

    hit!

    Result of the throw of dice "1d10 +7" :

    8 + 7 = 15

    ouch, Meriseil is down to 1 HP


    2nd swing at Seelah

    Result of the throw of dice "1d20 +7" :

    11 + 7 = 18

    Seelah's raised shield just avoided that hit!

    Ogre will try to Intimidate Ezren just for fun.  "Har, puny fire no hurt me!"

    Result of the throw of dice "1d20 +9" :

    6 + 9 = 15

    not quite enough vs Ezren's Will save + 10 of 16



    Chris wrote:Initiative

    Ogre 22
    Ezren 22
    Kyra 9
    Seelah 5
    Meriseil 5




    Ezren is up


    Last edited by Chris on Sun Feb 26, 2023 1:47 pm; edited 2 times in total
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    Post  whit10 Sun Feb 26, 2023 1:17 pm

    Ezren will cast Acid Splash - it says a spell attack is required.

    You splash a glob of acid that splatters creatures and objects
    alike. Make a spell attack. If you hit, you deal 1d6 acid damage
    plus 1 splash acid damage. On a critical success, the target also
    takes 1 persistent acid damage.


    attack roll:

    Sun Feb 26 2023 10:14:36 GMT-0700 (Mountain Standard Time)
    Rolling line 1 : 1d20 + 7 to total : 10, + 7, TOTAL: 17

    I think that hits?

    Sun Feb 26 2023 10:15:02 GMT-0700 (Mountain Standard Time)
    Rolling line 1 : 1d6 + 0 to total : 4, TOTAL: 4

    so 5 acid damage...

    he will then also cast Shield

    You raise a magical shield of force. This counts as using the
    Raise a Shield action, giving you a +1 circumstance bonus to
    AC until the start of your next turn, but it doesn’t require a
    hand to use.
    While the spell is in effect, you can use the Shield Block
    reaction with your magic shield (see the sidebar). The shield
    has Hardness 5. After you use Shield Block, the spell ends
    and you can’t cast it again for 10 minutes. Unlike a normal
    Shield Block, you can use the spell’s reaction against the magic
    missile spell.


    So AC is 16 for now.
    Fort: 5
    Reflex: 5
    Will: 6
    HP: 16

    done
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    Post  Chris Sun Feb 26, 2023 1:46 pm

    Ezren conjures a glob of acid and hurls it at the Ogre. Ogre's AC is 15 due to FF, so a 17 hits. The acid does 4 damage to the primary target, you don't add splash damage. Splash damage is what hits everyone adjacent to the target - Seelah and Meriseil! They each take 1 acid damage. Meriseil goes down as she only had 1 HP left.

    Map is current


    Kyra is up
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    Post  whit10 Sun Feb 26, 2023 1:56 pm

    oh... oops. Sorry about that. He needs a different offensive Cantrip
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    Post  Chris Sun Feb 26, 2023 2:02 pm

    Ezren is straight up a KILLA, dont get in his way!
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    Post  MAS Sun Feb 26, 2023 2:40 pm

    Kyra
    Hit Points 17
    AC 18
    Fortitude +5
    Reflex +4
    Will +9


    Athletics
    Result of the throw of dice "1d20 +3" :

    16 + 3 = 19


    Athletics to climb, if successful, use 2x actions for Movement, aiming to insert myself in-between the sage and the ogre.

    3rd action, will be "raise shield"

    4th action, direct you to check out this dope Star Wars game room without disrupting flow of play.
    https://www.reddit.com/r/StarWars/comments/11budj0/finally_finished_our_cantinathemed_game_room/
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    Post  Chris Sun Feb 26, 2023 4:09 pm

    Kyra makes her climb and gets into position at S-6

    Seelah is up
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    Post  navyik Sun Feb 26, 2023 10:21 pm

    I know several actions have passed but I’d like to use the retributive strike reaction when the ogre attacks Meriseil. (The challenge of forum gaming).

    RETRIBUTIVE STRIKE [reaction] FEAT 1 CHAMPION
    Trigger An enemy damages your ally, and both are within 15 feet of you. You protect an ally from harm and strike back at those who brought them harm. The ally or friendly creature gains resistance to all damage against the triggering damage; the resistance equals 2 + your level. If the enemy is within your reach, make a melee Strike against it.

    Result of the throw of dice "1d20 +6" :

    14 + 6 = 20

    Damage

    Result of the throw of dice "1d8 +4" :

    5 + 4 = 9

    Meriseil gains resistance 3 vs the ogre’s damage.

    I can proceed with Seelah’s turn after the DM resolves this request.


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    Post  Chris Sun Feb 26, 2023 10:40 pm

    Sure!  No problem with the request.  Meriseil still has 3 HP and remains in the fight.  Ogre remains FF and takes 9 damage.  Nice ability, both defense and offense!

    Ogre 23/50 hp
    Ac 15

    Go ahead

    @Matt - that is awesome!
    There is a Han in carbonite stainless steel fridge that would be perfect in there


    Last edited by Chris on Sun Feb 26, 2023 10:58 pm; edited 1 time in total

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