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chapter 3 - The Ranger's Request
navyik- Posts : 5040
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- Post n°201
Re: chapter 3 - The Ranger's Request
An elf repairing a dwarf’s shield…
Onward!
Onward!
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- Post n°202
Re: chapter 3 - The Ranger's Request
Zontreaux prepares to hustle, casually.
Chris- Posts : 9518
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- Post n°203
Re: chapter 3 - The Ranger's Request
When the party finally does reach the area, they discover it resembles the blight surrounding the wolf den. The plants on the perimeter are sickly and dying. Even with the haste at which the party travelled, you arrive with only an hour of daylight remaining.
Noala offers the party 2 lesser healing potions and 2 barkskin potions. Noala again departs to patrol the perimeter and set her traps.
Noala offers the party 2 lesser healing potions and 2 barkskin potions. Noala again departs to patrol the perimeter and set her traps.
Healing Potion (Lesser)
Item 3
Source Core Rulebook pg. 563 4.0
Price 12 gp
The potion restores 2d8+5 Hit Points.
Barkskin Potion
Item 4
Source Core Rulebook pg. 5624.0
Price 15 gp
After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-level barkskin spell for 10 minutes.
Duration 10 minutes
The target's skin becomes covered in bark. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt.
Assuming the standard orders, please let me know if you want something different:
Z - scout
Herger - defend
Jace - detect magic
Grim - defend
This blight is much stranger than the blight the party visited before. Here, the corruption manifests in distinct bands. The outer band is much like the area around the wolf den, with rotting trees and dying plants. Deeper in, all the plants have died; they are limp and rotten, and the air stinks with sweet decay. There are no birds or insects here, only the remains of creatures desperate enough to eat the poisonous plants. It takes just over 20 minutes to pass through each of these two bands.
Finally, the party enters the third area, where smaller trees and plants seem to have returned to twisted life. Their leaves drip with an oily sap, their branches are gnarled yet strangely pliable, and their bark looks like scales. Many of these plants are covered in odd pustules that emit a faintly glowing light, and biting gnats swarm around them. Swatting these gnats causes them to burst into tiny flames that do no damage but emit a terrible smell.
Finally, the party enters the third area, where smaller trees and plants seem to have returned to twisted life. Their leaves drip with an oily sap, their branches are gnarled yet strangely pliable, and their bark looks like scales. Many of these plants are covered in odd pustules that emit a faintly glowing light, and biting gnats swarm around them. Swatting these gnats causes them to burst into tiny flames that do no damage but emit a terrible smell.
The party now has about 20 minutes of daylight left.
Survival check to locate the source of the Blight in this area?
leave the Blighted area and make camp?
something else?
whit10- Posts : 6622
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- Post n°204
Re: chapter 3 - The Ranger's Request
Herger will try a Survival check to discover the source. We can make a decision after that?
Survival:
Wed Sep 20 2023 14:51:07 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 5 to total : 11, + 5, TOTAL: 16
Survival:
Wed Sep 20 2023 14:51:07 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 5 to total : 11, + 5, TOTAL: 16
Chris- Posts : 9518
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- Post n°205
Re: chapter 3 - The Ranger's Request
whit10 wrote:Herger will try a Survival check to discover the source. We can make a decision after that?
Survival:
Wed Sep 20 2023 14:51:07 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 5 to total : 11, + 5, TOTAL: 16
dang, missed it by 1!
Aid can add a +1 to skill check or attack roll and the wording is pretty interesting, it is actually one of my favorite (if vaguely worded) ideas in PF2e
Aid
Source Gamemastery Guide pg. 13
It's up to you whether someone's preparation is enough to let them Aid an ally. The preparation should be specific to the task at hand. Helping someone hold a lockpick steady might be enough preparation to Aid an attempt to Pick a Lock, but just saying you're going to “encourage” them likely wouldn't. Second, the character who is attempting to Aid needs to be in a proper position to help, and able to convey any necessary information. Helping a character Climb a wall is pretty tough if the character a PC wishes to Aid is nowhere near them. Similarly, a character usually needs to be next to their ally or a foe to Aid the ally in attacking the foe. You'll also need to determine how long the preparation takes. Typically, a single action is sufficient to help with a task that's completed in a single round, but to help someone perform a long-term task, like research, the character has to help until the task is finished.
Aid
[reaction]
Source Core Rulebook pg. 470 4.0
Trigger An ally is about to use an action that requires a skill check or attack roll.
Requirements The ally is willing to accept your aid, and you have prepared to help (see below).
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20 (or the same as the DC of the task), but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
Critical Success You grant your ally a +2 circumstance bonus to the triggering check. If you’re a master with the check you attempted, the bonus is +3, and if you’re legendary, it’s +4.
Success You grant your ally a +1 circumstance bonus to the triggering check.
Critical Failure Your ally takes a –1 circumstance penalty to the triggering check.
Yes, this can be used out of combat, so ignore the "reaction" part.
So think about this, you can basically be creative and use a different skill that you have to help an ally on a skill check that you don't have. How cool is that?
here are some combat examples:
using Intimidation to "scare the foe and cause them to hesitate when they are about to dodge an ally's swipe"
or you make an Arcana check to Aid an ally by "creating a distracting array of sparks and flashes while your ally goes in for the attack"
or use Religion, to "offer a prayer to Sarenrae that your allies' strike holds true against the evil foe".
So, would anyone like to explain a creative skill use to Aid Herger with his Survival check?
I can think of one for Jace, but it might be more fun for Matt or Alan to try using this cool rule
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- Post n°206
Re: chapter 3 - The Ranger's Request
Zontreaux puts his old, mundane rapier in hand, handing his silver rapier to Jace.
"Lets get a closer look into these cursed plants, shall we?"
Zontreaux cuts into various plants in various ways, hoping that herger will find further clues within them.
AID
"Lets get a closer look into these cursed plants, shall we?"
Zontreaux cuts into various plants in various ways, hoping that herger will find further clues within them.
AID
navyik- Posts : 5040
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- Post n°207
Re: chapter 3 - The Ranger's Request
Grim will try to narrow the scope of information Herger must process by looking for a pattern in the progressive worsening of the blight so we can trace towards the center of it.
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- Post n°208
Re: chapter 3 - The Ranger's Request
2 cool ideas, I like them. Now we just need to use the correct mechanics...
When you use your Aid action, attempt a skill check
You have to actually roll a skill and beat the DC of 17 to give the bonus to Herger
Zontreaux sounds like Nature maybe
Grim sounds like Investigation maybe
or describe a different Aid action that goes with a different skill and make that roll
When you use your Aid action, attempt a skill check
You have to actually roll a skill and beat the DC of 17 to give the bonus to Herger
Zontreaux sounds like Nature maybe
Grim sounds like Investigation maybe
or describe a different Aid action that goes with a different skill and make that roll
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- Post n°209
Re: chapter 3 - The Ranger's Request
All I'm doing is chopping them up for better viewing, so Athletics?
Result of the throw of dice "1d20 +7" :
11 + 7 = 18
Result of the throw of dice "1d20 +7" :
11 + 7 = 18
navyik- Posts : 5040
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- Post n°210
Re: chapter 3 - The Ranger's Request
Grim will use survival to eliminate areas that look too healthy to be the source of the problem.
Result of the throw of dice "1d20 +6" :
5 + 6 = 11
“That stand of rotting bushes looks healthier than that standing of rotting trees…”
Result of the throw of dice "1d20 +6" :
5 + 6 = 11
“That stand of rotting bushes looks healthier than that standing of rotting trees…”
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- Post n°211
Re: chapter 3 - The Ranger's Request
With Zontreaux's help, Herger finds his way to the heart of the Blighted area.
As it is dark now, Jace can carry the torch as he doesn't need weapons in his hands.
go ahead and roll initiative now with Z's +1 from Scouting, just so we can sequence play a little easier
Deeper into this massive blight, the plants take on unnatural shades, and their branches seem to shudder and quake at the sensation of something passing. Up ahead is a wall of thick brambles with some sort of thorny iris in the center. The Pen is built into the side of a hill in the middle of a field of twisted, poisonous brambles.
There are three large, colorful plants called poison blooms here (each indicated on the map with an X).
Clustered near the gate\iris are four vine lashers (each indicated on the map with a V), small creeping plants each with one large fibrous tendrils.
There are three large, colorful plants called poison blooms here (each indicated on the map with an X).
Clustered near the gate\iris are four vine lashers (each indicated on the map with a V), small creeping plants each with one large fibrous tendrils.
As it is dark now, Jace can carry the torch as he doesn't need weapons in his hands.
go ahead and roll initiative now with Z's +1 from Scouting, just so we can sequence play a little easier
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- Post n°212
Re: chapter 3 - The Ranger's Request
Herger's Initiative:
Fri Sep 22 2023 08:26:04 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 7 to total : 6, + 7, TOTAL: 13
AC: 22 (w/shield)
HP: 32 (currently full)
Fort: 8
Reflex: 8
Will: 5
Movement: 20'
Fri Sep 22 2023 08:26:04 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 7 to total : 6, + 7, TOTAL: 13
AC: 22 (w/shield)
HP: 32 (currently full)
Fort: 8
Reflex: 8
Will: 5
Movement: 20'
Chris- Posts : 9518
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- Post n°213
Re: chapter 3 - The Ranger's Request
Jace
Result of the throw of dice "1d20 +6" :
2 + 6 = 8
Herger 13
Jace 8
Result of the throw of dice "1d20 +6" :
2 + 6 = 8
Herger 13
Jace 8
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- Post n°214
Re: chapter 3 - The Ranger's Request
"After you"
navyik- Posts : 5040
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- Post n°215
Re: chapter 3 - The Ranger's Request
Grimgar
Stat Block:
HP: 25/28
AC: 19 Breastplate (17 quilted)
+2 with raised shield
Fort: 7
Reflex: 5
Will: 8
Move: 20’
Initiative/Perception: +6
Initiative
Result of the throw of dice "1d20 +6" :
12 + 6 = 18
Stat Block:
HP: 25/28
AC: 19 Breastplate (17 quilted)
+2 with raised shield
Fort: 7
Reflex: 5
Will: 8
Move: 20’
Initiative/Perception: +6
Initiative
Result of the throw of dice "1d20 +6" :
12 + 6 = 18
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- Post n°216
Re: chapter 3 - The Ranger's Request
Grim is up
navyik- Posts : 5040
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- Post n°217
Re: chapter 3 - The Ranger's Request
Grimgar
Stat Block:
HP: 25/28
AC: 19 Breastplate (17 quilted)
+2 with raised shield
Fort: 7
Reflex: 5
Will: 8
Move: 20’
Initiative/Perception: +6
Grim casts Magic weapon on Herger’s sword.
“Don’t outpace each other. make them come to you so we can work the flanks.” Grim moves to B-12.
That’s 3 actions if we’re counting yet. Otherwise he’s still defending.
Stat Block:
HP: 25/28
AC: 19 Breastplate (17 quilted)
+2 with raised shield
Fort: 7
Reflex: 5
Will: 8
Move: 20’
Initiative/Perception: +6
Grim casts Magic weapon on Herger’s sword.
“Don’t outpace each other. make them come to you so we can work the flanks.” Grim moves to B-12.
That’s 3 actions if we’re counting yet. Otherwise he’s still defending.
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- Post n°218
Re: chapter 3 - The Ranger's Request
Yup, normal turns and action economy please.
Grim enchants Herger's sword and moves forward.
Herder is up
Grim enchants Herger's sword and moves forward.
Herder is up
whit10- Posts : 6622
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- Post n°219
Re: chapter 3 - The Ranger's Request
Herger will move to C-12 with his sword drawn and shield up. That's easily within his normal 20' movement.
The crazy priest's idea is sound tactically.
Stat block:
AC: 22 (w/shield)
HP: 32 (currently full)
Fort: 8
Reflex: 8
Will: 5
Movement: 20'
Sword is enchanted: +1 and striking +1d8 damage
The crazy priest's idea is sound tactically.
Stat block:
AC: 22 (w/shield)
HP: 32 (currently full)
Fort: 8
Reflex: 8
Will: 5
Movement: 20'
Sword is enchanted: +1 and striking +1d8 damage
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- Post n°220
Re: chapter 3 - The Ranger's Request
Jace moves to B11 and activates his arcane ward giving +1 ac in a 5ft radius
Z is up
Z is up
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Re: chapter 3 - The Ranger's Request
HP: 32/32
AC: 19 - 21 w/ reaction
Fort: 5
Reflex: 10
Will: 5
Move: 25’ +5 w/ panache
Initiative/Perception: +5
Start with panache, Ends round maintaining panache
Initiative Declined: "After You"
AP 1: Initiative Declined: "After You"
AP 2: INTERACT, light torch
AP 3: STRIDE 30 ft towards I/5
AC: 19 - 21 w/ reaction
Fort: 5
Reflex: 10
Will: 5
Move: 25’ +5 w/ panache
Initiative/Perception: +5
Start with panache, Ends round maintaining panache
Initiative Declined: "After You"
AP 1: Initiative Declined: "After You"
AP 2: INTERACT, light torch
AP 3: STRIDE 30 ft towards I/5
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- Post n°222
Re: chapter 3 - The Ranger's Request
navyik- Posts : 5040
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Re: chapter 3 - The Ranger's Request
Grimgar
Stat Block:
HP: 25/28
AC: 19 Breastplate (17 quilted)
+2 with raised shield
Fort: 7
Reflex: 5
Will: 8
Move: 20’
Initiative/Perception: +6
“Looks, like it’s them drawing us in.”
Mystified by the lack of response, grim moves towards 12-i behind cover of his shield. If there’s a change in behavior from the plant creatures he will stop short of 12-i
Stat Block:
HP: 25/28
AC: 19 Breastplate (17 quilted)
+2 with raised shield
Fort: 7
Reflex: 5
Will: 8
Move: 20’
Initiative/Perception: +6
“Looks, like it’s them drawing us in.”
Mystified by the lack of response, grim moves towards 12-i behind cover of his shield. If there’s a change in behavior from the plant creatures he will stop short of 12-i
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- Post n°224
Re: chapter 3 - The Ranger's Request
whit10- Posts : 6622
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- Post n°225
Re: chapter 3 - The Ranger's Request
Herger will move to I-11; same as before with shield and sword
Stat block:
AC: 22 (w/shield)
HP: 32 (currently full)
Fort: 8
Reflex: 8
Will: 5
Movement: 20'
Sword is enchanted: +1 and striking +1d8 damage
Stat block:
AC: 22 (w/shield)
HP: 32 (currently full)
Fort: 8
Reflex: 8
Will: 5
Movement: 20'
Sword is enchanted: +1 and striking +1d8 damage
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- Post n°226
Re: chapter 3 - The Ranger's Request
navyik wrote:
“Looks, like it’s them drawing us in.”
Mystified by the lack of response, grim moves towards 12-i behind cover of his shield. If there’s a change in behavior from the plant creatures he will stop short of 12-i
Perhaps I could have clarified my intent through roleplay - "As always gentlemen, I will dance away and behind" or somesuch. I figured I'd made clear what this build does, it's not a "stand and trade blows" fighter.
I expected the main element to hold together as you all seemed to be roleplaying, and since nothing was moving, did my usual maneuvering to turn the flank/provoke a response. My intent was to trigger enemy reaction, adjust our orientation by securing a flank, and clear the path for the party in moving along the top where we could best control incoming threats with reduced exposure/flank risk.
There is still time to avoid getting everyone trapped and surrounded in the center.
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- Post n°227
Re: chapter 3 - The Ranger's Request
I agree with you entirely Matt. The fighter and cleric (with the mage) can handle the 'center' you are better off as a flanker given your fighting style
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- Post n°228
Re: chapter 3 - The Ranger's Request
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- Post n°229
Re: chapter 3 - The Ranger's Request
Z is doing exactly what Grim imagined he would do. Grim is mystified by our ability to approach the plant creatures unchallenged.
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Re: chapter 3 - The Ranger's Request
navyik wrote:Z is doing exactly what Grim imagined he would do. Grim is mystified by our ability to approach the plant creatures unchallenged.
Good copy - didn't want you you to think i was blowing you off. Im also wary of the inaction.
HP: 32/32
AC: 19 - 21 w/ reaction
Fort: 5
Reflex: 10
Will: 5
Move: 25’ +5 w/ panache
Initiative/Perception: +5
Start with panache, Ends round maintaining panache
AP 1 & 2: STRIDE 30 ft, end move in Q/5
AP 3: Attack adjacent foe, improvised weapon -2, torch
Result of the throw of dice "1d20 +6" :
13 + 6 = 19
Torch dmg
Result of the throw of dice "1d4" :
2 B + 1 Fire
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- Post n°231
Re: chapter 3 - The Ranger's Request
Chris wrote:
Grimgar 18
Herger 13
Jace 8
Zontreaux *
Vine Lashers *last*
Zontreaux strolls up to the unassuming bush and pokes it with torch. It takes damage and immediately rustles to life along with all the other Vine Lashers. All Vine Lashers were using Delay and join initiative after Zontreaux.
A single large tendril springs to life in a whip-like motion.
current map
VL1 whips it tendril at Zontreaux
Melee [one-action] vine +7 [+3/-1] (agile, finesse, reach 10 feet), Damage 1d8+2 plus Grab
Result of the throw of dice "1d20 +7" :
18 + 7 = 25
Result of the throw of dice "1d8 +2" :
4 + 2 = 6
Z takes 6 damage and is now "Grabbed"
Grab
[one-action]
Source Bestiary pg. 343
Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action. Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended.
Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Vine Lasher has a special addition to the Grab feature, which actually weakens it a bit
Light Hold A creature grabbed by a vine lasher is not immobilized, but the grabbed creature’s space and every adjacent square use the rules for difficult terrain. If the creature moves, the vine lasher moves with it, always keeping the grabbed creature within 10 feet of itself. If two or more vine lashers have a creature grabbed in this way, then the target’s space and adjacent square instead use the rules for greater difficult terrain.
I did a fair bit of research and PF2e doesn't seem to have any clear rules for monsters dragging creatures or picking them up and throwing. It sounds like this was intentional by the devs so GMs couldn't just toss PCs into lava, but that seems lame.
The idea is the Vine Lashers drag their prey, but mechanically, it is done using the Shove action
Shove
[one-action]
Attack
Source Core Rulebook pg. 243 4.0
Requirements You have at least one hand free. The target can’t be more than one size larger than you.
You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC.
Critical Success You push your target up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
Success You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Critical Failure You lose your balance, fall, and land prone.
Shove and free follow is about the same effect as Drag, it just reverses the positioning of the graber and the grabee.
Shove is an "attack" tag action, so it does suffer from the multi-attack penalty
Shove is Athletics vs target Fort DC, Zontreaux has +5 so = 15
Shove
Result of the throw of dice "1d20 +3" :
12 + 3 = 15
The Vine Lasher drags (shoves and follows) Zontreaux 5ft
it will try again
Result of the throw of dice "1d20 -1" :
8 - 1 = 7
nope
____________________________________________________________________________________
VL2 tries the same trick against Herger
Vine attack
Result of the throw of dice "1d20 +7" :
8 + 7 = 15
nope
#2
Result of the throw of dice "1d20 +3" :
12 + 3 = 15
nope
#3 (cuz it has nothing else to do)
Result of the throw of dice "1d20 -1" :
18 - 1 = 17
nope x3
______________________________________________________________________________________
VL3 strides twice and waddles over to Grim, 1 vine attack
Result of the throw of dice "1d20 +7" :
2 + 7 = 9
nope
________________________________________________________________________________________
VL4 strides twice around the tree towards Jace and makes 1 vine attack
Result of the throw of dice "1d20 +7" :
20 + 7 = 27
crit!
Result of the throw of dice "1d8 +2" :
8 + 2 = 10 x2 = 20!
OUCH
Jace is at 4\24 HP now and grabbed by VL4
new map with VL moves
top of the round
Chris wrote:
Grimgar 18
Herger 13
Jace 8 (4\24 hp) grabbed
Zontreaux * (26\32 hp) grabbed
Vine Lashers *last*
unless I missed any reactions, Grimgar is up
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- Post n°232
Re: chapter 3 - The Ranger's Request
if they move up and attack, doesn't Herger get an AoO as a reaction
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- Post n°233
Re: chapter 3 - The Ranger's Request
whit10 wrote:if they move up and attack, doesn't Herger get an AoO as a reaction
uh... no, never has been that way in any game unless you had Sentinel feat in 5e
1 - you don't have a reach weapon and they do
2 - they are 10ft away, so you can't hit them anyways
here is the rules for pf2e version
Attack of Opportunity
[reaction]
Source Core Rulebook pg. 142 4.0
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
so the creature has to be in your reach to start with (5ft) and then use a manipulate, "move" tag action, ranged attack or leaves your reach while moving
Herger is still up
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- Post n°234
Re: chapter 3 - The Ranger's Request
right, nevermind, don't know why I thought that...
I think Grimgar is up, actually
I will be traveling between Denver and Chicago on Tuesday and Wednesday. Quick company thing, not social. I will try to post updates if I can but it might be Wednesday night before I have the chance.
I think Grimgar is up, actually
I will be traveling between Denver and Chicago on Tuesday and Wednesday. Quick company thing, not social. I will try to post updates if I can but it might be Wednesday night before I have the chance.
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- Post n°235
Re: chapter 3 - The Ranger's Request
Grimgar
Stat Block:
HP: 25/28
AC: 19 Breastplate (17 quilted)
+2 with raised shield
Fort: 7
Reflex: 5
Will: 8
Move: 20’
Initiative/Perception: +6
Exasperated, Grim hustles to G-15
Attack with axe
Result of the throw of dice "1d20 +8" :
2 + 8 = 10
“Herger!”
Grim attacks again
Result of the throw of dice "1d20 +8" :
19 + 8 = 27
-5=22
Damage
Result of the throw of dice "1d8 +4" :
6 + 4 = 10
Stat Block:
HP: 25/28
AC: 19 Breastplate (17 quilted)
+2 with raised shield
Fort: 7
Reflex: 5
Will: 8
Move: 20’
Initiative/Perception: +6
Exasperated, Grim hustles to G-15
Attack with axe
Result of the throw of dice "1d20 +8" :
2 + 8 = 10
“Herger!”
Grim attacks again
Result of the throw of dice "1d20 +8" :
19 + 8 = 27
-5=22
Damage
Result of the throw of dice "1d8 +4" :
6 + 4 = 10
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- Post n°236
Re: chapter 3 - The Ranger's Request
whit10 wrote:right, nevermind, don't know why I thought that...
I think Grimgar is up, actually
I will be traveling between Denver and Chicago on Tuesday and Wednesday. Quick company thing, not social. I will try to post updates if I can but it might be Wednesday night before I have the chance.
no worries, have a safe trip. I apologize that grouchy GMs can be grouchy
Grim chases after Jace's captor and whacks it once with his axe
Chris wrote:
Grimgar 18
Herger 13
Jace 8 (4\24 hp) grabbed
Zontreaux * (26\32 hp) grabbed
Vine Lashers
VL1 (-3 hp)
VL2
VL3
VL4 (-10 hp)
*last*
now Herger is up but we may be paused for a bit
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Re: chapter 3 - The Ranger's Request
Herger moves to H-13 and it's time to chop some weeds....
Attack action:
Wed Sep 27 2023 22:51:02 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 11 to total : 19, + 11, TOTAL: 30
ooooh, that could be a crit?
damage if critical:
Wed Sep 27 2023 22:52:24 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 4d8 + 5 to total : 3, 5, 8, 8, + 5, TOTAL: 29
damage if normal:
Wed Sep 27 2023 22:52:47 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 2d8 + 5 to total : 8, 4, + 5, TOTAL: 17
more actions pending the outcome of that attack
Attack action:
Wed Sep 27 2023 22:51:02 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 1d20 + 11 to total : 19, + 11, TOTAL: 30
ooooh, that could be a crit?
damage if critical:
Wed Sep 27 2023 22:52:24 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 4d8 + 5 to total : 3, 5, 8, 8, + 5, TOTAL: 29
damage if normal:
Wed Sep 27 2023 22:52:47 GMT-0600 (Mountain Daylight Time)
Rolling line 1 : 2d8 + 5 to total : 8, 4, + 5, TOTAL: 17
more actions pending the outcome of that attack
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- Post n°238
Re: chapter 3 - The Ranger's Request
Housekeeping issue here. We never determined who possesses the potions. 2 lesser healing and 2 bark skin. It’s Grim’s general rule not to have the healer hoarding the healing potions, so at this point each character should have at least one. One Bark skin and a healing potion beyond what supplies other party members he might keep.
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- Post n°239
Re: chapter 3 - The Ranger's Request
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Re: chapter 3 - The Ranger's Request
Alan, Herger has one of the healing potions, didn't really need the barkskin...
Herger will raise his shield and be done.
Stat block:
AC: 22 (w/shield)
HP: 32 (currently full)
Fort: 8
Reflex: 8
Will: 5
Movement: 20'
Sword is enchanted: +1 and striking +1d8 damage
Herger will raise his shield and be done.
Stat block:
AC: 22 (w/shield)
HP: 32 (currently full)
Fort: 8
Reflex: 8
Will: 5
Movement: 20'
Sword is enchanted: +1 and striking +1d8 damage
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- Post n°241
Re: chapter 3 - The Ranger's Request
Jace will Interact to draw a lesser healing potion, Interact to drink it and then Concentrate on his aura, increasing the size by 5ft
PFS StandardHealing Potion (Lesser)
Item 3
Source Core Rulebook pg. 563 4.0
Price 12 gp
The potion restores 2d8+5 Hit Points.
Result of the throw of dice "2d8 +5" :
7 + 1 + 5 = 13
Zontreaux is up and grabbed
reminder: Light Hold A creature grabbed by a vine lasher is not immobilized, but the grabbed creature’s space and every adjacent square use the rules for difficult terrain. If the creature moves, the vine lasher moves with it, always keeping the grabbed creature within 10 feet of itself. If two or more vine lashers have a creature grabbed in this way, then the target’s space and adjacent square instead use the rules for greater difficult terrain.
PFS StandardHealing Potion (Lesser)
Item 3
Source Core Rulebook pg. 563 4.0
Price 12 gp
The potion restores 2d8+5 Hit Points.
Result of the throw of dice "2d8 +5" :
7 + 1 + 5 = 13
Chris wrote:
Grimgar 18
Herger 13
Jace 8 (17\24 hp)
Zontreaux * (26\32 hp) grabbed
Vine Lashers
VL1 (-3 hp)
VL2
VL3VL4 ]
*last*
Zontreaux is up and grabbed
reminder: Light Hold A creature grabbed by a vine lasher is not immobilized, but the grabbed creature’s space and every adjacent square use the rules for difficult terrain. If the creature moves, the vine lasher moves with it, always keeping the grabbed creature within 10 feet of itself. If two or more vine lashers have a creature grabbed in this way, then the target’s space and adjacent square instead use the rules for greater difficult terrain.
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Re: chapter 3 - The Ranger's Request
HP: 26/32
AC: 19 - 21 w/ reaction
Fort: 5
Reflex: 10
Will: 5
Move: 25’ +5 w/ panache
Initiative/Perception: +5
Start with panache, Ends round maintaining panache
AP 1: ESCAPE "Attack" - Zontreaux selects Acrobatics ability
Result of the throw of dice "1d20 +8" :
11 + 8 = 19
AP 2&3 Pending results.
AC: 19 - 21 w/ reaction
Fort: 5
Reflex: 10
Will: 5
Move: 25’ +5 w/ panache
Initiative/Perception: +5
Start with panache, Ends round maintaining panache
AP 1: ESCAPE "Attack" - Zontreaux selects Acrobatics ability
Result of the throw of dice "1d20 +8" :
11 + 8 = 19
AP 2&3 Pending results.
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- Post n°243
Re: chapter 3 - The Ranger's Request
MAS wrote:HP: 26/32
AC: 19 - 21 w/ reaction
Fort: 5
Reflex: 10
Will: 5
Move: 25’ +5 w/ panache
Initiative/Perception: +5
Start with panache, Ends round maintaining panache
AP 1: ESCAPE "Attack" - Zontreaux selects Acrobatics ability
Result of the throw of dice "1d20 +8" :
11 + 8 = 19
AP 2&3 Pending results.
checking the rules....
Escape
[one-action]
Attack
Source Core Rulebook pg. 470 4.0
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).
Athletics DC 10 + 6 = 16
Zontreaux slips away!
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Re: chapter 3 - The Ranger's Request
HP: 26/32
AC: 19 - 21 w/ reaction
Fort: 5
Reflex: 10
Will: 5
Move: 25’ +5 w/ panache
Initiative/Perception: +5
Start with panache, Ends round maintaining panache
"...No shrub can hold ZONTREAUX!"
AP 2: ATTACK, Precise strike, Silver Rapier
Result of the throw of dice "1d20 +3" :
15 + 3 = 18
DMG if hit:
Result of the throw of dice "1d6 +3" :
3 + 3 = 6 P
+2 dmg, Precise strike
6P / 8 total
AP 3: STRIDE to L/8
AC: 19 - 21 w/ reaction
Fort: 5
Reflex: 10
Will: 5
Move: 25’ +5 w/ panache
Initiative/Perception: +5
Start with panache, Ends round maintaining panache
"...No shrub can hold ZONTREAUX!"
AP 2: ATTACK, Precise strike, Silver Rapier
Result of the throw of dice "1d20 +3" :
15 + 3 = 18
DMG if hit:
Result of the throw of dice "1d6 +3" :
3 + 3 = 6 P
+2 dmg, Precise strike
6P / 8 total
AP 3: STRIDE to L/8
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- Post n°245
Re: chapter 3 - The Ranger's Request
Zontreaux jabs the vine lasher and darts away. However, when he gets closer to the other plants....
Hazards: There are three large, colorful plants called poison blooms here (each indicated on the map with an X). If a non-plant creature approaches within 10 feet of any of these poison blooms, all three of them each unleash a cloud of mindfuddle gas that spreads out to a range of 20 feet. The poisonous gas remains in the area for 1 minute, and the poison blooms need 10 minutes to recharge before they can expel this gas again.
Mindfuddle Gas (poison, inhaled); Saving Throw Fortitude;
It looks like Zontreaux gets hit twice but they poison blooms miss everyone else.
Z needs 2 FORT saves please
Hazards: There are three large, colorful plants called poison blooms here (each indicated on the map with an X). If a non-plant creature approaches within 10 feet of any of these poison blooms, all three of them each unleash a cloud of mindfuddle gas that spreads out to a range of 20 feet. The poisonous gas remains in the area for 1 minute, and the poison blooms need 10 minutes to recharge before they can expel this gas again.
Mindfuddle Gas (poison, inhaled); Saving Throw Fortitude;
It looks like Zontreaux gets hit twice but they poison blooms miss everyone else.
Z needs 2 FORT saves please
Chris wrote:
Grimgar 18
Herger 13
Jace 8 (17\24 hp)
Zontreaux * (26\32 hp) grabbed
Vine Lashers
VL1 (-11 hp)
VL2
VL3VL4 ]
*last*
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- Post n°246
Re: chapter 3 - The Ranger's Request
we need fire
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- Post n°247
Re: chapter 3 - The Ranger's Request
whit10 wrote:we need fire
Zontreaux has a lit torch. I just took the radius of light off the map since there were so many other circles now.
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Re: chapter 3 - The Ranger's Request
Rolling "1d20 +5" 2 times
1: 5 + 5 = 10
2: 1 + 5 = 6
OOOF.
1: 5 + 5 = 10
2: 1 + 5 = 6
OOOF.
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- Post n°249
Re: chapter 3 - The Ranger's Request
MAS wrote:Rolling "1d20 +5" 2 times
1: 5 + 5 = 10
2: 1 + 5 = 6
OOOF.
Mindfuddle Gas (poison, inhaled); Saving Throw DC 15 Fortitude;
Maximum Duration 6 rounds;
Stage 1 stupefied 1 (1 round);
Stage 2 stupefied 2 (1 round);
Stage 3 1d4 mental damage, stupefied 2, and confused (1 round)
Z fails both times
Stupefied
Source Core Rulebook pg. 622 4.0
Your thoughts and instincts are clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.
ok, lots of micro rules to unpack here....
method of exposure
Inhaled: An inhaled poison is activated by unleashing it from its container. Once unleashed, the poison creates a cloud filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it; a creature aware of the poison before entering the cloud can use a single action to hold its breath and gain a +2 circumstance bonus to the saving throw for 1 round.
Multiple exposures
Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length.
A few things to keep in mind...
Afflictions take effect at the end of your turn so if they have anything that can remove a Poison then they can stop themselves from suffering an additional tick of damage.
So at the end of each round, you make another Poison save (since the stages are 1 round long for this poison). If you fail, you advance a stage (get worse) but if you succeed you start to get better (reduce a stage). Critical success\failure moves you by 2 stages and medicine checks help those rolls.
Medicine is a really good skill
Treat Poison
[one-action]
Manipulate
Source Core Rulebook pg. 248 4.0
Requirements You are holding healer's tools, or you are wearing them and have a hand free
You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison.
Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.
Afflictions
Source Core Rulebook pg. 457 4.0
Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.
Z had 2 exposures, failed both, but no crit fails, so... he starts at Stupified 2 in round 1. At the end of his next turn, he gets to save again to see if he gets better or worse. For Z, being in the cloud would mean another exposure, if he stays there - each round at the start, in addition to the Affliction check at the end.
Poisons are nasty
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- Post n°250
Re: chapter 3 - The Ranger's Request
'Chris wrote:
Grimgar 18
Herger 13
Jace 8 (17\24 hp)
Zontreaux * (26\32 hp) stupified 2
Vine Lashers
VL1 (-11 hp)
VL2
VL3VL4 ]
*last*
The Vine Lashers continue their insidious plot to grab the party and drag them into the Mindfuddle gas!
VL1 strides to N-8 and whips are Zontreaux
Melee [one-action] vine +7 [+3/-1] (agile, finesse, reach 10 feet), Damage 1d8+2 plus Grab
Light Hold A creature grabbed by a vine lasher is not immobilized, but the grabbed creature’s space and every adjacent square use the rules for difficult terrain. If the creature moves, the vine lasher moves with it, always keeping the grabbed creature within 10 feet of itself. If two or more vine lashers have a creature grabbed in this way, then the target’s space and adjacent square instead use the rules for greater difficult terrain.
Result of the throw of dice "1d20 +7" :
4 + 7 = 11
miss!
again
Result of the throw of dice "1d20 +3" :
13 + 3 = 16
miss!
_________________________________________________________________________________
VL2 (1) strides to I-11 and (2) whips at Jace
Result of the throw of dice "1d20 +7" :
12 + 7 = 19
got him!
Result of the throw of dice "1d8 +2" :
3 + 2 = 5
Jace takes 5 and is GRABBED
VL2 will now try to Drag Jace into the poison cloud
Athletics check
Result of the throw of dice "1d20 +6" :
8 + 6 = 14
not quite enough! whew
__________________________________________________________________________________
VL 3 (1) strides to J-13 and (2) whips at Herger
Result of the throw of dice "1d20 +7" :
12 + 7 = 19
miss! nice AC, dang it
again
Result of the throw of dice "1d20 +3" :
14 + 3 = 17
nope
Chris wrote:
Grimgar 18
Herger 13
Jace 8 (12\24 hp) grabbed
Zontreaux * (26\32 hp) stupified 2
Vine Lashers
VL1 (-11 hp)
VL2
VL3VL4 ]
*last*
Grimgar is up, mind the gas
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