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PFS 6-12 Scions of the Sky Key part 1| Game Play


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spacer.pngTanith Camarilla, Elven Wizard

Tanith Profile

Female Lawful Neutral Elf Wizard (Conjuration - Teleportation)

Level 1 Init 5 HP 8/8 Speed 30'
AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2)
Light Crossbow +3 (1d8, 19-20/x2)  (+3 Dex)
Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Cantrips: Acid Orb, Dancing Lights, Mage Hand

1st level Mage Armor, Grease, Colour Spray

Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door

Wand of Infernal Healing 50/50

Condition None 

Familiar 'Imp' Profile

Familiar (Elemental Familiar [Air]) Thrush "Imp"
N Diminutive (+6 to fly +8 to stealth) animal
Init +2 Senses low-light vision

Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9

AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4  

Fort +0 Ref +4 Will [+4]

Speed 10 ft Fly 50 ft (good)

Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft.

Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13
Race Feats Skill Focus (Perception)
Skills Fly (Good) +16, Perception +9, Stealth +14
Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link.

Tanith, her crossbow on her back.. she wanted to defend herself and not shoot over long distances, raises a hand to direct an acid orb at the small flying creature.

 

 

 

Name
Acid Orb vs Touch AC
19
1d20+3 16
Damage 
4
1d3+1 3
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Vesal advances and readies to slash at dangerous plants that come within reach.

 

 

AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 12/12 1st 2/2 Fire Resistance 5  Fast heal 2 1/1

Actions

Move west and ready attack

Stat Block

Vesal
M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30

AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2,

CMB +1, Base Attack Bonus 0, Action Points n/a

scimitar +4 (1d6+4, 18+; x2 +2fire)

darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex)

wand of clw 50 charges

Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None  

Name
ready action atk; slash damage
17; 10
1d20+4;1d6+4 [13]; [13,6]
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(OOC I am not sure if I am part of the all players since I initiated, so I will roll as if I am and if not just ignore and move me back to starting square)

Not prepared adequately for the leaf beast, Sorgath moves beside his teammate and readies an attack.

"Stay near so it is forced to come near my blade!"

Sorgath

Male CN Half-Orc Medium

Level 1 Init 2 HP 10/10 Speed 30'
AC 17 Touch 12 FF 15 CMD 16 Fort 5 Ref 4 Will 2 CMB +4 BAB 0 

Fauchard, Cold Iron +5 (1d10+6+3, 18-20/x2)
Fauchard, Cold Iron, Large +5 (2d8+7+3, 18-20/x2)

Sling +3 (1d4+4+3, x2)

Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14
Condition None 

 

 
Name
ready
9
1d20+5 4
confirm
24
1d20+5 19
aoo1
15
1d20+5 10
confirm
19
1d20+5 14
damage ready-double if crit
16
1d10+9 7
damage confirm same
15
1d10+9 6
spirit die- if aoo misses, can roll afterknowing
2
1d8 2
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Posted (edited)

 

C1.
Sorgoth cautiously moves forward to inspect the body. His caution proves warranted as a small, leafy creature flitters down from the canopy and attacks him. Though he was prepared, his defensive swings all miss.

 

Round 1

* Leaf creature flies past Sogath and tries to scratch him with it's stinger. Sorgath responds, but, also, misses. It lands a distance away in the low foliage.

* Khan's snap shot misses the creature.

* Tanith gets a little closer and hits it with Acid Splash. I moved you to be in range to target Blue.

* Vesal moves up and readies to hit it if it comes close.

* Sorgath also prepares to swing at Blue if it makes another pass. You are part of All PCs. If someone is not included, I'll list which PCs may act.

 

 

STATS

Perception: Normal

Terrain: Jungle

Cover: Normal

 

Sorgath- 10/10 HP;

Tanith- 8/8 HP;

Vesal- 9/9 HP;

Khan- 12/12 HP;

 

Blue Leaf -4 hp; 10' high

 

 

*** MAPS AND HANDOUTS ***

 

 

 

Edited by Dax Thura (see edit history)
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Posted (edited)

 

Vesal and Sorgath are ready for it to make it's next pass and cut it down mid flight.

*** COMBAT OVER ***

 

Further checking the grove out confirms that there is some useful items among all of the skeletons that litter the area. There is a suit of +1 studded leather armor, a masterwork scimitar, and two potions of cure light wounds. In addition, several of the plants growing here are key components in expensive medicines, and the PCs can harvest sundry alchemical and medicinal reagents worth 100 gp.

 

C2

A deep ravine divides the valley here, bridged only by an ancient and crumbling span of stone reinforced by haphazard wooden reinforcements. A pair of ancient dwarven statues flanks either side of the bridge, each in considerable disrepair. An ancient stone building partly consumed by the jungle is visible across the ravine.

 

 

 

STATS

Perception: Normal

Terrain: Jungle

Cover: Normal

 

Sorgath- 10/10 HP;

Tanith- 8/8 HP;

Vesal- 9/9 HP;

Khan- 12/12 HP;

 

Blue Leaf 10' high

 

 

*** MAPS AND HANDOUTS ***

 

 

 

Edited by Dax Thura (see edit history)
Name
Blue Stinger v Vesal; Piercing
5; 4
1d20+3;1d4+1 [2]; [2,3]
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spacer.pngTanith Camarilla, Elven Wizard

Tanith Profile

Female Lawful Neutral Elf Wizard (Conjuration - Teleportation)

Level 1 Init 5 HP 8/8 Speed 30'
AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2)
Light Crossbow +3 (1d8, 19-20/x2)  (+3 Dex)
Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Cantrips: Acid Orb, Dancing Lights, Mage Hand

1st level Mage Armor, Grease, Colour Spray

Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door

Wand of Infernal Healing 50/50

Condition None 

Familiar 'Imp' Profile

Familiar (Elemental Familiar [Air]) Thrush "Imp"
N Diminutive (+6 to fly +8 to stealth) animal
Init +2 Senses low-light vision

Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9

AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4  

Fort +0 Ref +4 Will [+4]

Speed 10 ft Fly 50 ft (good)

Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft.

Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13
Race Feats Skill Focus (Perception)
Skills Fly (Good) +16, Perception +9, Stealth +14
Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link.

Tanith, clearly saddened by the death of whomever it was that was still breathing until a short time before, collects all the items found and the reagents gathered. "I wonder who they were and what they were doing here?", she remarks, sounding like she is thinking out loud.

Having a wand that heals, she leaves the potions for whomever might need them. She also leaves the nice scimitar for Vesal, and the armor for whomever can use it.


Tanith eyes the bridge with some consternation. It wasn't just that it looked like it might fall down by itself, it was the possibility that enemies in the building across the way could help it along while they were on it.

Tanith grimaces and eyes the others.. "Well that looks safe.", she murmurs sarcastically. While pondering how to get across she dispatches her thrush familiar to scout the building on the other side. Imp takes off and taking a rather circuitous route to stay out of sight of the building, has a look inside.

OOC: Imp Stealth (take 10) for 24. Imp Perception (take 10) for 19. Sorry just had enough of this dice roller.

 

 

 

Edited by Starhawk (see edit history)
Name
Tanith Perception
20
1d20+7 13
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Vesal picks up the scimitar, and potion. Then she hands the other potion to Sorgoth. She looks at the rickety bridge. "I'm going to jump it rather than walk across. Vesal announces.

 

 

AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 12/12 1st 2/2 Fire Resistance 5  Fast heal 2 1/1. Treasure: mw scimitar+5, p of clw

Actions

She will carry the masterwork scimitar.

She will give the potions to herself and Sorgoth since they are the melee builds.

Stat Block

Vesal
M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30

AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2,

CMB +1, Base Attack Bonus 0, Action Points n/a

scimitar +4 (1d6+4, 18+; x2 +2fire)

darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex)

wand of clw 50 charges

Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None  

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Vesal and Sorgath are ready for it to make it's next pass and cut it down mid flight.

*** COMBAT OVER ***

 

Further checking the grove out confirms that there is some useful items among all of the skeletons that litter the area. There is a suit of +1 studded leather armor, a masterwork scimitar, and two potions of cure light wounds. In addition, several of the plants growing here are key components in expensive medicines, and the PCs can harvest sundry alchemical and medicinal reagents worth 100 gp.

 

C2

A deep ravine divides the valley here, bridged only by an ancient and crumbling span of stone reinforced by haphazard wooden reinforcements. A pair of ancient dwarven statues flanks either side of the bridge, each in considerable disrepair. An ancient stone building partly consumed by the jungle is visible across the ravine.

 

Everyone please take a Move action or whatever Vesal is doing.

 

STATS

Perception: Normal

Terrain: Jungle

Cover: Normal

 

Sorgath- 10/10 HP;

Tanith- 8/8 HP;

Vesal- 9/9 HP;

Khan- 12/12 HP;

 

Blue Leaf 10' high

 

 

*** MAPS AND HANDOUTS ***

 

 

 

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"How about I make a loop on the end of my rope and your familiar could drop it over the head of a statue on the other side? Or I could spend a few minutes trying to hook it with my grap hook. After we secure the other end tie myself off and attempt the jump over. Once I am across I can help secure the rope and we can repeat until everyone is over. Khan if you could watch and shoot anything that tries to take advantage of our vulnerability as we cross."

"If I fall it should be a short fall, leaving myself 10 feet running space on the rope. I will climb back up easily. Wish me luck!"

Sorgath

Male CN Half-Orc Medium

Level 1 Init 2 HP 10/10 Speed 30'
AC 17 Touch 12 FF 15 CMD 16 Fort 5 Ref 4 Will 2 CMB +4 BAB 0 

Fauchard, Cold Iron +5 (1d10+6+3, 18-20/x2)
Fauchard, Cold Iron, Large +5 (2d8+7+3, 18-20/x2)

Sling +3 (1d4+4+3, x2)

Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14
Condition None 

 

 

 

Edited by kanatafun (see edit history)
Name
acrobatics if needed
5
1d20+2 3
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Khan
spacer.png
Male, Half-orc
Class: Ranger | Level: 1
Str: 14 | Dex: 16 | Con: 14 | Int: 12 | Wis: 13 | Cha: 10
HP: 12/12 | Speed: 30 | Init: +3
AC: 17 | Touch: 13 | Flat-footed: 14
CMD: 16 | FCMD: 13
Fort: 4 | Ref: 5 | Will: 1

Weapons

Longbow: +4 (1d8, x3) [100 ft range]
Scimitar (cold-iron): +3 (1d6+2, 18-20/x2)
Dagger: +3 (melee)/+4 (missile) (1d4+2, 19-20/x2) [10 ft range]

Frequently Used Skills

Climb: +6  | Heal: +5 | Knowledge (Nature): +5  | Perception: +6  | Stealth: +8

Survival: +5

Situational Modifiers

 

 

Favored Enemy | Freedom Fighter | Orc Blood | Orc Ferocity  | Point-Blank Shot | Track

Bonus Types

 

The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source.


 

Alchemical: --- | Armor: +3 | BAB: +1 | Circumstance: --- | Competence: ---

Deflection: --- | Dodge: --- | Enhancement: +1 | Inherent: --- | Insight: ---

Luck: --- | Morale: --- | Natural Armor: --- | Profane: --- | Racial: Various

Resistance: --- | Sacred: --- | Shield: ---  | Size: --- | Trait: Various

 

Condition(s): None

 

Post

"I will take this" Khan said as he picked up the studded leather armor and looked it over, brushing it off to clean off any apparent debris. The half-orc then removed his own leather armor and donned the studded leather armor. The leather armor, the leaned upon the nearest dwarven statue. He notched an arrow and nodded to the request of him watch the area as the others tried to get across the rickety bridge.

 

OOC & Mechanics

Claiming the studded leather +1 (unless, of course, someone else wants it).

Perception Check

 

Features | Prepared Spells

Wild Empathy: (+1)

 

Spells Prepared (CL: 1)
1st Level [DC: 12] 2nd Level [DC: 13] 3rd Level [DC: 14] 4th Level [DC: 15]
X X X X

 

Name
Perception Check
25
1d20+6 19
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After the group has grabbed all of the gear and medicinal plants . Vesal takes a running start and jumps over the fifteen foot section of bridge that is held up by the wooden supports. After she is across, she can tie off a support rope or guard the other side. Whatever the party needs her to do.

 

 

AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 12/12 1st 2/2 Fire Resistance 5  Fast heal 2 1/1. Treasure: mw scimitar+5, p of clw

Actions

Take 10 on acrobatics for a 17 which is enough to clear 15 feet.

Stat Block

Vesal
M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30

AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2,

CMB +1, Base Attack Bonus 0, Action Points n/a

scimitar +4 (1d6+4, 18+; x2 +2fire)

darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex)

wand of clw 50 charges

Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None  

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Posted (edited)

 

C2

A deep ravine divides the valley here, bridged only by an ancient and crumbling span of stone reinforced by haphazard wooden reinforcements. A pair of ancient dwarven statues flanks either side of the bridge, each in considerable disrepair. An ancient stone building partly consumed by the jungle is visible across the ravine.

Just as Vesal lands, she feels a rope tighten around her legs. Then, she is lifted feet first 10' into the air.

Vesal can either break free of the grapple (CMD 20) or cut herself free as a standard action with a light or one-handed slashing weapon. Either of these will drop you 10 feet and you will take falling damage as appropriate. Another PC may attempt a Disable Device check to disarm the sprung trap and lower the grappled you to the ground safely; this Disable Device action takes 2d4 rounds.
 

As she hangs there, Vesal sees an earless, panther-like beast snarls as the skin of its face twitches, then peels back to reveal the bone and flesh beneath.

 

Round 1 All PCs May act.

- Vesal needs to make a Will 12 or become Frightened.

*

 

 

STATS

Perception: Normal

Terrain: Jungle

Cover: Normal

 

Sorgath- 10/10 HP;

Tanith- 8/8 HP;

Vesal- 9/9 HP;

Khan- 12/12 HP;

 

Blue Leaf 10' high

 

 

*** MAPS AND HANDOUTS ***

 

 

 

Edited by Dax Thura (see edit history)
Name
Noose Trap CMB v Vesal
18
1d20+10 8
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spacer.pngTanith Camarilla, Elven Wizard

Tanith Profile

Female Lawful Neutral Elf Wizard (Conjuration - Teleportation)

Level 1 Init 5 HP 8/8 Speed 30'
AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2)
Light Crossbow +3 (1d8, 19-20/x2)  (+3 Dex)
Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Cantrips: Acid Orb, Dancing Lights, Mage Hand

1st level Mage Armor, Grease, Colour Spray

Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door

Wand of Infernal Healing 50/50

Condition None 

Familiar 'Imp' Profile

Familiar (Elemental Familiar [Air]) Thrush "Imp"
N Diminutive (+6 to fly +8 to stealth) animal
Init +2 Senses low-light vision

Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9

AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4  

Fort +0 Ref +4 Will [+4]

Speed 10 ft Fly 50 ft (good)

Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft.

Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13
Race Feats Skill Focus (Perception)
Skills Fly (Good) +16, Perception +9, Stealth +14
Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link.

Tanith murmurs.. "We're cursed.." seeing her precautions once more do nothing to alter outcomes. She then gestures and chants words of magic. Vesal finds herself covered in grease that should make escaping from the trap child's play.

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"Trapppp!" Vesal yelps as she snaps up into the air. A couple of unlady like words escape her mouth. Too busy planning her escape, she ignores the pulled back face. Vesal prepares to attempt a back flip as she cuts the rope with her scimitar. Then she cuts it. . .

Pulling off her backflip and landing on her feet, she screams at the creature "I am your curse. Wicked beast prepare for judgement "

 

 

 

AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 12/12 1st 2/2 Fire Resistance 5  Fast heal 2 1/1. Treasure: mw scimitar+5, p of clw

Actions

standard action: cut the rope

Attempt to reduce the fall by 10' with a DC 15 acrobatics check . . .success so fall is reduce to 0' for damage.

Stat Block

Vesal
M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30

AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2,

CMB +1, Base Attack Bonus 0, Action Points n/a

scimitar +4 (1d6+4, 18+; x2 +2fire)

darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex)

wand of clw 50 charges

Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None  

Edited by Rakle (see edit history)
Name
will save
19
1d20+2 17
DC 15 acrobatics
20
1d20+7 13
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I move back a 5 feet, drop my fauchard, draw my sling as a move and fire a bullet at the beast

Sorgath

Male CN Half-Orc Medium

Level 1 Init 2 HP 10/10 Speed 30'
AC 17 Touch 12 FF 15 CMD 16 Fort 5 Ref 4 Will 2 CMB +4 BAB 0 

Fauchard, Cold Iron +5 (1d10+6+3, 18-20/x2)
Fauchard, Cold Iron, Large +5 (2d8+7+3, 18-20/x2)

Sling +3 (1d4+4+3, x2)

Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14
Condition None 

 

Name
sling
14
1d20+3 11
damage
10
1d4+7 3
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