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


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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

Khan was surprised to see Vesal pulled up into the air. He was equally surprised when the strange creature revealed itself. Without hesitation, the half-orc raised his bow, took aim at the creature and fired.

 

OOC & Mechanics

Attack

Damage

 

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
Attack
10
1d20+4 6
Damage
7
1d8 7
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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.

* Tanith moves forward to cast Grease on Vesal to aid in her escape.

*

 

 

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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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 swears like a sailor for the second time in as many days, as for the second time in so many days, she has wasted one of her three precious spells. "Act slowly.. keep the others waiting if you have to.", she hisses, apparently to herself.

Edited by Starhawk (see edit history)
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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

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

* Tanith moves forward to cast Grease on Vesal to aid in her escape.

* Vesal, too focused on cutting herself free, barely notices the cat-thing's skull face. She frees herself and nimbly lands on her feet.

* Sorgath's sling shot hits the stone next to the beast.

* Khan's aim is off.

* It comes forth to bite at Vesal.

 

 

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
Beast Bite v Vesal; Piercing
6; 2
1d20+2;1d6 [4]; [4,2]
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Sortath picks up his fauchard and advances cautiously across the bridge, taking extra time/movement as needed.

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 

 

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vesalhead.jpeg.ed24b180969fedcc75544509b3392971.jpeg

Spinning in place, Vesal slashes at the cat-like creature. "Take that" She announces as her blade comes directly at the nasty cat.

 

 

 

AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 11/12 1st 2/2 Fire Resistance 5  Fast heal 2 1/1. Treasure: mw scimitar+5, p of clw

Actions

move action: activate battle dance inspire courage

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
mw scimitar w/ battle dance atk, dmg
21; 11
1d20+7;1d6+6 [14]; [14,5]
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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

 

Effect(s): Firing Into MeleeIf you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)

If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character.

If your target is two size categories larger than the friendly characters it is engaged with, this penalty is reduced to –2. There is no penalty for firing at a creature that is three size categories larger than the friendly characters it is engaged with.
; Point-Blank ShotFEAT

You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

 

Post

Khan moved forward as he notched another arrow, stopping right before the crumbling portion of the bridge. He had to get closer because he knew that his shot would require extra care with his companions now engaged with the beast. He pulled back the string and took aim at it then took in a deep breath, releasing the bowstring as he exhaled.

 

OOC & Mechanics

Attack Roll

Damage Roll

 

 

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
Attack Roll
18
1d20+1 17
Damage Roll
6
1d8 6
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Posted (edited)

 

With focused and fatal intensity, you bring the beast down.

 

The rest of the team takes care in making their way across the rickety bridge. Two of the weapons in the hands of the statues at the bridge are actual weapons. One holds a masterwork long spear and the other a masterwork light hammer bearing a cut onyx on its pommel.

 

 

After you cross the bridge, you can see more and more of the kobolds' influence and presence, from the repurposed art to sprung traps to occasional glimpses of patrols far off through the trees. While the kobolds have done their best to deface the ruins, you can still find many carvings and inscriptions that match the style of the one in Venture-Captain Sharrowsmith’s office.

What remains of the ruins’s heart may have once been a shrine. Demolished walls encircle an ancient dais, atop which a shattered anvil-shaped altar lies defaced with dried blood, chalk markings, and other detritus. The bones of dozens of humanoid creatures are scattered about the building, along with the larger skeletal remains of what may be wyverns or drakes that are marred with deep claw marks. Behind the altar, a large stairwell stained with the blood of countless creatures descends into some dark vault below.

Knowledge (religion) 12

The defaced alter was once dedicated to Torag.

 

Perception 15

You notice that most of the skeletal remains littering the ruin were slain by a creature with powerful claws, for marks from its savage attacks are etched deep into the bones.

 

Heal 20

You can date the wyvern bones as being centuries old, whereas the humanoid skeletons are much more recent.

 

Several kobolds are in the temple proper, painting the remaining five captive miners (two are already dead) with red and white patterns with a single yellow wing upon each human’s forehead. Others are nearby, singing and chanting Draconic paeans to their golden god. The captives are in and around the stairwell with their wrists bound.

 

Knowledge (religion) 12 or Sense Motive 15

The captives are being prepared for sacrifice, but there’s no recognizable deity associated with this particular ritual.

 

The religious focus and fervor allows you to make it close to the temple. If you intend to move onto the map without notice, a Stealth check is required.

 

 

STATS

Perception: Normal

Terrain: Jungle

Cover: Normal

 

Sorgath- 10/10 HP;

Tanith- 8/8 HP;

Vesal- 9/9 HP;

Khan- 12/12 HP;

 

Cyan

 

 

*** MAPS AND HANDOUTS ***

 

 

 

Edited by Dax Thura (see edit history)
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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

 

Effect(s): None

 

Post

Khan took a moment to take in the scenario before him. "Something big and powerful killed all of those people. We can catch them off guard if we attack now." he said quietly as he notched an arrow.

 

OOC & Mechanics

Perception Check

Heal 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
24
1d20+6 18
Heal Check
7
1d20+5 2
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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 surveys the area before her, informs the others about everything save the corpse, then waits for the military types to act.

Edited by Starhawk (see edit history)
Name
Knowledge Religion DC12
28
1d20+10 18
Perception
17
1d20+9 8
Heal DC20
14
1d20+1 13
2nd knowledge Religion
25
1d20+10 15
Stealth
14
1d20+7 7
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"Since the small ones are still alive, I am guessing we are safe for the moment from the large beast that had the claws. Perhaps the ritual summons the beast and it drags the sacrifice down those stairs as the blood seems to indicate. Let us act while they are distracted." (OOC if this is a surprise round, partial charge in to attack the one on the top. If it is not, move and attack the one on the top)

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
attack
18
1d20+5 13
confirm
19
1d20+5 14
damage
13
1d10+9 4
crit damage
14
1d10+9 5
AOO1
6
1d20+5 1
confirm
12
1d20+5 7
damage, x2 if crit
11
1d10+9 2
AOO2
17
1d20+5 12
damage, x2 if crit
SyntaxError: Unexpected termination of expression
1d10++
damage 2, x2 if crit
16
1d10+9 7
stealth if sneaking
20
1d20+2 18
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vesalhead.jpeg.ed24b180969fedcc75544509b3392971.jpeg

"Looks like we are boldly entering" She comments as the Sorgath strides into the room. She follows him into the room. She stops and readies to attack.

 

 

 

AC: 18 (19 if adjacent to a single foe) HP 9/9 Bard Song 11/12 1st 2/2 Fire Resistance 5  Fast heal 2 1/1. Treasure: mw scimitar+5, p of clw

Actions

move : 30' standard: ready an attack against any enemy that moves adjacent to her.

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
sense motive
11
1d20 11
perception
15
1d20+4 11
ready action atk; dmg
24; 9
1d20+4;1d6+4 [20]; [20,5]
crit confirm atk, slash dmg, fire dmg
5; 10; 2
1d20+4;1d6+4;2 [1]; [1,6]; [1,6]
stealth
9
1d20+3 6
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Posted (edited)

 

What remains of the ruins’s heart may have once been a shrine. Demolished walls encircle an ancient dais, atop which a shattered anvil-shaped altar lies defaced with dried blood, chalk markings, and other detritus. The bones of dozens of humanoid creatures are scattered about the building, along with the larger skeletal remains of what may be wyverns or drakes that are marred with deep claw marks. Behind the altar, a large stairwell stained with the blood of countless creatures descends into some dark vault below.

 

I may have been unclear. Before combat begins, will you sneak onto the map and possibly gain a surprise round or just enter and begin round 1?

 

 

STATS

Perception: Normal

Terrain: Jungle

Cover: Normal

 

Sorgath- 10/10 HP;

Tanith- 8/8 HP;

Vesal- 9/9 HP;

Khan- 12/12 HP;

 

Cyan

 

 

*** MAPS AND HANDOUTS ***

 

 

 

Edited by Dax Thura (see edit history)
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