Act III: Coalescence
Re: Act III: Coalescence
You know they have a strong fort save, 10ft reach and can attack with both claws and tail in a round. Their poison is rather potent and saps a man's strength, but they'll also try to grab you with their claws and constrict.
They're fast too, too fast to outrun. The natural armour these things have is no joke. Magic is generally the easiest way to deal with such creatures.
They're fast too, too fast to outrun. The natural armour these things have is no joke. Magic is generally the easiest way to deal with such creatures.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Re: Act III: Coalescence
Nirili's init:
Actually, add 2 more to that - forgot about the favored terrain.
[16]+5 = 21
1d20+5: [
]
+5
= 21
1d20+5: [
Actually, add 2 more to that - forgot about the favored terrain.
"Excuse me while I whip this out." - Sheriff Bart
Re: Act III: Coalescence
Nirili doesn't like the look of those at all. She's quick to pull her bow - seems like keeping her distance might be the best option.
She fires an arrow at S1.
Attack:
Damage:
She fires an arrow at S1.
Attack:
[17]+9 = 26
1d20+9: [
]
+9
= 26
1d20+9: [
Damage:
[5]+3 = 8
1d8+3: [
]
+3
= 8
1d8+3: [
"Excuse me while I whip this out." - Sheriff Bart
Re: Act III: Coalescence
Nirili is quick to draw her bow and take a shot at S1. Thanks to Dethmir's early warning, and the drow's quick reactions, she manages to land an arrow directly in the creature's torso. It's a good shot, the carapace cracked, but the beast keeps coming.
Gortig is up.
Gortig is up.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Re: Act III: Coalescence
Gortig focusses his mind on the powers granted to him, grabs a pinch of various powders from a belt pouch, and mutters the magic words "Sezelrian Evo Malmis!". An especially flammable globe of fire appears near the scorpion to his right, immediately rolling towards the oversized arachnid.
OOC:
Casting Flaming Sphere with use of the Burning Amplification feat (-1 DC, ignites targets) at around AG15 then rolling it against S2. A DC 16 Reflex save will half the spell's damage, but regardless of the initial save the target will catch on fire. At the start of the scorpion's turns a DC 17 Reflex save will prevent the burning damage.
OOC:
Casting Flaming Sphere with use of the Burning Amplification feat (-1 DC, ignites targets) at around AG15 then rolling it against S2. A DC 16 Reflex save will half the spell's damage, but regardless of the initial save the target will catch on fire. At the start of the scorpion's turns a DC 17 Reflex save will prevent the burning damage.
- Dice rolls
- [3, 2, 4] = 9
3d6 (fire damage from Flaming Sphere): [
] = 9
- [3] = 3
1d6 (fire damage from Burning Amplification at the start of S2's round): [] = 3
Re: Act III: Coalescence
I see what you did there.
S2 fails its save and takes 12 damage. It is now on fire. It does not like this.
Dethmir is up.
S2 fails its save and takes 12 damage. It is now on fire. It does not like this.
Dethmir is up.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
- Cmdr Maxwell
- Level 13
- Posts: 906
- Joined: Sat Jun 27, 2020 11:51 pm
- Location: Leicestershire
Re: Act III: Coalescence
He's not going to let two critters - large as they may be - stop them. And knowing piercing or slashing weapons are probably the better option to try and get in between the carapace, he has a plan.
Hopping off the mount and stepping over to AC15, he'll unsheathe the kukri (the buckler is already on his forearm). Muttering a quick mental prayer to his goddess, expending one use of Fervor to cast Iron Skin on himself, he'll adopt a readied stance and shouts in his deep cadence at S2. "COME TER ME, YAH FECKLESS BASTARD!!"
So to confirm:
hopping off mount, moving to AC 15 and unsheathing weapon - move
casting Iron Skin with Fervor - swift
readying an attack to whichever comes closest - standard
shouting obscenity at SC2 - free
Edit: Ride check:
Hopping off the mount and stepping over to AC15, he'll unsheathe the kukri (the buckler is already on his forearm). Muttering a quick mental prayer to his goddess, expending one use of Fervor to cast Iron Skin on himself, he'll adopt a readied stance and shouts in his deep cadence at S2. "COME TER ME, YAH FECKLESS BASTARD!!"
So to confirm:
hopping off mount, moving to AC 15 and unsheathing weapon - move
casting Iron Skin with Fervor - swift
readying an attack to whichever comes closest - standard
shouting obscenity at SC2 - free
Edit: Ride check:
[18] = 18
1d20: [
]
= 18
1d20: [
Spoiler
HP: 41/41
AC: 24 (10 base, 9 armour, 1 shield, 0 dex, 4 natural, 0 other)
Active effects/spells: Iron Skin
AC: 24 (10 base, 9 armour, 1 shield, 0 dex, 4 natural, 0 other)
Active effects/spells: Iron Skin
Last edited by Cmdr Maxwell on Thu Mar 26, 2026 4:28 pm, edited 1 time in total.
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic
-----
"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
-----
"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
Re: Act III: Coalescence
Hate to break it to you but dismounting is a move action, unless you pass a DC 20 Ride check which makes it a free action. Might as well roll, you have a 5% chance.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
- Cmdr Maxwell
- Level 13
- Posts: 906
- Joined: Sat Jun 27, 2020 11:51 pm
- Location: Leicestershire
Re: Act III: Coalescence
I've updated my post
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic
-----
"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
-----
"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
Re: Act III: Coalescence
If I read Burning Amplification correctly, S2 only takes the d6 burning damage at the start of its own turn, and only if it fails the Reflex save. So 9 fire damage right now, 3 later, possibly?
Spoiler
Burning Amplification
You can expend some of the energy of your fire spells to make the flames linger long enough to cause your opponents to catch ablaze.
Benefit(s): Whenever you cast a spell with the fire descriptor, you can take a –1 penalty on the spells’ attack rolls and reduce the spell’s saving throw DC by 1 to cause any target that is dealt fire damage to catch on fire. The targets do not take burning damage for catching on fire until their next turn, and each target can attempt a Reflex saving throw to put out the fire before being damaged each round. Rather than the normal DC 15 Reflex saving throw to put the fire out, the target must succeed at a Reflex saving throw with a DC equal 10 + the spell’s level + the modifier of your spellcasting ability score). You must choose to use this feat before making an attack roll or before your targets attempt their saving throws. This feat has no effect on spells that neither allow a saving throw nor require an attack roll.
You can expend some of the energy of your fire spells to make the flames linger long enough to cause your opponents to catch ablaze.
Benefit(s): Whenever you cast a spell with the fire descriptor, you can take a –1 penalty on the spells’ attack rolls and reduce the spell’s saving throw DC by 1 to cause any target that is dealt fire damage to catch on fire. The targets do not take burning damage for catching on fire until their next turn, and each target can attempt a Reflex saving throw to put out the fire before being damaged each round. Rather than the normal DC 15 Reflex saving throw to put the fire out, the target must succeed at a Reflex saving throw with a DC equal 10 + the spell’s level + the modifier of your spellcasting ability score). You must choose to use this feat before making an attack roll or before your targets attempt their saving throws. This feat has no effect on spells that neither allow a saving throw nor require an attack roll.
Re: Act III: Coalescence
Dismounting into which square?
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
- Cmdr Maxwell
- Level 13
- Posts: 906
- Joined: Sat Jun 27, 2020 11:51 pm
- Location: Leicestershire
Re: Act III: Coalescence
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic
-----
"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
-----
"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
Re: Act III: Coalescence
S1 will move, skittering past Dethmir's horse to try and strike the dwarf in the back.
It's gonna lead with the sting.
8 to hit.
S2 passes its reflex save, thus extinguishing the fire. It beelines for Gortig, lashing out with its stinger.
16 to hit.
If that hits, 10 piercing damage and poison (Fort save)
Nirili is up.
It's gonna lead with the sting.
8 to hit.
S2 passes its reflex save, thus extinguishing the fire. It beelines for Gortig, lashing out with its stinger.
16 to hit.
If that hits, 10 piercing damage and poison (Fort save)
Nirili is up.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
- Cmdr Maxwell
- Level 13
- Posts: 906
- Joined: Sat Jun 27, 2020 11:51 pm
- Location: Leicestershire
Re: Act III: Coalescence
As my readied attack was for either one that got closer (even though he tried to bait S2), that would happen.
Seeing the other one move up, he swings around with as much dwarven might as he can muster. "This'll teach yah! Raaaarggh!!"
Attack:
Confirmation:
Base Damage:
Crit damage:
Seeing the other one move up, he swings around with as much dwarven might as he can muster. "This'll teach yah! Raaaarggh!!"
Attack:
[19]+7 = 26
1d20+7: [
]
+7
= 26
1d20+7: [
Confirmation:
[20]+7 = 27
1d20+7: [
]
+7
= 27
1d20+7: [
Base Damage:
[1]+5 = 6
1d8+5: [
]
+5
= 6
1d8+5: [
Crit damage:
[3]+5 = 8
1d8+5: [
]
+5
= 8
1d8+5: [
Last edited by Cmdr Maxwell on Fri Mar 27, 2026 7:15 pm, edited 1 time in total.
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic
-----
"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
-----
"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
Re: Act III: Coalescence
A 16 will hit.
"Aargh, that stings!"
"Aargh, that stings!"
- Dice rolls
- [19]+3 = 22
1d20+3 (Fort save): [] +3 = 22
Re: Act III: Coalescence
Nirili moves her horse to AB23
Attack:
Damage:
Sneak Attack Damage:
"Gortig - get out from between them!" she shouts. Nothing she can do about Dethmir short of killing the one he's engaged with.
ooc: I'm not sure about the move rules when mounted. I'm assuming redirecting her horse is a move action.
- I don't remember if a flanking bonus applies to a ranged attack. If it does, add 2 to the attack roll. I'm reasonably sure sneak attack applies here.
Attack:
[13]+9 = 22
1d20+9: [
]
+9
= 22
1d20+9: [
Damage:
[7]+3 = 10
1d8+3: [
]
+3
= 10
1d8+3: [
Sneak Attack Damage:
[3] = 3
1d6: [
]
= 3
1d6: [
"Gortig - get out from between them!" she shouts. Nothing she can do about Dethmir short of killing the one he's engaged with.
ooc: I'm not sure about the move rules when mounted. I'm assuming redirecting her horse is a move action.
- I don't remember if a flanking bonus applies to a ranged attack. If it does, add 2 to the attack roll. I'm reasonably sure sneak attack applies here.
"Excuse me while I whip this out." - Sheriff Bart
Re: Act III: Coalescence
Gortig shrugs off the poison. Not his first rodeo, not with scorpions, not with wacky substances.
Nirili. It's one thing to shoot your bow from horseback (DC5 Ride check which you can take 10 on as you have no ACP), but controlling this beast in combat is trickier.
It is a DC 20 ride check to manoeuvre your steed as these horses are not combat trained.
It is indeed a move action (But you're essentially giving the move action to the horse)
More Ride info here.
https://www.d20pfsrd.com/skills/ride/
Nirili. It's one thing to shoot your bow from horseback (DC5 Ride check which you can take 10 on as you have no ACP), but controlling this beast in combat is trickier.
It is a DC 20 ride check to manoeuvre your steed as these horses are not combat trained.
It is indeed a move action (But you're essentially giving the move action to the horse)
More Ride info here.
https://www.d20pfsrd.com/skills/ride/
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Re: Act III: Coalescence
Assuming it's Gortig's turn next.
As the horse beneath him starts to panic, Gortig has the sudden realization he won't likely be able to control the steed enough to get away from the scorpions safely. Which means it's fight or die. He starts another quick chant to conjure a protective field around himself, then grits his teeth as he raises an arm to control the flaming orb. With a swipe of his arm he rams it into the scorpion to his right. As the flames engulf the monstrous scorpion, a menacing orc face can be seen laughing in the dance of the flames.
OOC:
Casting Mage Armor using a standard action (D'oh, I should've cast this before the fight!). Then using a move action to roll the flaming sphere into S2. Reflex save DC 16 to half the fire damage, then it catches on fire again, with a Reflex save DC 17 to prevent the ignition. Through the feat Fire God's Blessing, Gortig will restore 1 hit point.
As the horse beneath him starts to panic, Gortig has the sudden realization he won't likely be able to control the steed enough to get away from the scorpions safely. Which means it's fight or die. He starts another quick chant to conjure a protective field around himself, then grits his teeth as he raises an arm to control the flaming orb. With a swipe of his arm he rams it into the scorpion to his right. As the flames engulf the monstrous scorpion, a menacing orc face can be seen laughing in the dance of the flames.
OOC:
Casting Mage Armor using a standard action (D'oh, I should've cast this before the fight!). Then using a move action to roll the flaming sphere into S2. Reflex save DC 16 to half the fire damage, then it catches on fire again, with a Reflex save DC 17 to prevent the ignition. Through the feat Fire God's Blessing, Gortig will restore 1 hit point.
Gortig Firehand
Gortig | HP 20/29 | AC 18 (T12/F17) | Saves Fort +4/Refl +4/Will +6
Active Effects:
Iceplant (+2 AC, Endure Elements)
Mage Armor (+4 AC)
Flaming Sphere (4/5 rounds)
Active Effects:
Iceplant (+2 AC, Endure Elements)
Mage Armor (+4 AC)
Flaming Sphere (4/5 rounds)
- Dice rolls
- [2, 2, 5] = 9
3d6 (fire damage, DC 16 for half): [
] = 9
- [1] = 1
1d6 (fire damage at the start of S2's turn, DC 17 Reflex to negate): [] = 1
Last edited by Gimble on Thu Apr 02, 2026 12:46 pm, edited 1 time in total.
Re: Act III: Coalescence
yeah - I wasn't sure if this was considered combat since the horse is not in a threatened square yet. That's why I asked for guidance there.Charon wrote: ↑Fri Mar 27, 2026 4:37 pmIt's one thing to shoot your bow from horseback (DC5 Ride check which you can take 10 on as you have no ACP), but controlling this beast in combat is trickier.
It is a DC 20 ride check to manoeuvre your steed as these horses are not combat trained.
It is indeed a move action (But you're essentially giving the move action to the horse)
More Ride info here.
https://www.d20pfsrd.com/skills/ride/
Ride (crosses fingers):
"Excuse me while I whip this out." - Sheriff Bart
Re: Act III: Coalescence
shit - didn't hit the roll button...
- Dice rolls
- [15]+5 = 20
1d20+5: [] +5 = 20
"Excuse me while I whip this out." - Sheriff Bart
- Cmdr Maxwell
- Level 13
- Posts: 906
- Joined: Sat Jun 27, 2020 11:51 pm
- Location: Leicestershire
Re: Act III: Coalescence
OOC: By my count, Dethmir is next. He'll use another Fervor to swift cast Divine Favour.
Dethmir calls out the next prayer, almost singularly focused on exacerbating the deep wound he just inflicted. "May mah blade defend mah life", as the blade begins to glow a bright golden hue from haft to tip.
Attack:
Confirmation:
Damage:
Crit damage:
OOC: Dangit bobbeh. Add another +1 to all rolls; forgot I have Fate's Approved as a feature. So it would be 22 damage total if crit hits.
Dethmir calls out the next prayer, almost singularly focused on exacerbating the deep wound he just inflicted. "May mah blade defend mah life", as the blade begins to glow a bright golden hue from haft to tip.
Attack:
[18]+9 = 27
1d20+9: [
]
+9
= 27
1d20+9: [
Confirmation:
[5]+9 = 14
1d20+9: [
]
+9
= 14
1d20+9: [
Damage:
[3]+6 = 9
1d8+6: [
]
+6
= 9
1d8+6: [
Crit damage:
[5]+6 = 11
1d8+6: [
]
+6
= 11
1d8+6: [
OOC: Dangit bobbeh. Add another +1 to all rolls; forgot I have Fate's Approved as a feature. So it would be 22 damage total if crit hits.
Spoiler
HP: 41/41
AC: 24 (10 base, 9 armour, 1 shield, 0 dex, 4 natural, 0 other)
Active effects/spells: Iron Skin, Divine Favour
AC: 24 (10 base, 9 armour, 1 shield, 0 dex, 4 natural, 0 other)
Active effects/spells: Iron Skin, Divine Favour
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic
-----
"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
-----
"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
Re: Act III: Coalescence
OK, so.
Nirili. Flanking only applies to melee attacks. AB23 is invalid for sneaks in terms of positioning, (consider the diagram on page 153 of the 3.5e PHB which shows how flanking works against larger creatures). It's also generally invalid for a ranged sneak as simply being in melee with another character does not enable sneaks. The creature would need to be flatfooted or denied its dex through other means. As far as I can tell, precision damage in Pathfinder functions exactly as 3.5e with the exception that you can sneak/crit undead, plants and constructs.
Anyway, the ten damage goes through as Nirili manages to guide her mount and take a shot at the scorpion with her bow. It's another solid hit and the arrow stays wedged in the carapace, dark purply liquid oozing slowly out around the arrowhead and drippling down the creature's back.
Gortig manipulates his flaming sphere into the scorpion's personal space. It fails its save again and takes the full 9 damage.
Dethmir next and he feels the thrill of combat rising up as he casts his divine favour and lays into Scorpion 1. He severs its foreleg on its left side and as the creature loses its footing, he hacks off one of the giant pincers and then rams his kukri into the creatures eyes.
It staggers around a bit, one pincer clacking madly, its tail stinger stabbing the sand in blind rage before it eventually succumbs.
S2 fails its next save so is now on fire and takes the extra 1 damage. It's gonna move to try escape the sphere because it doesn't know any better.
It'll move ten feet south (not gonna update the map as this is likely the last round) and continues its assault on Gortig as it tries to grab him with its pincers.
Natural 1.
Being on fire seems to be a problem for the creature and it involuntarily flinches in pain as its pincer comes in for the attack, snapping shut far too early.
Nirili is up.
Nirili. Flanking only applies to melee attacks. AB23 is invalid for sneaks in terms of positioning, (consider the diagram on page 153 of the 3.5e PHB which shows how flanking works against larger creatures). It's also generally invalid for a ranged sneak as simply being in melee with another character does not enable sneaks. The creature would need to be flatfooted or denied its dex through other means. As far as I can tell, precision damage in Pathfinder functions exactly as 3.5e with the exception that you can sneak/crit undead, plants and constructs.
Anyway, the ten damage goes through as Nirili manages to guide her mount and take a shot at the scorpion with her bow. It's another solid hit and the arrow stays wedged in the carapace, dark purply liquid oozing slowly out around the arrowhead and drippling down the creature's back.
Gortig manipulates his flaming sphere into the scorpion's personal space. It fails its save again and takes the full 9 damage.
Dethmir next and he feels the thrill of combat rising up as he casts his divine favour and lays into Scorpion 1. He severs its foreleg on its left side and as the creature loses its footing, he hacks off one of the giant pincers and then rams his kukri into the creatures eyes.
It staggers around a bit, one pincer clacking madly, its tail stinger stabbing the sand in blind rage before it eventually succumbs.
S2 fails its next save so is now on fire and takes the extra 1 damage. It's gonna move to try escape the sphere because it doesn't know any better.
It'll move ten feet south (not gonna update the map as this is likely the last round) and continues its assault on Gortig as it tries to grab him with its pincers.
Natural 1.
Being on fire seems to be a problem for the creature and it involuntarily flinches in pain as its pincer comes in for the attack, snapping shut far too early.
Nirili is up.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Re: Act III: Coalescence
An arrow at S2:
Attack:
Damage:
Attack:
[9]+9 = 18
1d20+9: [
]
+9
= 18
1d20+9: [
Damage:
[6]+3 = 9
1d8+3: [
]
+3
= 9
1d8+3: [
"Excuse me while I whip this out." - Sheriff Bart
Re: Act III: Coalescence
It's an easy shot with such a big target. Nirili plants an arrow in Scorpion 2, which wobbles unsteadily from the impact. It's not down, but it's certainly not got much fight left in it.
Gortig is up.
Gortig is up.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Re: Act III: Coalescence
Gortig once against directs the flaming sphere into the scorpion.
OOC: Forgot to note the DC (16) with the damage roll
OOC: Forgot to note the DC (16) with the damage roll
Gortig Firehand
Gortig | HP 20/29 | AC 18 (T12/F17) | Saves Fort +4/Refl +4/Will +6
Active Effects:
Iceplant (+2 AC, Endure Elements)
Mage Armor (+4 AC)
Flaming Sphere (2 rounds left)
Active Effects:
Iceplant (+2 AC, Endure Elements)
Mage Armor (+4 AC)
Flaming Sphere (2 rounds left)
- Dice rolls
- [1, 4, 1] = 6
3d6 fire (reflex save for half): [
] = 6
- [5] = 5
1d6 fire (DC 17 Reflex to negate at the start of S2's turn): [] = 5


