Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin attacks Torgue's opponent...

atk1, mw scimitar, wf, inspired: 1d20 + 12 + 1 + 2 ⇒ (17) + 12 + 1 + 2 = 32
dmg1, scimitar, inspired: 1d6 + 7 + 2 ⇒ (6) + 7 + 2 = 15

atk2, mw scimitar, wf, inspired: 1d20 + 7 + 1 + 2 ⇒ (11) + 7 + 1 + 2 = 21
dmg2, scimitar, inspired: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Questions: Can Bri still take her action for Round 1? So these butcher hooks are the black dots along the ground?

Also Sorrin and Torgue, Chell cast Bless so you have an additional +1 to attack.

Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm

Round 2

Astrianna is feeling quite useless, and can't even get around to strike with a weapon due to the rusty hooks. She moves out of Chell's way so the priest can get line of sight on Torgue and Sorrin before casting a spell to trip up the gatormen.

Free Action:Maintain Inspire Courage (13/16)

Move Action: 5' move to H5

Standard Action: Cast Grease on F 5-6,E 5-6, DC 15 Reflex check for or fall prone if they're moving along the surface of the hallway.

Active Effects: Inspire courage, Bless (+1 attack)


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

My first round action would have been to sleep something.


Evil GM

Astri you only really see what is hexes I and H: 6 and they both have the butcher hooks. torgue notices the hooks in F and G:6

Bri tries to make F:5 slumber in RD 1.

will save: 1d20 + 9 ⇒ (8) + 9 = 17

What is your save DC Bri? can you put your save DC's next to the descriptions in your hexes. Thanks


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP 83/100(97/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Longspear
Rage used 3/18
Effects: Inspire(+2/+2),Bless(+1)
Used:

Torgue unleashes a fist full of brass at the beast at F-5
Pow,PA,Inspire,Bless: 1d20 + 12 ⇒ (11) + 12 = 231d3 + 11 ⇒ (3) + 11 = 14
Pow#2,PA,Inspire,Bless: 1d20 + 7 ⇒ (13) + 7 = 201d3 + 11 ⇒ (2) + 11 = 13


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Save is 17 for all my hexes


Evil GM

Astri grease will only create an oil slick on the muck surface and will not effect their footing...remember everything is under water you are standing in 4-5 feet of water that is already covering slick stone.

RD 2: Initiative order: update

Chell
Astri -
Torgue - hits F:5 twice for 27 Hp
Sorrin - hits F:5 twice for 25 HP
Gatormen
Bri

The gatorman that Torgue and Sorrin are ganging up on looks significantly wounded but he is still up.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

No lightening bolts or fireballs for this battle.

Bri will try to sleep one again her turn. dc 17


Evil GM

I'm going to give Chell some time to post before I take the gatormen. I know she is on vacation. I'll DMPC if necessary later.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Not sure if it is even possible but i imagine storm burst either won't work or will be super effective. Subject to dm discretion of course. It creates a burst of buffeting rain and wind. Wind underwater means bubbles and they hamper vision. Do what you will with that.

Storm Burst ranged touch+ic+bless: 1d20 + 9 ⇒ (18) + 9 = 27
nonlethal: 1d6 + 3 ⇒ (2) + 3 = 5
-2 to attack or whatever you decide. Move me close enough the use it.

-Posted with Wayfinder


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

I'll just go ahead and take my action, and if Astri's bow explodes I deserved it

Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm

Round 2, try #2

Astrianna can't get around the nasty hooks in the ground without swimming over them, and honestly after seeing what those gatormen are doing to Sorrin and Torgue she doesn't want to get near them.

Instead she pulls out her longbow and dips her head below the water to keep her vision consistent, and tries to fire an arrow past Torgue into the gatorman they have been double teaming.

Free Action: Maintain Inspire Courage (13/16)

Move Action: 5' move to H5, draw Longbow

Standard Action: Fire longbow on Gatorman F5 past Torgue, +4 AC for gatorman from soft cover

Longbow attack, inspired, point-blank, bless, firing through 5 feet of water: 1d20 + 7 + 2 + 1 + 1 - 2 ⇒ (11) + 7 + 2 + 1 + 1 - 2 = 20

Damage, point-blank, inspired: 1d8 + 1 + 1 + 2 ⇒ (4) + 1 + 1 + 2 = 8

Active Effects: Inspire courage, Bless (+1 attack)


Evil GM

Chell's divine powers churn the mucky water and a sudden burst of hits the gatorman that was being ganged up on. no LOS on the other creature without damaging chell by moving on the butcher hooks. I figured she would not do that

Astri's arrow misses with the soft from the others.

Updated RD 2 Map


Evil GM

RD 2: Gatormen

ATTACK ON SORRIN

The creature attacks Sorrin once again. (G:3) in a frenzy it hits, bites ans slaps,

bite: 1d20 + 14 ⇒ (20) + 14 = 34;damage: 1d6 + 4 ⇒ (4) + 4 = 8

then it's arms flail out swinging hard,

slam: 1d20 + 15 ⇒ (10) + 15 = 25;damage: 1d6 + 6 ⇒ (2) + 6 = 8

finally its tail smacks at the intruder,

tail slap: 1d20 + 12 ⇒ (9) + 12 = 21;damage: 1d8 + 8 ⇒ (8) + 8 = 16

"Yous dies fors thys Caller"

One hits for 8 HP, I'm not sure if the second one hits if you have an other buffs going.

---------

ATTACK ON Torgue

'Diesssssss, diesssssssss!" it hisses

The creature attacks sorrin once again. (F:5)

bite, sb: 1d20 + 14 - 2 ⇒ (10) + 14 - 2 = 22;damage: 1d6 + 4 ⇒ (1) + 4 = 5

then it's arms flail out swinging hard,

slam, sb: 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27;damage: 1d6 + 6 ⇒ (2) + 6 = 8

finally its tail smacks at the intruder,

tail slap, sb: 1d20 + 12 ⇒ (18) + 12 = 30;damage: 1d8 + 8 ⇒ (3) + 8 = 11

*SB = storm burst penalty

The barbarian gets pummeled by the significanlty injured creature. 22 HP of damage.

---
the second one tries to save vs Bri's slumber DC 17

will save: 1d20 + 9 ⇒ (16) + 9 = 25


Evil GM

RD 3: Initiative order: update

Chell
Astri -
Torgue -
Sorrin -
Gatormen
Bri

RD 3 Map


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

1d20 + 3 + 2 + 1 ⇒ (16) + 3 + 2 + 1 = 22
dam: 1d4 + 2 ⇒ (3) + 2 = 5
1d20 + 3 + 2 + 1 ⇒ (18) + 3 + 2 + 1 = 24
dam: 1d4 + 2 ⇒ (4) + 2 = 6

Very frustrated by their continued resistance her he hexing, Bri does something rather unusual for her. She lashes out physically, moving up to the nearest critter and attempting to pierce its hide with her claws.

Belok should be damn glad I didn't scratch him as hard as I could....

Gods be damned, swamp dwelling, mouthbreathing gatormen.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP 61/100(97/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Longspear
Rage used 3/18
Effects: Inspire(+2/+2),Bless(+1)
Used:

Torgue keeps hammering away

Pow,Bless,PA,Inspire: 1d20 + 12 ⇒ (18) + 12 = 301d3 + 11 ⇒ (3) + 11 = 14
Pow,Bless,Inspire,PA: 1d20 + 7 ⇒ (11) + 7 = 181d3 + 11 ⇒ (2) + 11 = 13


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

You crit threatened Sorrin, with the bite! And hit with the slam yes.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Looks like i gotta channel: 3d6 ⇒ (2, 2, 4) = 8

below average. Awesome.

-Posted with Wayfinder


Evil GM
Sorrin the Wayward wrote:
You crit threatened Sorrin, with the bite! And hit with the slam yes.

I missed the nat 20.

confirming round 2 crit on Sorrin:

bite: 1d20 + 14 ⇒ (4) + 14 = 18;damage: 1d6 + 4 ⇒ (2) + 4 = 6

No confirmation.


Evil GM

RD 3 summary for Torgue's attack.

the barbarian strike with his first swing and sending the gatroman down intp the muck. With his second attack he thumps the prone and unconscious creature for measure, killing it.

Chell sends a healing wave among her allies.

Bri I will hold you action until the gatorman goes. You don't have enough movement to get up there and attack, you'd have to double move to get to F:4 because of the difficult terrain. Sorrin is up perhaps move F:4 to give you space to act in (his AC is increased with mobility)


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

What's your hp at Sorrin? I think you're more hurt than Torgue anyway.

Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm

Round 3

Burbling in frustration at being barely able to do anything, Astrianna takes out her wand and taps Sorrin with it during her intricate dance.

Move Action:Draw wand of cure light wounds

Standard Action: Cast Cure light wounds on Sorrin

CLW on Sorrin: 1d8 + 1 ⇒ (7) + 1 = 8


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Thanks, love... Sorrin quickly slashes at the remaining reptilian.

atk1, mw scimitar, wf, inspired, bless: 1d20 + 12 + 1 + 2 + 1 ⇒ (12) + 12 + 1 + 2 + 1 = 28
dmg1, scimitar, inspired: 1d6 + 7 + 2 ⇒ (6) + 7 + 2 = 15

atk2, mw scimitar, wf, inspired, bless: 1d20 + 7 + 1 + 2 + 1 ⇒ (16) + 7 + 1 + 2 + 1 = 27dmg2, scimitar, inspired: 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13


Evil GM

The remaining gatorman is hit twice by Sorrin but the creature is still a pillar of health right now. Bri since Sorrin did not move, you have no place to move with only 30 feet of movement. You'd have to double move to get to F:4 Let me know if you want to do that. You had a good roll too.

I'll take the gatorman's action in about a half an hour, I have quick errand to run.


Evil GM

Updated RD 3 Map


Evil GM

RD 3: Gatorman

The remaining gatorman tasting the coppery sent of fresh blood in the air gives a toothy grin, "Diessss, diesssssss fresh meat."

ATTACK ON SORRIN

The creature attacks Sorrin once again. (G:3)

bite: 1d20 + 14 ⇒ (4) + 14 = 18;damage: 1d6 + 4 ⇒ (4) + 4 = 8

slam: 1d20 + 15 ⇒ (13) + 15 = 28;damage: 1d6 + 6 ⇒ (3) + 6 = 9

tail slap: 1d20 + 12 ⇒ (14) + 12 = 26;damage: 1d8 + 8 ⇒ (8) + 8 = 16

Two more vicious attacks rend chunks of flesh from the fearless warrior.

Bri did you want to double move to get in position for next round? Alternatively, you can try something else like moving to F:5 where you have a LOS on the gatorman or lend healing support to Sorrin, assuming Torgue will step up to F:4 to fill the gap.


Evil GM

Bri needs to decide on her RD 3 action.

RD 4:

Chell
Astri -
Torgue -
Sorrin -
Gatormen
Bri

Note: Sorrin is in bad shape.

RD 4 Map


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Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

tis but a flesh wound...


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

I guess I will move. Sadly it is unlikely I could roll well enough to hit them again.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Torgue isn't threatened so I can move through his sqaure, correct?

Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm

Round 4

Astrianna watches as Sorrin gets shredded by the gatorman, blood obscuring her vision further in the murky water. It's lucky they underestimated the group, if they had sent another person to intercept them they might have been in trouble.

She realizes her limited healing isn't enough to keep the warrior from dying, and moves out of the way so Chell can administer some real blessings. "Sorrin, pull out, let Torgue and me handle him!" The bard burbles as she swims past Torgue, letting go of her wand to knock and fire an arrow at the menacing hybrid.

Free Action: Maintain Inspire Courage (12/16), drop wand

Move Action:10' Move to F5

Standard Action: Attack on gatorman G3

longbow, point-blank, inspired, bless, 5 feet water: 1d20 + 7 + 1 + 2 + 1 - 2 ⇒ (20) + 7 + 1 + 2 + 1 - 2 = 29

Damage, point-blank, inspired: 1d8 + 1 + 1 + 2 ⇒ (3) + 1 + 1 + 2 = 7

threat: 1d20 + 7 + 1 + 2 + 1 - 2 ⇒ (13) + 7 + 1 + 2 + 1 - 2 = 22

Damage x2: 1d8 + 1 + 1 + 2 ⇒ (8) + 1 + 1 + 2 = 12

Damage x3: 1d8 + 1 + 1 + 2 ⇒ (1) + 1 + 1 + 2 = 5

24 total if crit

Active effects: Inspire courage, Bless


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

*snickers* She just told Sorrin to pull out......


Evil GM

Bri I need some help with where you plan to move, you go before Astri. Astri if Bri moves to F:5, then you won't be able to move to that hex.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

That is the problem of moving last. That and narrow areas. Just move me as close as I can get after everyone else moves.


Evil GM
Embrianna wrote:
That is the problem of moving last. That and narrow areas. Just move me as close as I can get after everyone else moves.

Everyone had moved in RD 3 that why I wanted clarification. Rather than beating this horse to death, I'm just moving you to conclude Rd 3 to I: 5. Astri gave me clear direction where she is moving in RD 4, so I will place her in F:5.

RD 4:

Chell

Astri - moved to F:5 and and confirmed 24 HP of damage. The creature is still up.

Torgue -
Sorrin -
Gatormen
Bri

torgue F:4 is open if you want to take a move action to get in melee range with the gatorman.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP 61/100(97/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Longspear
Rage used 3/18
Effects: Inspire(+2/+2),Bless(+1)
Used:

Torgue moves to F-4 and batters the beastie
Pow,PA,Inspire,Bless: 1d20 + 12 ⇒ (6) + 12 = 181d3 + 11 ⇒ (2) + 11 = 13


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:
Embrianna wrote:
*snickers* She just told Sorrin to pull out......

LOL. I love you Bri.


Evil GM

torgue moves and attacks but he misses. The gatorman snickers, "me's gonna kilz yous first than kilz phat one next." He stares down Sorrin.

chell and Sorrin are up. Chell is still on vacation and if she doesn't go before the gatorman, I'll probably DMPC a healing channel.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin takes a defensive stance. Come get it , stupid.

AC 30, full defense.


Evil GM

DMPC: Chell

"Oh my...he's bleeding from so many places. Yikes."

healing surge: 3d6 ⇒ (1, 1, 6) = 8

She moves to H:5.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Bri accidentally gooses Sorrin when she casts a heal hex upon him.

heal: 2d8 + 6 ⇒ (7, 1) + 6 = 14

I think I should be able to reach him where I stand


Evil GM

RD 4: Gatorman

sorrin thought maybe you'd withdraw.

Sensing the human's death is near the gatorman splits it's attacks between on Sorrin and torgue,

Sorrin:
bite: 1d20 + 14 ⇒ (15) + 14 = 29;damage: 1d6 + 4 ⇒ (1) + 4 = 5

slam: 1d20 + 15 ⇒ (19) + 15 = 34;damage: 1d6 + 6 ⇒ (5) + 6 = 11

torgue:

tail slap: 1d20 + 12 ⇒ (2) + 12 = 14;damage: 1d8 + 8 ⇒ (4) + 8 = 12


Evil GM

Bri moves closer and touches Sorrin healing some of his wounds.

I think sorrin has 19 HP now after chell and bri's healing and the gator hit.


Evil GM

RD 5:

Chell

Astri -

Torgue -
Sorrin -
Gatormen
Bri

I can update the map when I get home. using the lst map here are the updates: toruge is in F:4, Astri is in F:5, Sorrin is in G:4, Bri is in G:5, Chell is in H;5


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm

Round 5

Astrianna is stunned as Sorrin stands his ground. "Are you trying to get killed?! Retreat!" She yells at the warrior underwater, which makes a large burst of bubbles.

The half-elf knocks another arrow and tries to end the gatorman.

Free Action: Maintain Inspire Courage (11/16)

Standard Action: Longbow attack on gatorman G3

Longbow, point-blank, inspired, bless, 5 feet water: 1d20 + 7 + 1 + 2 + 1 - 2 ⇒ (10) + 7 + 1 + 2 + 1 - 2 = 19

Damage, point-blank, inspired: 1d8 + 1 + 1 + 2 ⇒ (6) + 1 + 1 + 2 = 10


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Thought water was 4-5ft deep, difficult terrain. Why do you keep saying underwater. And, Sorrin is the hardest target to hit. Drawing agro, tanking. Torgue has HP, but is a soft target. Ultimately would take more damage and require more healing.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

She likes to do everything on her knees?


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Embri: Yes

Sorrin: Because Astri is tall enough to have her head above the water but not tall enough to be firing the bow above the water. Thus she is taking a -2 penalty for shooting through water and the logical parts of my brain got confused and thought she was underwater. Also your character's actions are for you to decide, but Astri is still going to call Sorrin an idiot for risking his life in a situation where he could just retreat.


Evil GM

Astri's arrow clinks off the nearby wall barely missing it's target.

It is 4-5 deep water here, I think Astri is doing it for flavor of the scene. Even though you are a tank, there is no shame in withdrawing to heal up. There are others who can step up into the hole.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP 49/100(61/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Longspear
Rage used 3/18
Effects: Inspire(+2/+2),Bless(+1)
Used:

Torgue flips his lid as the gator refuses to go down. GUNNA MAKE BOOTS OF YA!
Pow,Inspire,Bless,Rage,PA: 1d20 + 14 ⇒ (5) + 14 = 191d3 + 12 ⇒ (2) + 12 = 14
Pow2,Inspire,Bless,Rage,PA: 1d20 + 9 ⇒ (18) + 9 = 271d3 + 12 ⇒ (3) + 12 = 15


Evil GM

RD 5: torgue

His first swing is wide left but his second cut lands home. He's hurt badly but still up and ready to attack.

Chell and sorrin act before the Gatorman. I'll DMPC Chell in a little bit if she hasn't checked in.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

I need magic knuckles!

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