M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Out of the darkness comes a moaning and shambling undead creature
Engleert
Ederedn
Skellingtons
Jeskit
Eden
Zombie #2
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
The skeletons move up [ooc] for some reason I cant move the other so just think it is behind the other
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Eden Ghazobari wrote:
I'm not sure if I could also be on the other side but, if so, I'm attacking the other undead.
Eden swings her falchion off of her shoulder, using both hands to drive the blade into the undead, fixing it with a vicious stare.
Hypnotic stare, skeleton takes a -2 to all Will saves.
[Dice=Attack]1d20+3+2
+2 flanking
[Dice=Damage]2d4+4+1
+1 Painful Stare
You would have to try to get through the other undead in order to get to the opposite side with acrobatics. Is that something you want to do?
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Okay
You might also want to look up how mesmerist powers work on the undead
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Jeskit Thersis wrote:
Jeskit rages and closes on the near undead, swinging his sectioned staff.
Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!
Engelbert has 10’ reach with his bardiche, so he’d get an AOO on that first skeleton. mwk bardiche:1d20 + 4 ⇒ (17) + 4 = 21 damage:1d10 + 4 ⇒ (2) + 4 = 6
Engelbert tries to remember what he knows about these undead.
Knowledge (religion):1d20 + 1 ⇒ (8) + 1 = 9
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
The Suli remembers not so much about the undead they face
But he does hit the skeleton but the blow is not enough to destroy it while the nagaji hits the zombie in front of him, but not enough to stop it.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Engleert
Ederedn
Skellingtons
Jeskit
Eden
Zombie #2
Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!
Engelbert starts singing a rousing song (standard action) that inspires his allies with rage! He then steps back five feet to allow an ally to attack.
Inspired Rage:
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Unfortunalty the weapon hit is not a crit and the hit bounces off the zombie,
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
I dont think that stares work on the undead do they?
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
The suli's attack is powerful and does pretty good damage, to the wall.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
The groups appear to be at an impasse
Ederedn
Skellingtons
Jeskit
Eden
Zombie #2
Half-orc Mesmerist | HP 9/9 | AC 14 FF 13 T 11 | F +4 R +2 W +3 | Init +1 | Perc +4 | Speed: 30ft | 1st Spells 2/2 | Tricks 4/5
Undead Inception:
At 1st level, a spirit walker can affect undead creatures with his hypnotic stare as the psychic inception bold stare ability. This allows him to affect only undead; he must actually choose the psychic inception bold stare improvement if he wants to also affect other mindless creatures. At 3rd level when the spirit walker uses this ability, undead targets don’t receive a saving throw bonus (if they did to begin with), have only a 25% chance of ignoring the spirit walker’s mind-affecting spells and abilities, and no longer need to be under the spirit walker’s gaze to be affected. At 5th level, when the spirit walker uses his mind-affecting spells and abilities, they affect all undead normally, with no chance of failure.
This ability replaces consummate liar and mental potency.
Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None
Jeskit drops his blunt weapon as it seems to not be so helpful. He pulls the greatsword from his back and pulls it down on the zombie. Damn you creature, I will have my satisfaction!
Free action: drop sansetsukon. Move action: draw Greatsword. Provokes AoO.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Eden Ghazobari wrote:
** spoiler omitted **
Thank you for that. In the future you might want to let DM's know about that ability since regular mesmerists don't usually get to influence the undead.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Skellingtons cant do anything since the zombie is still in the way which the nagai misses.
1d20 + 4 ⇒ (16) + 4 = 20 AoO
The zombie smacks the bloodager as he changes weapons
1d6 + 4 ⇒ (6) + 4 = 10
How is the Suli attacking from way back there, even with a reach weapon you wouldnt be able to hit especially with the bloodrager providing cover.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Using his regular action the zombie attack the nagaji again
1d20 + 4 ⇒ (9) + 4 = 13
Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!
soft cover from an ally just adds a +4 bonus to the AC of the creature being attacked, it doesn't negate an attack (not that it matters if I roll a 2). But I mistook an FAQ about reach weapons and corners; I threaten corners for AOO purposes but can't directly attack them. So you're correct, I could not have attacked.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
There seems to be more room, will Ederen take advantage of it?
If you guys don't object, I'd like to start combat at the top of the round with you guys in your current position, just to help clean things up and put everything in order. I'm also not 100% sure how much damage has been spread around, so I'm putting us at 1 skelly and 1 zombie, and we'll finish out the fight from this point. I'll assume Ederen wishes to keep his readied action as is. If there are any objections to any of this, let me know.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Ederen
Englebert
--------------------
Skeleton
--------------------
Jeskit
Eden
--------------------
Zombie
Male N Suli Skald 3 | HP 24/27 | AC 17 T 10 FF 16 | CMB+7 CMD 16 | F+6 R+3 W+3 | Ini+2 | Prcp-2, SM+10 | Spd 20 | Raging Song: 13/17 | Spells: 1st 0/4 | Active: #blessed, Inspired Rage!
Don't mind a bit.
Engelbert continues his rousing song, and looks ready to attack a foe if one comes within reach of his bardiche.
Inspired Rage:
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
The skeleton scrambles forward to attack his enemies. As he runs forward, Engelbert takes a swing, but his attack bounces off the things bony exterior. Ederen takes his swing as well, only to have his scimitar bounce off the skeletons bones as well!
The first swing goes wild, but as Ederen tries to dodge the attack he's caught by the other claw which slashes through his side, though it's only a surface level cut it hurts bad.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Ederen
Englebert
--------------------
Skeleton
--------------------
Jeskit
Eden
--------------------
Zombie
Jeskit roars with fury and brings his blade down on the skeleton, the bones resisting the edge of the blade, stopping the cutting edge.... which ceases to matter as the bloodrager's fury drives the sword like a hammer through the skeleton shattering it.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Ederen
Englebert
Jeskit
Eden
--------------------
Zombie
Okay, I'll message Eden, if they don't respond I'll recruit a 4th, otherwise we'll throw in a random pregen just to get this finished. Sorry for letting this go all weekend without update.