Ah, I see. I'd misinterpreted the rules regarding spells with casting time of 1 round; I thought it just took your entire turn and that the summoned creature acted immediately after your turn. Since I was still casting the spell when I was shot, I suppose I should make the required concentration checks.
Concentration, DC 18: 1d20 + 8 ⇒ (20) + 8 = 28
Concentration, DC 18: 1d20 + 8 ⇒ (10) + 8 = 18
So I guess I did cast it after all. What a way to waste a nat 20, eh?
In severe pain from her arrow wounds and seeing no way to win the battle without risking more arrows, Eleri dismisses her summoned hound, drops to her knees and puts her hands up.
Caladrius finishes off another spearman, leaving only the archer and the as yet unseen illusionist.
Eleri dismisses her summons and surrenders.
End Round 3!
The archer moves to -C22, where he can get a clearer shot on Caladrius, which he takes. His shot goes wide and harmlessly impacts the boulder.
The light show continues, and a female voice calls out "Done! The key is destroyed! Orders, sir?"
At the house
"Well, I could only find 2 evil beings, and it sounds like there's more than that number screaming. Look, this has been a trying day already, the last thing I want is the death of a few innocent people on my conscience. Are you coming with me, or am I gonna have to go by myself?"
** spoiler omitted **
Also, I did edit my last post, if anyone missed it.
Gareth draws his bow and notches an arrow, ready to fire when necessary. He isn't concerned with sneaking around, as there isn't much time to lose, and sticks tightly with the others. He is probably in the front or close to the front. Possible formations include:
Thanks for the reminder Jamros - I did miss your action.
The longhouse consists of a single long room. It is crudely furnished with an ugly brown rug and a pair of wooden armchairs and a small table in the area by the door, while a number of weathered trunks are set against the walls around the room. At the far end of the room there are four crude cots set up, while between them and the rug stand a pair of tables, a number of stools, and a stone tub filled with water. Along the walls are the mounted heads and antlers of various creatures. Of these, the most notable is the massive reptilian head mounted on the far wall, facing you as you enter.
There are the several days old remains of a meal on the tables. The inhabitants will not get a chance to finish their meal, however. Three corpses lie in pools of blood on the floor - two men and a child. The bodies look several days old and have been partially eaten.
Because your exploration must take place in a time crunch, please roll initiative.
Hidden around various places in the cabin are 4 snakes. They are long, black creatures with red stripes and goblin-like heads. They seem to be watching you with cold fascination, and they quickly fan the air with their tongues. One of them, hiding in the shadows beneath the south table, is significantly bigger than the other 3.
Gareth, you detected the two in D6 and H7 - the one in H4 was hidden by the lead-lined chest, while the one in H10 is inside the stone tub.
HOLD UP! So Gareth does the whole paladin thing of "Follow me guys into the burning building" and Martins in front? As much as combat wise that makes sense, there was no way Martin was going in that building unless encouraged by Gareth, and no way that he was going first. He might be next to Gareth, but not in front. If Gareth wants the roleplaying credit well he should put his money where his mouth is. In otherwords, Martin is following Gareth, and I would suggest them switching spots from their current positioning on the map. If thats not good with Gareth, then we can roleplay that at the front door.
Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Throw me in the front of the pack. I apologize for trying to optimize combat instead of roleplaying. That is a nono for me and so I will remedy the situation. Thanks for calling me out.
DM, Please switch Gareth and Martin.
Initiative:1d20 + 3 ⇒ (6) + 3 = 9
Are we immediately starting initiative (i.e. is combat starting?) Or do we have a chance to act before then/start a surprise round?
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Well, do I see the big lizard head? ;) So we are DM, Gareth, Martin, Jamros.
"These people're really dead; we should go. There's somethin' magical here, maybe in that chest." He points to the chest at B10. "We should go."
Did I really just win initiative within our group with a 9? Lolz
Gareth sees the dead bodies on the ground, snarls, then turns his drawn bow towards the shadows under the north table.
He yells, "Snake things! There's one in the chest!"
And nods his head over towards the chest to his right and in front of him.
He then fires two shots under the table at the snake in D6
Attack 1:1d20 + 6 ⇒ (3) + 6 = 9
Damage 1:1d8 + 3 ⇒ (1) + 3 = 4
Attack 2:1d20 + 6 ⇒ (7) + 6 = 13
Damage 2:1d8 + 3 ⇒ (6) + 3 = 9
Don't know if these guys are flatfooted or not, since they clearly saw us enter. You decide, DM.
Of course, I also jinxed myself after I said that my last 5 rolls were 18+. QQ
Well, I suppose it's over. We surrender to you.
These critters can be found in bestiary for the first part of the Rise of the Runelords adventure path - "Burnt Offerings."
Perception:1d20 + 10 + 3 ⇒ (12) + 10 + 3 = 25
I see you!! Can I see the one in the chest he mentioned? Wait, in the chest, right... :P
"AH! There it is! AH!" Jamros fires at the big bad snake thing with his crossbow.
Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
On miss, 51-100 bolt doesn't break: 1d100 ⇒ 93
"Why 'mI still 'ere?! A fight while runnin' from a fire? Let's get out!" If Martin doesn't run off, Jamros, for some reason, reloads his crossbow rather than running for it. If Martin does, he shifts to E1 rather than reloading and says "Gareth, we gotta get OUT!"
On second thought, we've got 7 hours, that is 7d6 lethal damage to our horses, and I can't make saves forever. I've got 3d8+3 healing, pony only has 13HP. That is an average of 24.5 damage, and a max of 27 healing if I don't need any healing, and that is just for me. Something tells me we are going to die in here unless we find something really amazing in this shack. Also, I have I don't really want to re-roll a character, so maybe we should stay and fight?
Unsure of the situation, Martin opts to wait and see what transpires.
Jamros' bolt strikes the big snake in H7, causing it to hiss angrily.
The snake in H4 moves to G3 and lunges at Martin, striking at him with its fangs. It impacts Martin's shield harmlessly.
The snake in D6 slithers to D3 and attacks the weakest-looking foe: Jamros. The wily halfling is able to evade the bite, however.
The snake in H10 slithers slowly out of the tub, coiling menacingly atop a corpse in F7.
The big snake, angry at having been shot, slithers rapidly to F4 and unleashes a loud, piercing shriek. Gareth, I need you to roll a Fortitude Save vs being Sickened for 5 rounds - DC 15 negates.
The snakes are no longer hidden - you can all see them clearly.
D3 attack vs Jamros: 1d20 + 2 ⇒ (14) + 2 = 16
Sicken duration: 1d6 ⇒ 5
Didn't you see? He's some kind of fire-breathing monster! He's no friend of mine! You have to protect me! Bluff 1d20 + 4 ⇒ (20) + 4 = 24
Step to -C22. Sense Motive 1d20 + 4 ⇒ (6) + 4 = 10: If I take another step (to -B22, putting the archer between us, do I think he'll take the AoO. If I don't think so, I'll do it. Otherwise stop and take the total defense action.
My first saving throw this game... YAY
Fort Save:1d20 + 7 ⇒ (8) + 7 = 15
Gareth seems to be unaffected by the serpent's shriek. With two serpents hissing in his face, he tumbles to D5 (a difficult feat given his armor and equipment) and takes a shot at the large snake.
Acrobatics:1d20 + 3 - 3 ⇒ (11) + 3 - 3 = 11
Attack:1d20 + 8 ⇒ (19) + 8 = 27
Damage:1d8 + 3 ⇒ (5) + 3 = 8
As the specific concealed weapons in complete scoundrel are designed for quick deployment and function independently of the sleight of hand skill, I'll say yes. Weapons hidden using sleight of hand use the standard rules.
Martin Strikes out at g3 with his sword:
atk:1d20 + 7 ⇒ (10) + 7 = 17
dmg:1d8 + 5 ⇒ (8) + 5 = 13
If the Snake is still standing shift to G2 before attacking again, otherwise take a 5ft step to F3 and attack the 2nd snake. In either case:
shield atk: 1d20 + 6 ⇒ (18) + 6 = 24
dmg:1d6 + 2 ⇒ (3) + 2 = 5
Accompanied Shield Bash:1d20 + 7 ⇒ (5) + 7 = 12
Hey, I just realized that the acrobatics tumble I took was illegal since I counted 2 diagonals as 10 ft instead of 15. I am instead taking a 5ft shift to G2, provoking an AoO from the snake in G3 and taking the same shot at the big snake. Sorry for the confusion.
Seeing the snake in G3 rebound from its failed strike, Martin slashes at it with his sword, bisecting the beast. Stepping up, he then bashes the larger snake in the face with his shield.
Jamros's bolt also strikes the big snake, but it does not penetrate very far.
The snake that could not reach you earlier does so now, slithering to G4, where it strikes unsuccessfully at Martin.
Infuriated by the number of wounds it has sustained, the big snake lashes out at Martin with its fangs. It scores a deep wound on the warrior's sword arm (7 damage). The snake then backs off from its assault, shifting to E5.
Meanwhile, the snake that attacked Jamros last turn will do so again, slithering to E2 in the process. As with its last attempt, it fails to connect with its target.
G4 attack vs Martin: 1d20 + 2 ⇒ (12) + 2 = 14
Big snake attack vs Martin: 1d20 + 4 ⇒ (18) + 4 = 22
Big snake damage vs Martin: 1d8 + 5 ⇒ (2) + 5 = 7
D2 attack vs Jamros: 1d20 + 2 ⇒ (9) + 2 = 11
Vista Group, I'll have an update for you in a few hours - I don't have time to write it at this moment.
Caladrius's "surrender" act almost works, but the Captain seems to believe Pygrado's warning!
Eleri continues to surrender.
Having failed to capitalize on the opening given by Pygrado, he moves toward Caladrius and swings as hard as he can, missing once again. "Get back to Lord Stronginthearm's camp and report in! I'll handle these fools!" He shouts to the other voice.
At this point, a pair of blue bolts fly out from beyond the boulder, striking Pygrado (6 damage).
Captain power attack vs Caladrius: 1d20 + 6 ⇒ (6) + 6 = 12
Magic Missile damage vs Pygrado: 2d4 + 2 ⇒ (2, 2) + 2 = 6
He grabs onto her stirrup (or reins, or whatever other piece of tack is convenient). Touch attack 1d20 + 6 ⇒ (3) + 6 = 9
Stop miss, please. You have take me with you. Please, please, please... Bluff 1d20 + 4 ⇒ (16) + 4 = 20
Next round of dragon ball dnd... i mean
Martin flicks the blood of the first snake off his blade and advances on it's larger brother, 5ft stepping to E4.
atk:1d20 + 7 ⇒ (6) + 7 = 13 dmg:1d8 + 5 ⇒ (5) + 5 = 10
shield atk: 1d20 + 6 ⇒ (9) + 6 = 15 dmg:1d6 + 2 ⇒ (6) + 2 = 8
Shield Bash: 1d20 + 7 ⇒ (2) + 7 = 9
Assuming those missed
"Man, this is a slippery one"
Gareth fires two shots at the remaining snakes. He will fire at the large snake until it drops. If the first shot drops the snake, he will target the snake in E2 by Jamros.
Attack 1:1d20 + 6 ⇒ (20) + 6 = 26
Damage 1:1d8 + 3 ⇒ (2) + 3 = 5
Attack 2:1d20 + 6 ⇒ (4) + 6 = 10
Damage 2:1d8 + 3 ⇒ (5) + 3 = 8
Critical Confirmation:1d20 + 6 ⇒ (2) + 6 = 8
If confirmed, card number: 1d52 ⇒ 30
Given the confirmation result, I won't bother rolling for extra damage :(
Martin attacks the large snake as well, but it is surprisingly nimble and is able to avoid both sword and shield.
Jamros, meanwhile, charges up his hand with fiery energy and tries to b@&slap the closest snake. He fails (note that the touch attack is not expended on a miss - you have 9 more rounds to hit with it before the energy fades, and technically you get to make one attack roll with it each turn as a free action until you hit something).
Irritated by the halfling's flaming hand waving around in its face, the snake in E2 makes another attempt at biting Jamros. Unsurprisingly, it misses once more.
The snake in G4 slithers to F3 to harass Gareth, only to fail utterly to connect.
The large snake continues to attack Martin, but Martin is able to turn its strike aside with his shield.
After that round of incredible damage, DM done!
F3 attack vs Gareth: 1d20 + 2 ⇒ (4) + 2 = 6
Big snake attack vs Martin: 1d20 + 4 ⇒ (10) + 4 = 14
** spoiler omitted **** spoiler omitted **
Touch of Flame (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage +1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a flaming weapon.
If I get a free attack, then:Jamros swings his hand again at the snake, taking no time at all!
to hit: 1d20 + 2 ⇒ (7) + 2 = 9
damage: 1d6 + 1 ⇒ (4) + 1 = 5
He then swerves and dodges to C2 Acrobatics 1d20 + 10 ⇒ (19) + 10 = 29 and reloads his crossbow.
Gareth ignores the seemingly incompetent serpent in front of him and continues to fire at the large snake. If the first shot drops the big one, he will fire at the snake in front of him.
Attack 1:1d20 + 6 ⇒ (4) + 6 = 10
Damage 1:1d8 + 3 ⇒ (8) + 3 = 11
Attack 2:1d20 + 6 ⇒ (13) + 6 = 19
Damage 2:1d8 + 3 ⇒ (1) + 3 = 4
Seeing Gareth's victory, Martin turns and swings at the snake harassing Gareth, neatly bisecting it. He then steps to F3 and brutally smashes the snake in E2 with his shield, sending it flying into the wall in D1, where it falls prone.
Jamros, seeing the now-vulnerable snake lying stunned on the ground, hits it hard with his fiery palm, burning it to a crisp as he tumbles overhead. The -4 to melee AC for being knocked prone just allowed you to hit it.
All snakes are down! Great rolling guys, and I hope you don't mind me revising your actions slightly, Martin - your target was dead, and your rolls were too good to let go to waste.
You are still on initiative as you explore the cabin!
Martin critical confirmation: 1d20 + 9 ⇒ (18) + 9 = 27
Martin Critical Deck Roll: 1d52 ⇒ 49 "Fingertipped" result - not applicable to a snake! Double damage it is, then!
5' step to -E20 and throw a rust cube at the falchion. I'm not sure what the Ac is but it is probably the wielder's touch AC. The rust cube deals 1d6 damage, bypassing hardness on three consecutive rounds. I have no idea how many HP it has but once it takes more than half its HP in damage it gains the broken condition.
Ranged Touch Attk:1d20 + 4 ⇒ (17) + 4 = 21
Rust Damage (Ignores Hardness)1d6 ⇒ 4