'Tam' "Darquestryder" |
Tam moves with Ascaria drawing his masterwork dagger and crouching next to the barrel at the alley entrance (S, 16).
Ready to defend the Marcus' lady from harm but a bit perplexed she did not follow Marcus' lead. But in typical of the reserved elf... he makes no comment merely dealing with the situation as best as possible.
If he breaks line of sight with any of the attackers he tries to conceal himself in the shadows...
Stealth: 1d20 + 7 - 5 ⇒ (7) + 7 - 5 = 9 {Move 20'ft '-5 Stealth'}
DM_Waife_the_BiPolar |
A bandit, not more than a kid, tries to attack you from behind but he is ill practiced in the art of stealth and Ascaria spots him, taking from him his sneak attack advantage. He has a throwing dart in hand and Ascaria knows she is the target.
Dart ranged attack Ascaria AC12 1d20 + 3 ⇒ (1) + 3 = 41d4 ⇒ 3
Alright, wtf Paizo, critical fumbles on three of my last attacks. WTF!! I don't care if I miss but crit fumbles?
DM_Waife_the_BiPolar |
22 Hand
19 Hand
18 Ethaniel
17 Marcus
17 Hand
16 Hand
14 Tippy
10 Andrezi
8 Iscarel
8 Tam
8 Ascaria
7 Beggars x3
Round 2 Commences
The fat bald bandit farthest along the road, moves back to his barrels also, knocks another arrow and looses it upon Marcus.
Longbow vs AC17 1d20 + 4 ⇒ (14) + 4 = 18 Damage 1d8 ⇒ 5
Iscarel |
Are Waifes last two rolls bugging out for anybody else? I'm getting "41d4" and "121d8"
DM_Waife_the_BiPolar |
The temporarily blinded bandit in base to base with Tippy, drops his crossbow and draws his dagger. He stabs into one of the three squares the halfling may still be in.
1d6 ⇒ 1 1,2 = AM10; 3,4 = AM11; 5,6 = AL11
He stabs into a square which is unknown to him, unoccupied. Tippy knows exactly how vulnerable this fool is now.
DM_Waife_the_BiPolar |
Just remember it's still a move action to order Apollo to task.
Marcus Whiteshae |
New round. Bring it onMarcus accepts the second arrow.with a grunt. Into his anger now he charges -2AC this round the Fool in T33, drawing his scimitar as part of the move.
2 handed +FE, Power Attack Charge1d20 + 7 + 2 - 1 + 2 ⇒ (9) + 7 + 2 - 1 + 2 = 19
2 Hand PA Damage1d6 + 6 + 2 + 3 ⇒ (5) + 6 + 2 + 3 = 16
The blow is mighty.
Apollo follows and sees his Master in combat, the dogs training taking.over.
Bite+Trip1d20 + 3 ⇒ (3) + 3 = 6(Attack result +2 for trip)
Damage1d6 + 3 ⇒ (5) + 3 = 8
Tippy Fullbottle |
Tippy's actions.
Hoping the man's condition lasts just a moment longer, Tippy takes a five foot step to the right and flicks both daggers at the blind man.
Attack 1: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d3 + 2 + 1d8 ⇒ (1) + 2 + (5) = 8
Attack 2: 1d20 + 4 ⇒ (19) + 4 = 23
Critical confirm: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Damage: 2d3 + 2 + 1d8 ⇒ (3, 2) + 2 + (6) = 13
If the man wasn't blinded still, obviously he doesn't get the sneak attack (meaning 7 points of damage instead of 21, assuming both daggers hit). He finishes by activating one of his spring-loaded wrist sheathes to bring a weapon to his hand.
DM_Waife_the_BiPolar |
The stalker looses Tam from is line of sight and moves closer to try and regain a decent target. I spots a half elf lingering near a wall. He lines up this new target with his shortbow and prays for more accuracy this time around.
Shortbow vs Iscarel AC16 1d20 + 5 ⇒ (10) + 5 = 15 Damage 1d6 ⇒ 2
Missing again and only just, the hand attempts to rally his senses, muttering to himself beneath his breath.
DM_Waife_the_BiPolar |
Andrezi's target, freely drops his longbow and draws his shortsword. He goes for a precise strike on Andrezi's inner thigh.
Called Shot vs Andrezi AC17 (leg, easy -2) 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17 Damage 1d6 + 1 ⇒ (4) + 1 = 5 -10ft movement for 1d4 ⇒ 2 rounds & -2 to movement checks for 1d4 ⇒ 4 rounds.
Sinking his blade nicely into his intended sweet spot and hearing his foe let out a cry of excruciation, the bandit steps away waiting for the near crippled brave to jump down toward him.
Iscarel |
Oooh. Critical Fumbles and Called Shots. Are Called Shots free game? I'd no idea we were using them.
I'm up next, I believe, just after Andrezi. I'll keep an eye on the thread.
DM_Waife_the_BiPolar |
Iscarel |
With no smart reply for the ranger, Iscarel sets his jaw, taking a run action to square Z35, a single knife whirling into his hand. AC: 13
My god, I really need to start getting myself closer to the fight, I fear I won't be able to do anything of use this round. My 30ft. "close" spell range just skims the border of the westernmost bandit, either hitting him or falling a square short, I'm actually a bit shaky on the rules there. Can I get a ruling on that for future reference? From square X13 the square beneath him is still 30ft. away, and I'm just skimming the border. I can't hit him with a close-range spell, correct? Or do I merely have to skim the border? I've only recently discovered this rule and it's proving to be the bane of my existance in my pbp's:
Diagonals: When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.
Edit: One more question, Waife! Would you consider a run action as movement in regards to drawing a weapon? I neglected to do so as part of my surprise round move action, so more the fool me.
Iscarel |
Alright! Beautiful. I'll not revise my action but I'll keep that in mind next time. Editing my post to account for my decreased AC, but I'm not sure if the penalty lasts all round or simply during the action.
DM_Waife_the_BiPolar |
'Tam' "Darquestryder" |
Ulp! So sorry to have held things up... didn't realize it was my turn again!
Seeing the boy appear from the back of the alley Tam grimaces, seeing that the boy has yet to spot him Tam gently taps Ascaria on the shoulder to let her know he will 'deal' with the boy...
Keeping to the shadows Tam slips forward to (P, 16) staying concealed until almost upon the lad...
{Moving less than half his move to keep him stealth}
Then drawing his rapier with his offhand for it is long and obviously a dangerous he speaks revealing his presence with sinister words and his weapons... deadly intent! His hooded cloak, and elven high seeming as if a twin bladed killer suddenly appears out of the darkness before the boy. His vice a soft furtive whisper full of menace and his eerie violet eyes intent and eager...
"Why are the young so eager to die? Is that your wish too boy? Shall I close those young... fearful eyes forever? Is this alley where you shall breath your last breath... where Urgathoa's cold cruel, lover's embrace takes thee? Come... my blades Thirst for young fresh blood!!!"
Intimidate: 1d20 + 1 ⇒ (17) + 1 = 18
DM_Waife_the_BiPolar |
Tam, at the start of your turn, you are in a position to remain hidden due to the close vicinity of the barrel. Once you move toward the boy, you loose cover and are revealed. I have been through this with Tippy before. The benefit being, you can still sneak attack from your starting position.
Tam's threat hits home powerfully and at the lad turns and bolts from this insane half-elves presence.
The bandit that had just been heavily wounded by Marcus fights with thoughts of self-preservation. He takes a step back and grabbing a bag attached by twine on his belt, aims and throws it at the dangerous man.
Tanglefoot bag Range Touch attack vs Marcus Touch AC10 1d20 + 5 ⇒ (15) + 5 = 20
Hit imposing -2 Attacks and -4 DEX. Marcus Reflex Save DC15 to avoid being unable to move.
'Tam' "Darquestryder" |
Not to belabor the point but don't the rules say you can move and maintain your stealth at no penalty as long as you only move half your normal move? PFC Rules p.106 - Stealth, first paragraph.
Unless your meaning I need to make a new stealth roll to move and maintain my stealth?
DM_Waife_the_BiPolar |
Not to belabor the point but don't the rules say you can move and maintain your stealth at no penalty as long as you only move half your normal move? PFC Rules p.106 - Stealth, first paragraph.
Unless your meaning I need to make a new stealth roll to move and maintain my stealth?
I mean what I wrote precisely. You leave cover which you have used to hide. There is no cover between you and your target so you cannot be stealthed in the middle of an alleyway mere feet from the observer. As I said, your benefit is that you can sneak attack from range. This is my interpretation and my ruling. If it were nighttime and the person was racially fitting I would allow it. Or if there was enough shadowy cast but it is day time.
Iscarel |
My understanding is that you can move FROM cover and concealment TO cover and concealment, just as Waife said. That might be a wall, dim light, shrubs, a pillar, etc. The old "Move Silently" stealth check will let you crisscross between cover at half your speed, but you have to be sure not to end your turn outside of cover unless you can make an attack. Does that make more sense? I dont know the circumstances here as I'm trying not to peek at the maps, but this seems to be the confusion.
Ascaria de Vintre |
Although Tam's threat gives even Ascaria a light shudder, she grins as the boy darts away. "Well done. I would have hated to see that kid get hurt. May Desna continue to watch over you", she says as she makes a gesture in the air. She uses her standard action to place the fortune hex on Tam. Then she carefully glances around the corner of the hut, seeing what her other companions are up to. She decides to help them and hustles to (S,23) taking cover behind Andrezi.
Waife, I'll only take the move action if you let me squeeze past the barrel from my current position to (S,18). Otherwise I'll reconsider.
Marcus Whiteshae |
Reflex DC151d20 + 5 ⇒ (18) + 5 = 23
Not sure if the save takes place before or after the dex penalty is imposed. Save was made anyway. Move at 1/2 speed, -2 to attack and -4 Dex. For how long?
Marcus is able to dodge most of the goop from the bag and closes (move action since 1/2 speed.) again with the thrower, You're dead!. As he closes Apollo mirrors his master and attacks.
Blessed 2 hand power attack vs FE1d20 + 7 + 1 + 2 - 2 - 1 ⇒ (20) + 7 + 1 + 2 - 2 - 1 = 27+Flanking?
Damage1d6 + 6 + 3 + 2 + 1 ⇒ (2) + 6 + 3 + 2 + 1 = 14
Confirm Crit?1d20 + 7 + 1 + 2 - 2 - 1 ⇒ (4) + 7 + 1 + 2 - 2 - 1 = 11+Flanking?
Damage1d6 + 6 + 3 + 2 + 1 ⇒ (4) + 6 + 3 + 2 + 1 = 16
Apollo Bite+Trip1d20 + 3 ⇒ (8) + 3 = 11+2 Flank?(Trip is made at same bonus+2racial)
Damage1d6 + 3 ⇒ (5) + 3 = 8
Marcus's strike is heavy and Brutal. Felling the thrower with a massive cut along the stomach. He lets out a bear like growl as the man's insides become his outsides. Apollo makes a bite at what is now a corpse, enthusiastic in it's attack but the man is down reguardless. The powerfully build ranger looks at the man who clumsily threw the dart and simply states, You're next!
Realised I haven't been adding my faith trait. Marcus gets +1 damage to all retaliatory attacks against whomever just hit him. I'll be adding it next.
Tippy Fullbottle |
Yes, 18 points without the critical. I only included the extra damage because if all they have is studded leather, it might have been enough with the guy's loss of Dec to AC in addition to the -2 penalty.
DM_Waife_the_BiPolar |
Waife, I'll only take the move action if you let me squeeze past the barrel from my current position to (S,18). Otherwise I'll reconsider.
It will be half move to get by the barrel and building and there is also a square of difficult terrain S18 as well so that's four squares movement just to get to S18.
DM_Waife_the_BiPolar |
Yes, 18 points without the critical. I only included the extra damage because if all they have is studded leather, it might have been enough with the guy's loss of Dec to AC in addition to the -2 penalty.
He shouldn't have been blind still but I thought I would give you that as you were one on one. That condition should have ended just before your turn. I chose to give you the sneaks but not the crit due to that allowance but in hindsight, if I made the call then I may aswell give you the crit too.
DM_Waife_the_BiPolar |
The bandit fighting Tippy makes a desperate slash for Tippy's head.
Dagger (called Shot Head -5) vs Tippy AC19 1d20 + 5 - 5 ⇒ (1) + 5 - 5 = 1 Damage 1d4 + 1 ⇒ (2) + 1 = 3 & Sickened 1d4 ⇒ 3 rounds.
Oh yes, critical! Mofo crit fumble again.
Ref Save DC15 (10+5 for Maneuver) 1d20 + 6 ⇒ (10) + 6 = 16
The desperate thug barely holds his weapon as he swings and misses the halflings head.