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Dain's King Maker Chronicles - Combat Thread

Game Master dain120475

This thread is dedicated to the players involved in Dain's King Maker Chronicles.


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Female Changeling - Osirion Cleric 4/Oracle 3

Initiative order:
Lazurien 18,
Shaezon 16,
Caliphana 15,
Garith 14 (unless he and his riders go together -- unsure of this),
Kae 13,
Enemy Riders 12,
Kae's Riders 11,
Isani 9,
Arasmes 6,
Galen 6,
Khromm 4.


Rapid shot is where the.other attack comes from. Its four total arrows using 3 attack rolls. Normal 2 from 6th level manyshot rapid shot. I can be at the areas waiph put me at if someone could check I'm posting from my phone so its a lil difficult to look.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

sorry i should have said that IRL was happening, and i was working out what i wanted to do for the surprise round which got skipped as i was in the process of writing it when you had the riders advance and nullify said preparations.

anyway...

Kae's at: AG/ah : 34/35. he moved from his hiding spot and took a shot.

He took his shot at someone, but i don't really know who's there to shoot so
1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
against flat-footed AC as they have yet to act

1d8 + 3 ⇒ (3) + 3 = 6


Male commoner 1

i can direct Laz and Cali's attacks once i get enemy coordinates.

and also run the other's movements (garith and his troops) as well


Okay…

So – we have some basic problems with this combat – mainly due to the fact that I simply don’t know what exactly you guys are doing, Play by Post does not lend itself well to getting things solved quickly or efficiently.

In the future, if you guys could do the following for me, that would be very helpful.

1. When I ask a direct question – please answer it. For example – when I say “Where are you current coordinates?” – please take the time to tell me. If I say “What is your initiative?” please let me know. There is a lot of reading for me to go over, and when we are only able to do play by post because Skype/MapTools are not available – that makes things difficult for me. In short – please answer questions, please. Thank you.

2. Before you guys do something – please remember that – if you need information before you act – get the information before you do it. In other words, while it is helpful to see your hit/damage, or a spell you cast – if you are able to see an enemy, or do not know where the enemy is – please don’t put that on the board. It clutters things up, and makes it confusing.

While I’m at it – the same is true for ret-conning actions because you assumed something, and it turned out you were incorrect in your assumption. For example – if you tell me a great battle strategy, and then discover that you were not able to even see the enemy yet – that means that you’ve taken a long time to write out something that is now null – and that it is extra stuff to sort through.

If you guys need answers before you act – please ask me – then we can all move forward. I can’t stress this enough – without Skype/MapTools to help me with these kind of battles – having huge combat when you have literally 2 dozen characters on a map to keep track of is not easy. I’m not trying to be harsh – but this is just very confusing.

Next…

I currently have coordinates for you guys – and where you are on the map is based on what I was told. I have no contrary coordinates to help me – so, whatever I got, that’s what I had to do put up. If you do not agree with your position at this time – please remember to be more clear in the future; I had to go with the coordinates I received.

Characters on the map…

Right now, I don’t have “Icons” for Galen, Laz, Khromm, Isani or the good NPC’s – so I improvised. So far –

Laz = Dior
Isani = Ariarh
Khromm = Generic barbarian

That said – the coordinates are pretty much clear on the map. By the way – I’m going to say this now – the map is pretty small. Hence – I’m going to Email it to you – hopefully if it is a JPEG – you can enlarge it.

Combat actions

Please be clear at targets. I know you could say “I shoot at the nearest available enemy” – but, that could mean several things. I am not sure what. For example – Arasmes is casting “Glitterdust” on the enemy party. But which group? They divided into three groups, because they were not all clustered together. Yet Glitterdust has a limited radius – I am therefore assuming Arasmes is casting at the group nearest to him – but I don’t know that; based on the range he has for the spell, he could be aiming at the group at the mouth of the canyon.

Now, to be fair – Arasmes may have had some difficulty because he is not sure of his target, as it is not clear on the map, yet. This is why I am allowing both he and Laz the chance to ret-con a bit on what he does next before he tells me what group he casts Glitterdust on; and Laz tells me which enemy she is shooting at. At which point - the damage can still stand :)

Okay!

You have the map (check your email – respond if you don’t get it, or have any other follow-up questions, please), the enemies – the Initiative, the coordinates. So – make your move, and do what you want to do. Good hunting, team!


Oh yeah...

For my part - after each round - I'll just be forwarding you a new pic of the battlemap via email; with details on which enemy you guys hit - and how much damage. I seem to remember doing this in the past - though it was a bit clunky - it seemed to work. If you guys have any other ideas or suggestions regarding a better way, please let me know.


Male commoner 1

Kae shoots the enemy at AL:41

Garith does hold action till the rest of the Cavalry goes, which will be after the enemy.

If we need to move on before Cali and Laz post:

As said player said we could make the move if we need to move on

Laz shoots the guy at AJ:58

Cali charges to ai:54 and attacks the enemy at AJ:55 with pounce:

Bite:
1d20 + 6 ⇒ (15) + 6 = 21
for: 2d6 + 7 ⇒ (6, 6) + 7 = 19

claw:
1d20 + 6 ⇒ (6) + 6 = 12
for: 1d4 + 7 ⇒ (2) + 7 = 9

Claw
1d20 + 6 ⇒ (16) + 6 = 22
for: 1d4 + 7 ⇒ (4) + 7 = 11

Wing
1d20 + 4 ⇒ (5) + 4 = 9
for: 1d4 + 3 ⇒ (4) + 3 = 7

Wing
1d20 + 4 ⇒ (16) + 4 = 20
for: 1d4 + 3 ⇒ (2) + 3 = 5

THose were some mad awesome roles for Cali, so it'd be cool to keep them. and we'll need the enemy coordinates for:
Kae's Riders 11, (and garith)
Isani 9,
Arasmes 6,
Galen 6,
Khromm 4.
before we can pick out targets, as the enemy goes before them. So once the new map comes out, and shae targets his summon'd attacks (although i think summons show up just before the summoner's next turn as summoning is a Full round casting time IIRC, so once Laz, Kae, and Cali's attacks happen, it's the enemy rider's turns and then the rest go, and in Round 2 the summons appear, but we need the new map to determine where they end up...)


Waiphs targets for laz and cali are fine. Just remember cali adds 1d6 acid to all her attacks. Thanks for the help waiph.


M Elf Spellbinder Conjuration (teleport) Wiz 2

As nothing is in range Shaezon will delay his action. I was under the impression we wanted them to get closer into the canyon, hence his positioning. However it's fine. I'll adapt.


M Elf Spellbinder Conjuration (teleport) Wiz 2

To be clear Shae is holding to see what happens so he can make the most use of his abilities.

edit: post of the devil! Woot!


Male commoner 1

lol, Good Job Shae!
although the guys near Kae are pretty close to in range, and summoning is a full round, If you start now, they'll show up at the top of Round 2 after these guys have likely closed on Kae and they will be in range. or the creature can show up, move and attack...

anyway Here's Cali's Acid Damage:

bite: 1d6 ⇒ 2

claw: 1d6 ⇒ 2

CLaw: 1d6 ⇒ 2

WIng: 1d6 ⇒ 3

WIng: 1d6 ⇒ 6

All Cali's roles are 3 Higher. I forgot to add the bonus from charging (+2) and bless (+1) so the lowest role (9) is actually a 12, and the next low role is a 15, and since the enemy hasn't acted, the Attack is Vs Flat-Footed AC, so no dex bonus, (only armorbonus +10) so depending maybe the 12 may hit, and the 15 should.

Also, If the targets are Human, Kae's shot has a +2 to attack and damage.


Combat so far –

1. Laz managed to severely wound her man on the first two shots – her third shot going wide – her last shot destroying him completely. The man she aimed at is dead and falls from his horse. However – as she already used a full attack – she cannot also use “Stealth” – she is therefore in the open at this time.

2. Kae has missed with his shot – even at flat footed.

3. Cali does not gain a bonus for “charging” – to charge, you need to move in a straight line, and she had to move first at a diagonal – then she had to use “fly” to descend 35 feet. This requires a “fly check” – although I shall allow you to keep the rolls for hit/damage.

Quick Question – are you able to make a “full attack” action after moving when using Fly? I think you can, especially with “pounce” – but I am not sure. In addition – she is not using “Charge” – she cannot because she has a 35 foot drop to the rider (technically 45, if we negate the rider on the horse to the ground). This is considered “difficult terrain” – or an obstacle – which prevents a charge – which prevents pounce – which prevents a full attack action with natural weapons. However – she can fly down and do the appropriate damage, but only after getting the Fly check. Meanwhile – I will allow her to keep her highest attack as well as damage against the rider – you can mix them up as you’d like. Only because the height may have been a bit confusing on the map.

I can't stress this point enough: I MAY be mistaken on the Charge rules - but I don't believe I am. However - if I am mistaken on the rules for “Charge” via difficult terrain – please let me know – meanwhile – I believe she can only do one attack until she gets to the ground; and this after her Fly check, which I will also need. Then, it’s a different story…

4. Kae – as I understand your riders are all switching their Initiatives to Garith’s This means they go AFTER the bad guys – but, depending on the others in your party – that may not matter so much; as the enemy may be killed or scattered.

Okay – so – when I know more about Cali’s damage – I’ll move the bad guys – take action – and resend the map for the next part of the round for the rest of you to act.

Sorry I didn’t post last night – but, I’m back now.


Male commoner 1

RE Kae's shot: He missed with a 15 (enemy's a human so there's the Favored Enemy bonus)...awesome...

Cali: She can pounce to Full Attack after flying, flying works just like walking, so you can charge while flying, so she can pounce while flying. 1d20 + 14 ⇒ (2) + 14 = 16

Now i don't see why there is difficult terrain, she flies straight at the guy in a diagonal line... but whatever, there's an attack role of 22 to hit a flatfooted rider and deals 21 damage.


It's difficult terrain because you need - according to charge - a straight line. You are currently moving in a diagonal line for 45 feet from AC:51 to AI:56. That is your first straight line.

At this point you are then dropping an additional 35 feet straight down. This comes to a direct total of 80 feet, but certainly not at a straight line, diagonal or otherwise; unless Cali can move through solid rock.

You cannot fly straight at any guy when you have to move 45 feet horizontal across a rock plateau - then 35 feet vertical - that is not a straight line; that is two straight lines. In point of fact - Cali couldn't even see where the guy was at the bottom of the cliff, until she moved up to the front of the cliff to look over. This would be at least a double move action to get to the edge of the cliff and look down.

The enemy you are shooting at cannot be flat footed to you. That's impossible because they started the combat moving in a line behind their friends and were initially at AM:53/4 and AM:55/6.

Kae couldn't have seen them to shoot at them. The only reason you could shot at them is because I moved them over to split up the enemy so you could all take shots at everyone.

If you want them to be flat footed you wouldn't be able to see them - if you wanted to see them then I had to move them - in which case they are not flat footed. In either case - you could not have hit the enemy at this time when you got a total of 15 after only rolling a 5.

But, at this point, I leave it to you. Do you want the enemy to have moved where you could have shot at them but missed because they moved and had their Dexterity bonus - or do you want the enemy to be currently surrounding and flanking Cali? At this time it's totally up to you where you want them, I don't want anyone upset - and having a combat like this is becoming very stressful - so just tell me where you want the enemies to be - and we can go from there. I will literally move them on the map to where it would be the most fun for the party - just let me know. I don't want anyone to be upset at this point, and I'm really getting that vibe from everyone.

One other thing...

I should add that personally I am very stressed - and have a lot of personal issues I'm going through right now - these stresses are not making it easy for me, and - I presume - the rest of you.

Please let me know now if any of you are having any issue with the game - because at this point I really don't know what people's thoughts are - but my guesses are not positive. Okay - that is all - I just wanted to share that because this is becoming harder for me to deal with - we all have stuff in real life to deal with - including me - and I don't want my personal life to comprise the game. If it is - well; maybe I should put things on pause for a while, though I would rather not. But, if I am causing people to not enjoy things - please let me know.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

ok, well, cali then tosses the 22 to deal 21 damage to the rider she targets.

The reason that i thought Kae was targeting flat-footed AC was because when we rolled Init, Kae beat the Enemy riders. In the combat, Kae goes before them and it is round 1, hence they have not acted in the combat yet, as they have not had a turn yet. So as init order has Laz,Kae, and Cali (as well as Garith and Shae but they delayed) going before the enemy riders, the riders have yet to act, so I was under the impression that they were flat-footed until they came to their turn in the Init order.

Spoiler:

I'm not trying to be argumentative, but am acting based on what I thought was going on and based on how i would have ruled things. But it's you running the game and I don't want it to seem like i'm telling you how to run things. i'm only able to use my understanding of the situation and attempt to act according what i understand the rules to mean. so Kae misses and cali gets her bite (2 pts of which are acid damage)


M Elf Spellbinder Conjuration (teleport) Wiz 2

real life takes priority over the game. No one will hold that against you. Do what you need to do.


Ka'etil Malas'rae wrote:

ok, well, cali then tosses the 22 to deal 21 damage to the rider she targets.

The reason that i thought Kae was targeting flat-footed AC was because when we rolled Init, Kae beat the Enemy riders. In the combat, Kae goes before them and it is round 1, hence they have not acted in the combat yet, as they have not had a turn yet. So as init order has Laz,Kae, and Cali (as well as Garith and Shae but they delayed) going before the enemy riders, the riders have yet to act, so I was under the impression that they were flat-footed until they came to their turn in the Init order.
** spoiler omitted **

Thank you for being understanding, Kae. This battle has been a bit of a FUBAR - and I didn't want it to be. It's complex - especially because of the height of the cliffs, which are not really clear, and because I can't explain the variations very well.

Your understanding of the rules are accurate via flat-footed and initiative - but I thought moving the men over to that point after the calling out of the ambush gave them their Dex modifier - they heard that it was a trap - they rode over to the other side - and that was pretty much why they were even there at all. If they hadn't have heard to ride over - they'd still be surrounding Cali.

In any case - this is not meant to be as complicated as its going to be. The pace will pick up tonight - and you guys will probably mop things up in about two or three rounds - even if we do round by round posting - so long as I send the map.

I will try to do better tonight, though. I would post more now - but I am on the way out the door, again, to work. That said - good luck; you guys will most likely mop the floor with them. You have superior numbers, at the least, and these bodyguards are tough - but they are not spellcasters...

Finally - remember this; if they are hard, consider how tough they must be - if they are that tough - consider how valuable the stuff they are guarding is....


Shaezon Silverfall wrote:
real life takes priority over the game. No one will hold that against you. Do what you need to do.

Thank you Shaezon - I appreciate that.

That said - the riders are all on the same spot on the map - they will be able to act when I get home - that will be right away - look for the redoe map tonight - sometime by around 8:00 PM Eastern Standard in your mailbox - and then you guys have the chance to react. Once I get the reaction - I'll do the bad guys, and we may even have two rounds done tonight - depending on how fast everyone goes.


FYI - I'm having a problem logging into AOL - this may complicate things when I get home - I will just have to see what happens when I get home - sorry for any delays if the problem persists - I don't have time to work on it now...


Enemy Actions

Cali has attacked and done serious damage to the rider at AI:57. He is retaliating with his longbow – which he has out.

Enemy at AI:57

He is shooting twice at Cali with his bow – if the first shot hits, both do damage (this is Rapid Shot).

1d20 + 9 ⇒ (20) + 9 = 29 = this number is rolled twice – for both shots – from the horse back – all penalties/bonus’s have already been calculated – including using a ranged weapon from horse, rapid shots – at a distance of 5 feet.

If he hits – he does two arrows of damage – for a total of –

1d8 + 2 ⇒ (6) + 2 = 8
1d8 + 2 ⇒ (7) + 2 = 9

He must make a ride check at this time -
1d20 + 12 ⇒ (1) + 12 = 13

Next – his horse is also attacking Cali. As Cali is adjacent to him – his horse is able to make a full attack.

Bite
1d20 + 6 ⇒ (2) + 6 = 8
Damage
1d4 + 5 ⇒ (3) + 5 = 8

Hoof 1
1d20 + 6 ⇒ (4) + 6 = 10
Damage
1d6 + 5 ⇒ (1) + 5 = 6

Hoof 2
1d20 + 6 ⇒ (18) + 6 = 24
Damage
1d6 + 5 ⇒ (6) + 5 = 11

Next enemy…

The Enemy at AL:39 is riding hard for position AL:21

He is using Mounted Archery and Rapid Shot on Kae as he rides past –

Ride Check –
1d20 + 12 ⇒ (9) + 12 = 21

1d20 + 8 ⇒ (10) + 8 = 18 = this number is rolled twice – for both shots – from the horse back – all penalties/bonus’s have already been calculated – including using a ranged weapon from horse, rapid shots, and the fact that he is not in Point Blank range.

Damage for Arrow 1 (if it hits)
1d8 + 2 ⇒ (7) + 2 = 9

Damage for Arrow 2 (if it hits)
1d8 + 2 ⇒ (5) + 2 = 7

The Enemy next to Kae is also following his buddy (as seen on the map, and attacking Kae.

Ride Check –
1d20 + 12 ⇒ (6) + 12 = 18

1d20 + 8 ⇒ (11) + 8 = 19 = this number is rolled twice – for both shots – from the horse back – all penalties/bonus’s have already been calculated – including using a ranged weapon from horse, rapid shots, and the fact that he is not in Point Blank range.

Damage for Arrow 1 (if it hits)
1d8 + 2 ⇒ (8) + 2 = 10

Damage for Arrow 2 (if it hits)
1d8 + 2 ⇒ (7) + 2 = 9

The enemy at AR:49 is riding hard over to support his mate against Cali – and is also using his rapid shot combat.

Ride Check
1d20 + 12 ⇒ (10) + 12 = 22

1d20 + 8 ⇒ (10) + 8 = 18 = this number is rolled twice – for both shots – from the horse back – all penalties/bonus’s have already been calculated – including using a ranged weapon from horse, rapid shots, and the fact that he is not in Point Blank range but has Precise Shot.

First shot against Cali –
1d8 + 2 ⇒ (7) + 2 = 9

Second Shot against Cali –
1d8 + 2 ⇒ (2) + 2 = 4

The Enemy at AR:46 is moving to support his mate and attack Kae.

Ride Check
1d20 + 12 ⇒ (20) + 12 = 32

1d20 + 8 ⇒ (8) + 8 = 16 = this number is rolled twice – for both shots – from the horse back – all penalties/bonus’s have already been calculated – including using a ranged weapon from horse, rapid shots, and the fact that he is not in Point Blank range.

First shot against Kae –
1d8 + 2 ⇒ (2) + 2 = 4

Second Shot against Kae –
1d8 + 2 ⇒ (5) + 2 = 7

More Trouble –

Two More Riders have just entered the scene on their round – they cannot attack yet – consult the map for further details!


Confirm Hit on Cali with Natural 20 –

1d20 + 8 ⇒ (13) + 8 = 21 (For both arrows)

If it confirms – each arrow is at x3 damage, as per usual.


Hmmm - I think I may have mis-wrote rapid shot - with many shot! Blast - let me correct things - For now - all the first attacks were confirmed - second attacks I will need to roll now.... Be back soon...


You only get critical for first arrow using manyshot.


Yes – I screwed up. In point of fact - I believe I have to recalculate all damage for second shots - including the dice I rolled to hit. Let me re-write the second attacks for Kae and Cali – they do not get the same flat attack bonuses across the board! I goofed – sorry – here are the second attacks, with all penalties, and damages (if applicable) – across the board.

Second attack on Cali by first rider –
1d20 + 9 ⇒ (5) + 9 = 14
Damage
1d8 + 2 ⇒ (5) + 2 = 7

Second attack on Cali by Second rider
1d20 + 8 ⇒ (2) + 8 = 10
Damage
1d8 + 2 ⇒ (3) + 2 = 5

Second attack on Kae by HIS first rider –
1d20 + 8 ⇒ (16) + 8 = 24
Damage
1d8 + 2 ⇒ (3) + 2 = 5

Second attack on Kae by his second rider
1d20 + 8 ⇒ (1) + 8 = 9
Damage
1d8 + 2 ⇒ (8) + 2 = 10

Second Shot on Kae by his third rider
1d20 + 8 ⇒ (18) + 8 = 26
Damage
1d8 + 2 ⇒ (2) + 2 = 4

Okay – so; I am redoing total damage. I am only paying attention the damages for the first shot – and redoing damages for the second shot as posted here. Then – I shall add everything up – and toss it on the board. For now – based on what I have read – it seems that Kae currently has an [b]AC of 15[/dice] and Cali has an [b]AC of 19. If those numbers are wrong – I need to know – it will effect all damage done. Also – I believe Kae is currently Enlarged, which may or may not effect his AC.

Total Damage in a moment – remember – if I flubbed your AC – it was on the board under your character profile – please let me know – because that’s what I used to calculate damage.


imimrtl wrote:
You only get critical for first arrow using manyshot.

Yes - mister smarty pants - we've established the overly stressed GM has erred - to wit - I must respond to your comment with this statement - which seems quite appropriate -

Responding to Imimrtl's Comment...


To Sum up –

The rider in front of Cali has lost 21 HP.

If Cali has her an AC of 19 she lost – 35 HP
If Kae has an AC of 16 or higher then he has lost – 32 HP

There are now riders on the board – all of them have acted – as far as you can tell – none of them seem to be aware of anyone on the higher cliffs – concentrating only on the folk they see on the ground! At this time – you believe your Stealth Checks may have worked, for now.

However – you are not positive.

You believe the rider on AN:35 may have dropped his bow…

Okay – check your email for the new battle map screen shot – quick favor – when you have done all appropriate damage to the enemy – if you could give me a quick sum-up of what that entails at the end, like the one I just posted, – that would be awesome! Thank you.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Reading the stuff now. Points to note: Cali gets an Aoo on the rider at AH:57 shooting at her from within melee range.

Kae's AC is 17, so he should have only taken 28 damage as the attack roll of 16 was a miss
ANd Kae is also NOT enlarged, he's on a horse instead.

can't post till 9 PST

gtg


Ka'etil Malas'rae wrote:

Reading the stuff now. Points to nortw, Cali gets an Aoo on the rider at AH:57 shooting at her from within melee range.

and Kae's AC is 17, so yay

dinner, then i'll take a look at what i wanna do...

Okay - then I need to update all your damage accordingly. Sorry - I assumed you had the same AC that was on your sheet. Also - if you are enlarged - don't you lose a point to AC because of that? I believed you were enlarged... if you are not, I need to know that too - for the map.

While I'm at it - what is Cali's current HP - she may not get her AoO if she cannot respond...

Your new HP will be up soon...


Okay - Kae - you have only lost 28 HP - now worries...


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Cali gets the AoO before she takes a single hit. It's the act of firin that triggered it. And if she has combat reflexes, then she gets a bite for both arrows fired at her. I can deal with that later if nobody beats me to the punch

Kae only took 24 damage due to DR, and 4 shots hit. He is not enlarged, if he were there would be a penalty


Ka'etil Malas'rae wrote:

Cali gets the AoO before she takes a single hit. It's the act of firin that triggered it. And if she has combat reflexes, then she gets a bite for both arrows fired at her. I can deal with that later if nobody beats me to the punch

Kae only took 24 damage due to DR, and 4 shots hit. He is not enlarged, if he were there would be a penalty

1. Very good - Cali gets her attack - but she does not have Combat Reflexes.

2. Touche' I forget about DR - Kae technically has lost only 24 HP then...

Kae - please toss up her attack, then... I don't know when Ras will be on again - and I need to get the rest of you guys to move - once I have that - and your new position - then I can toss up the new combat map - Kae - your riders go on an 11 - by the way...


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

I'll roll for her once I get home 9pst.

So the riders are done, and it's Garith and his knoght's move?


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

ok, 27 damage. Looks like my ac is 16. i guess i forgot that it doesn't make sense to not have the Bear cloak now, so i've just got the 16... anyway

Well, here's cali's attack finally
1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
2d6 + 7 ⇒ (5, 5) + 7 = 17

and Kae is using his Rage Mutagen, so here's his DC 15 will-save to avoid Int damage
1d20 + 2 ⇒ (19) + 2 = 21


Very good - but if I don't miss my guess - Cali is formally down for the count - unconscious I believe - unless there is something different for Eidelion's - but she has 32 HP on her sheet and has lost 35.

She is now formally unconscious and bleeding out, and will need help soon.

Meanwhile, Kae - your riders are up - the archer in front of Cali is wounded - EXTREMELY badly - and - if I'm now correct - you are now saying you have an AC of 16 and have lost 27 HP.

Just waiting for Kae's riders - you should have the current map - toss up where your riders end up and their attacks - and we can go from there!

As soon as I have their actions - the rest of the party can go.

Taldor

Angelkin Aasimar SS 6/G 1 HP:61/61 | AC:21+1 | CMD: 20 | F:10/R:8/W:6

Garith looks up to where Shaezon is and shouts "Whenever that fireball lands..." Shaezon could drop out of delay before Garith makes his move if he has any AOEs that would hit the horsemen in theri new position. But being a man of action and always ready to change strategy at a moment's notice, Garith will only wait so long. then gives the command to attack!

Garith takes his move, horse riding to AJ/AK:39/40 and striking the horseman at AM:39
1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
for: 1d8 + 3 ⇒ (1) + 3 = 4

Soldier at V:45 charges to AK/AL:32/33 and attacks the enemy at AN:31
1d20 + 4 + 2 + 1 + 1 ⇒ (4) + 4 + 2 + 1 + 1 = 12
for: 2d8 + 6 ⇒ (2, 6) + 6 = 14

Then the Soldier at V:46 charges to AJ/AK:29/30 (or to aj/ak:30:31 ) and attacks the enemy at AN:31
1d20 + 4 + 2 + 1 + 1 ⇒ (16) + 4 + 2 + 1 + 1 = 24
for: 2d8 + 6 ⇒ (2, 6) + 6 = 14
edit: and uses Ride-by Attack feat to continue to AK/AL:28/29 with no AoO

Then the soldier at V:48 rides to AJ/AK:34/35 and attacks the Enemy at AN:35
1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
for: 1d8 + 3 ⇒ (2) + 3 = 5

edit!!!
and the last soldier at X:49 rides to AJ/AK:29/30 and attacks the rider at AN:31
1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
for: 1d8 + 3 ⇒ (7) + 3 = 10

Taldor

Angelkin Aasimar SS 6/G 1 HP:61/61 | AC:21+1 | CMD: 20 | F:10/R:8/W:6

Garith's confirmation
1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
2d8 + 6 ⇒ (3, 7) + 6 = 16

so to sum that up

Left to right

AN31
attack of 12 for 14 damage
attack of 24 for 14 damage
attack of 10 for 16 damage

middle: AN:35
attack of 22 for 5

and right: AN:39
nat 20 for 4 damage
confirm of 24 for 16 damage

But if he has any Shae should totally lay down some AoE damage to start this party off, now that he knows where the targets are, and can totally go before Garith and prolly lay something down to deal some damage???

[edit]: SHae can totally reach with that fireball, unless he wants to save it. I'm just trying to protect my squishies. and their sheets are wrong, THeir AC is 18 not 17, frgot to add the dex mod for the horsemen


Sir Garith Mordrand wrote:

Garith looks up to where Shaezon is and shouts "Whenever that fireball lands..." Shaezon could drop out of delay before Garith makes his move if he has any AOEs that would hit the horsemen in theri new position. But being a man of action and always ready to change strategy at a moment's notice, Garith will only wait so long. then gives the command to attack!

Garith takes his move, horse riding to AJ/AK:39/40 and striking the horseman at AM:39
1d20+6+1
for: 1d8+3

Soldier at V:45 charges to AK/AL:32/33 and attacks the enemy at AN:31
1d20+4+2+1+1
for: 2d8+6

Then the Soldier at V:46 charges to AJ/AK:29/30 (or to aj/ak:30:31 ) and attacks the enemy at AN:31
1d20+4+2+1+1
for: 2d8+6
edit: and uses Ride-by Attack feat to continue to AK/AL:28/29 with no AoO

Then the soldier at V:48 rides to AJ/AK:34/35 and attacks the Enemy at AN:35
1d20+4+1
for: 1d8+3

edit!!!
and the last soldier at X:49 rides to AJ/AK:29/30 and attacks the rider at AN:31
1d20+4+1
for: 1d8+3

Not sure if you can - Garith is the closet hero - and the closest villain to him is (at best pace) 110 feet away. Can you ride that far and strike? If so - cool. If not, no. However - I am ruling you can keep the critical hits and confirmation damage for the next time you get into range. I just don't think you are in range is all - but, I could be wrong.... you may have some sort of bonus to speed I don't know about; let me know if that is the case - I am not too familiar with Cavaliers...

Also - your riders are even farther away then Garith - the damn pillar your men were hiding behind is the problem - it's in your way at this time and prevents you from an easy attack... Even at a double move - you can only strike one enemy rider with Garith - and only barely.

If Shaezon has fireball ready though - he can loose it on the riders easily clustered on the left flank.

But - no worries - if I am incorrect in my calculations - I will let you re position your troops. Again - the map system is a bit confusing... Let me know your full speed that you can move - I can tell you how far you can get if there is any uncertainty.


Don't forget cali s acid damage for the aoo. Also she doesn't bleed out she.just gets unsummoned.


M Elf Spellbinder Conjuration (teleport) Wiz 2

If I am reading the map correctly the guys clustered at W49 are they bad guys who aren't carrying the goods, right? If that is correct Shaezon will summon the fireball spell from his book and drop it as to hit all of them.

If that's not correct just drop it on the group Gareth and his men are attacking before his men get into the damage range.

Fireball damage:

Reflex save DC 18 for half damage
6d6 ⇒ (2, 3, 2, 6, 3, 2) = 18

Wow s%*%ty rolls


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

blegh, whatever.

if a mounted combatant readies an action to charge, can the mount only go half its speed as it is using the standard action charge?


Eidolon (Init +3 / F +6 R +8 W +2 (+6 vs Ench.) / Perc. +9 / AC 25 / HP 43)

cali acid damage for aoo. 1d6 ⇒ 6


Male commoner 1

If they can ready an action to charge:
The top left two of my horsemen go to as soon as an enemy gets into range, attacking the enemies that get to row AD so they make their lance charges and since they have reach they get to AA/AB:36/37 and AA/AB:38/39 and attach the guys that get to row AD

garith and the other two riders move around to row YZ:56/57, YZ:58/59, YZ:60/61 and take total defence actions bumping their ac up to 22


if they can't:

move to YZ:36/37, YZ:38/39 and take total defence actions

Did you factor in the -4 penalty for the shots the second rider took at Cali because she was engaged in Melee with one of his allys?

btw: could use some healz from Isani. does she have any way of doing that at range or am i SoL?


Female Changeling - Osirion Cleric 4/Oracle 3

Isani only has touch heal spells (CLW, CMW, Rebuke Death) and channel energy in 30ft radius, so no long distance healing ability as far as I am aware.


Female Changeling - Osirion Cleric 4/Oracle 3

Trying to be as covert as possible, walking with her head down (and not full height) she hurries over (30 ft) as best as she can to the edge of the ledge to see if she can spy what is happening to the people on the ground.

Stealth: 1d20 ⇒ 9 (sigh)
Perception: 1d20 + 7 ⇒ (13) + 7 = 20 (Can she spot Kae from here?)

Isani is now crouched at AB:44


imimrtl wrote:
Don't forget cali s acid damage for the aoo. Also she doesn't bleed out she.just gets unsummoned.

Cool - so Cali is not dead - just unsummoned - and I need to see how bad the acid damage is.


Shaezon Silverfall wrote:

If I am reading the map correctly the guys clustered at W49 are they bad guys who aren't carrying the goods, right? If that is correct Shaezon will summon the fireball spell from his book and drop it as to hit all of them.

If that's not correct just drop it on the group Gareth and his men are attacking before his men get into the damage range.

** spoiler omitted **

Wow s#%#ty rolls

You BELIEVE so - but you don't know - they may all have drugs on them; in their saddlebags - and so on - and the extra horse may be carrying tents and foodstuffs - but it seems like a reasonable assumption to believe that the men do not have vast quantities of the drug on them - and, at best - may only have a little stashed on them.

Logic suggests, though - you would not distribute uncut, valuable narcotics equally among your hired thugs... That would be - unwise... Especially as Pesh is addictive - and, if they had a taste for it - they may actually consume some of the merchandise on the trip.

That said

Fireball has a radius effect of (I believe) 20 feet - for a diameter of 40. If I am not mistaken - the DC for the Reflex Save for Half Damage is 17 If that is not correct - please let me know.

Meanwhile - assuming you positing your fireball at the optimal place - you should just be able to hit all riders on the western flank riding far away from you. However - you have made yourself visible at this time (though you are still - technically - in 50% cover given the height of the cliff, and so on).

The riders need to make their DC Checks via Reflex - as do their horses...

We'll start at Rider 1 - being at the far left - then work our way to the far right...

Rider 1
1d20 + 8 ⇒ (19) + 8 = 27

Horse 1
1d20 + 7 ⇒ (1) + 7 = 8

Rider 2
1d20 + 8 ⇒ (10) + 8 = 18

Horse 2
1d20 + 7 ⇒ (19) + 7 = 26

Rider 3
1d20 + 8 ⇒ (8) + 8 = 16

Horse 3
1d20 + 7 ⇒ (18) + 7 = 25

Okay - horse 1 took 18, Rider 3 took 18 - the rest of them succeeded for Half Damage - of 9...


waiph wrote:

** spoiler omitted **

** spoiler omitted **

Did you factor in the -4 penalty for the shots the second rider took at Cali because she was engaged in Melee with one of his allys?

btw: could use some healz from Isani. does she have any way of doing that at range or am i SoL?

Yes - yes I did - which should have been noted in the post via combat...

Hmm - you are beginning to suspect these guys may be more then hired thugs - but then you realize that all NPC's have a 25 point buy - 2 traits - class levels stacked on Monstrous Races (when applicable - like the Troll Barbarians who used "Rage" - for example) - and very generally aren't on level 1 at this time...


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

yup. So can they ready to charge? or do they just move and take their defense actions?

charge as a standard action means moving full speed instead of double, so if that readied action works, then there's that, otherwise they move and defend. so... what the verdict?


Caliphana wrote:
cali acid damage for aoo. 1d6

An excellent hit! Cali - you notice that - as you disappear - the enemy is still standing - but barely - and you have a hunch the only thing that is keeping him on his feet is - undoubtedly - temporary at best. You'd venture to guess - that in a few second (perhaps 24, or so) the man will - no doubt - swoon - once whatever is driving him to such lengths evaporate from his bloodstream...

Indeed - Cali is very perceptive... and somehow managed to communicate that fact to the rest of you via a free action just as she vanished...


Isani Isu wrote:

Trying to be as covert as possible, walking with her head down (and not full height) she hurries over (30 ft) as best as she can to the edge of the ledge to see if she can spy what is happening to the people on the ground.

Stealth: 1d20 (sigh)
Perception: 1d20+7 (Can she spot Kae from here?)

Isani is now crouched at AB:44

Yes - you can spot Kae - his tail totally gives him away!

He looks VERY badly wounded - and ready to pitch forward into the sweet embrace of death - were it not for his iron constitution and steely determination to persist over any obstacle in all of his actions!

Despite his unshakable Fortitude at this moment - you cannot help but roll your eyes at the litany of unnecessary adjectives used to describe this event...

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