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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Ka'etil Malas'rae wrote:

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?

Basic answer - they will not be able to reach the enemy from here on this round - you can choose to go total defense - or ready a charge. Presuming the enemy does not move on their turn - you will be able to reach them next round easily, with a charge.

Remember - though Kae goes first - your riders go AFTER the bad guys... So - just let me know - what is your plan - do you wait charge next round - or go full defense?


Male Half-dwarf - also known as a "Mul" Gladiator... and others... 6th level

Khromm goes last - and is forced to move to AB:42 - he would move at a double move - but has to climb some of the cliffs to get further down. This is as far as he can go - for now... He is moving closer, though.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Sounds good.


Oh yeah - my bad - Galen goes right before Khromm... therefore -

Galen moves to P:27.

Galen is throwing a clay vial at one of the riders - specifically the rider at AM:30.

Range touch attack with weapon -

1d20 + 2 ⇒ (11) + 2 = 13

Though the rider is quite a ways away in terms of distance - Galen is throwing a ranged touch attack 20 feet - which literally falls on the rider and the horse.

It is enough to splatter them both with what is inside the vial; though it does not hurt them in any way.

The contents are - oil.

Galen then takes a free action to fall prone for 9/10's cover.

It should be noted that the rider at AM:30, and his horse - now have a small amount of oil on them - any fire damage against them will gain an extra 1d6 of damage for the round it is used.

It should also be noted that Galen would have cast "Mage Armor" before the fight...


Shaezon Silverfall wrote:
Sounds good.

Sorry Shae - I know he is your guy - but sometimes he is a bit impetuous - for now - that was his action. Next round - he's all yours.


Quick summary –

Rider at AM:30 has taken
9 Damage
He is also coated with a small amount of oil – next time he is hit with any fire damage – he suffers an additional 1d6 points of damage.

Horse at AM:30 has taken
18 Damage
He is also coated with a small amount of oil – next time he is hit with any fire damage – he suffers an additional 1d6 points of damage.

Rider at AM:34 has taken
9 Damage

Horse at AM:34 has taken
9 Damage

Rider at AM:39 has taken
18 Damage
Horse at AM:39 has taken
9 Damage

Rider at AI:56 has taken
44 Damage
Horse at AI:56 has taken
0 Damage

No other enemies are currently wounded.

Of heroes…

1. Cali has been “Unsummoned”
2. Kae has taken 24 Damage

Of all other Heroes of Note - none are wounded.

It is now the top of the round – here is the initiative – new bad guys on same round as old bad guys.

Lazurien 18,
Shaezon 16,
Caliphana 15,
Kae 13,
Enemy Riders 12,
Gairth – and the riders 11, (remember – Garith held his initiative order to go with his men)
Isani 9,
Arasmes 6,
Galen 6,
Khromm 4.

Check Email for new battle map – keep going – you guys are actually doing well – though it may not seem like it – but once you get the rest of your party into the fray – it should mop of relatively quickly.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Dain GM wrote:
Shaezon Silverfall wrote:
Sounds good.
Sorry Shae - I know he is your guy - but sometimes he is a bit impetuous - for now - that was his action. Next round - he's all yours.

Hes an npc. Feel free to drive. :-)


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

Meh, I guess I have them ride up to Y/Z:36/37, Y/Z:38/39 and defend, so they have their 22 AC at the moment. then they do their slaughtering next turn.

not going to expect the enemy to move into a trap...

and you were totally exaggerating how bad off kae is. he barely lost more than HALF of his HP in that round. /teasing


F Elf Spellbinder Conjuration (teleport) Wiz 1

Next Round:

"Would you like to get a closer view? Not much else we can do from up here. Shaezon asks his apprentice.

Assuming Yes

"take my hand and trust me. We'll jump and I'll keep us from getting injured."

The pair leap off the plateau and on the way down Shae says's a word of power and the descent slows dramatically to the point where it is as if they jumped off a small hillock. (feather fall)


It's kind of hard for me to tell from the map but does Laz have line of sight to any of the bad guys?

If so here are her attacks.

Attack 1 (w/ Manyshot)
1d20 + 10 ⇒ (4) + 10 = 14

Damage Arrow 1
1d8 + 14 + 1d6 ⇒ (6) + 14 + (3) = 23
Damage Arrow 2
1d8 + 14 + 1d6 ⇒ (7) + 14 + (6) = 27
-----------------------------------------
Attack 2 (Rapid Shot attack)
1d20 + 10 ⇒ (16) + 10 = 26

Damage
1d8 + 14 + 1d6 ⇒ (8) + 14 + (6) = 28


sorry forgot last attack

Attack 3 (6th level attack)
1d20 + 5 ⇒ (14) + 5 = 19

Damage
1d8 + 14 + 1d6 ⇒ (5) + 14 + (3) = 22


Arasmes snarls as he sees Caliphana cry out in pain and be sent back to the outer realms. Turning towards Khromm's descending form he sends a wave of energy coursing through his body, his movements quickening significantly.

Haste on Khromm, and Kae if I can get him in the 30' area of effect.


Shaezon Silverfall wrote:

Next Round:

"Would you like to get a closer view? Not much else we can do from up here. Shaezon asks his apprentice.

Assuming Yes

"take my hand and trust me. We'll jump and I'll keep us from getting injured."

The pair leap off the plateau and on the way down Shae says's a word of power and the descent slows dramatically to the point where it is as if they jumped off a small hillock. (feather fall)

Well - to be fair - Galen would have probably said

"No - logic would suggest this is the safest place from horse men - as we were clearly on an extremely high pillar of rock; horses will not be able to climb such things - and the archers will not be able to attack us unless they are at least parallel or above us, which cannot happen as we are on the highest pillar in the canyon. And - naturally - I can summon a Fire Beetle from here to attack - and do what I can to aid you - with what meager tricks I have - while remaining in optimal cover as opposed to allowing myself to be on the ground and where horses and horsemen can now attack me with ease..."

But he instead decided to be an apt pupil - saying nothing at this time.

However - as you are now on the ground - can you please give me your current position via grid coordinates?


Lazurien wrote:

It's kind of hard for me to tell from the map but does Laz have line of sight to any of the bad guys?

If so here are her attacks.

Attack 1 (w/ Manyshot)
1d20+10

Damage Arrow 1
1d8+14+1d6
Damage Arrow 2
1d8+14+1d6
-----------------------------------------
Attack 2 (Rapid Shot attack)
1d20+10

Damage
1d8+14+1d6

There are two targets you can attack that are in line of sight - the one that hit and nailed Cali - and the one that did not. Which target are you aiming at - I need to know that first. Also - do all of your attacks have to go at the same time?

Either man is in the open - neither have any cover at this time.

When I know more - I can tell you what you did - and how effective it was.


Arasmes ibn'Fayad wrote:

Arasmes snarls as he sees Caliphana cry out in pain and be sent back to the outer realms. Turning towards Khromm's descending form he sends a wave of energy coursing through his body, his movements quickening significantly.

Haste on Khromm, and Kae if I can get him in the 30' area of effect.

Kae is out of range from Arasmes - as he is twenty feet below your current position.

This assumes you move to flank Khromm - if you advance further then him - your next drop is ten feet - which means I'll need a Climb check.

You are able to Haste both Khromm and Isani, however.


F Elf Spellbinder Conjuration (teleport) Wiz 1

You have a point. Jumping down is monumentally stupid. I have no idea what I was thinking. Can I retcon that please?

Instead we can summon a fire beetle (Galen) and a celestial tiger, respectively.

Going to bed now, but if yes then I'll post the creatures in the morning.


Shaezon Silverfall wrote:

You have a point. Jumping down is monumentally stupid. I have no idea what I was thinking. Can I retcon that please?

Instead we can summon a fire beetle (Galen) and a celestial tiger, respectively.

Going to bed now, but if yes then I'll post the creatures in the morning.

Grrr....

Hmm - so I'm left with one of two decisions -

1. Having you burn/waste a spell for no reason and leaving you in a place where three archers can attack you in less then six seconds - not to mention their horses - two more horsemen coming to aid them (possibly) - where you have no cover - and are in the very open with your back to the wall with nothing to do but sit there until AFTER they attack - potentially wounding you terribly - if not outright killing you - and likely Galen as well on their turn... Especially after you hit them with a fireball - Galen hit them with an oil flask - and you are clearly magi (re: artillery to destroy quickly!)

Or....

2. I could let you stay on a platform and use your bow and magic to reign down death on the enemies in a place where it is almost impossible for either of you to get hit.

Decisions, decisions...

Tell you what - this battle has been a bit of a FUBAR - I'll leave the choice in the hands of your comrades. Whatever they decide to be fair - I'm going to go with.

Guys - what do you think? I'll let YOU decide the retcon...


Male to kill the six fingered man Duelist/20 years

The spell effect is 30 feet but the range is 55 feet for haste so I don't have to go down the cliff. Lax will. Shoot the uninjured one.


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

will post later tinight


imimrtl wrote:
The spell effect is 30 feet but the range is 55 feet for haste so I don't have to go down the cliff. Lax will. Shoot the uninjured one.

If you want to cast Haste on Kae alone - you are free to do that. If you want to include Kae and Khromm together - you can't. Because they are more then 30 feet apart. It's up to you who you decide to center the spell on, though.

Just curious - did you have any thought on if the retcon idea? I was being serious - it's totally up to you guys.

The reason I ask is because it seems like everyone is now moving from elevated positions where they could use magic and other means of attack on the enemies below them to move down to the enemies.

If that is the plan - that's totally cool - but it was kind of the last thing I expected is all.


Lazurien wrote:

sorry forgot last attack

Attack 3 (6th level attack)
1d20+5

Damage
1d8+14+1d6

Attack 1 missed - both arrows -

Attack 2 hit - for a total of 28

Attack 3 missed


Male to kill the six fingered man Duelist/20 years

Just kae then as he is injured and could use the.help.


Female Changeling - Osirion Cleric 4/Oracle 3

When Isani's turn as I will not be around tomorrow

Round 2:

Wanting to get closer to the injured Councilman to assess his injuries and heal him but being too far from him at present, she holds onto her ankh and speaks the words of the spell, lifting them true to the Everlight. Remaining crouched low on the ledge (AB:44) so as not to be seen, she casts Spiritual Weapon and a brilliant weapon appears, shaped in the divine form of the scimitar, and she directs it with force toward the horse of rider AM39 (130 ft range, magic scimitar lasts for 3 mins and strikes as a spell not as a weapon, no saving throw, starting with one attack in the round spell is cast, each round after 1st, you can use a move action to redirect to new target or weapon continues to attack the previous round's target.)

Attack on horse: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
If hit, the Damage: 1d8 + 1 ⇒ (6) + 1 = 7


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

I say let Shae stay up top and do the ret-con. He may have said something to Galen to which Galen would make his response, and they don't and up doing the imprudent thing, but the player wants to move things along so states an action. It's not like we've moved on or anything, and the rest of us still need to take actions before the enemy goes, so it's not like it makes much difference. Just say he kept his finger on the piece.

so let his ret-con that...


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

anyway, Kae's going to run the hell away!

V/W:36/37, put his bow away, and cast shield on himself.


Ka'etil Malas'rae wrote:

I say let Shae stay up top and do the ret-con. He may have said something to Galen to which Galen would make his response, and they don't and up doing the imprudent thing, but the player wants to move things along so states an action. It's not like we've moved on or anything, and the rest of us still need to take actions before the enemy goes, so it's not like it makes much difference. Just say he kept his finger on the piece.

so let his ret-con that...

To all -

The decision to Ret-con Shae's move is - therefore - unanimous! No doubt Shae will thank you all when he can - but for now - Galen offers his thanks as a free action.

At this time - both Shaezon and Galen will start casting their summon spells - which should arrive next round.

Kae - you are now Hasted do you wish to move faster or take another specific action - I don't know if you knew you had the spell on you.

Gang -

I shall post the riders tomorrow - I am up rather late - having trouble sleeping due to some personal issues. But I cannot post the riders moves now - I shall tomorrow.


Ka'etil Malas'rae wrote:

anyway, Kae's going to run the hell away!

V/W:36/37, put his bow away, and cast shield on himself.

Oh yeah...

Earlier you said you were on horseback? How does that work now that you have Haste?

Are you now faster then your horse - and therefore dismount and run away? Or when you wrote run away - did you mean ride away? Not trying to be rude - I just wanted to know if you were on your horse at this time - or on foot. I need to know for what the riders do next...


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

well, me and the horse should be hasted, as the spell hits allys in 30 feet of the user. So i Ride back behind the riders to cast shield. I'm still on horseback, tho.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Thank you. Below are the summoned creatures.

celestial fire beetle:

XP --
N Small celestial/fiendish vermin
Init +0; Senses darkvision 60 ft.; Perception +0
 DEFENSES
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 4 [6] (1d8) [1d8+2]
Fort +2 [+4], Ref +0, Will +0
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
Fiendish - Resist Cold and Fire 5
Immune mind-affecting effects
 OFFENSE
Speed 30 ft., fly 30 ft. (poor)
Melee bite +1 [+3] (1d4 [1d4+2])
Special Attacks Smite evil/good
 STATISTICS
Str 10 [14], Dex 11, Con 11 [15], Int —, Wis 10, Cha 7
Base Atk +0; CMB -1 [+1]; CMD 9 [11] (17 [19] vs. trip)
Skills Fly +2
SQ luminescence
 SPECIAL ABILITIES
Luminescence (Ex) A fire beetle's glowing glands provide light in a 10-foot radius. A dead fire beetle's luminescent glands continue to glow for 1d6 days after its death.

Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.

Celestial leopard:

Leopard CR 2
XP 600
N Medium animal
Init +4; Senses low-light vision, scent; Perception +5
 DEFENSE
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2

 OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3)
Special Attacks pounce, rake (2 claws +6, 1d3+3)

 STATISTICS
Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6
Base Atk +2; CMB +5 (+9 grapple); CMD 19 (23 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth); Racial Modifiers +4 on Stealth in undergrowth


F Elf Spellbinder Conjuration (teleport) Wiz 1

Haste effects one creature per caster level within 30 feet of each other at the time of casting. So he could have targeted the horse too.

Edit: unless he's using something different than the spell and I don't know who was targeted.

haste:

Haste
School: transmutation
Level: alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 2
Casting Time: 1 standard action
Components: V, S, M (a shaving of licorice root)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.


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

sweet me and my horsey are hasted weeee


The riders are now advancing to their various posts and positions.

Consult map for details on positions.

The three riders on the left side of the map have moved into the lee of the huge pillar that Shae and Galen are standing on. Once they are there – they are using Climb as a move action to move the roughly ten feet up the cliff by climbing.

Rider 1
1d20 + 9 ⇒ (18) + 9 = 27

Rider 2
1d20 + 9 ⇒ (7) + 9 = 16

Rider 3
1d20 + 9 ⇒ (6) + 9 = 15

These three riders have now reached the top of the cliff they are at the base of. See map for more details on these men.

The next two riders that were in the canyon mouth opening have ridden straight forward. They are now completely in cover from any range attacks from your position (except by Arasmes and Isani) – and are holding action with their attack.

The last two riders on the right side of the map have moved over toward Laz – and each of them are shooting at her.

Heavily Wounded Rider – 42 HP lost - (AJ:67)

Ride Check –
1d20 + 12 ⇒ (8) + 12 = 20

1d20 + 8 ⇒ (1) + 8 = 9 = 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 ⇒ (1) + 2 = 3

Damage for Arrow 2 (if it hits)
1d8 + 2 ⇒ (1) + 2 = 3

Modestly Wounded Rider – 28 HP lost - (AM:62)

Ride Check –
1d20 + 12 ⇒ (12) + 12 = 24

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 ⇒ (6) + 2 = 8

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

If I am correct - Laz was hit for a total of 18 Damage - please let me know if I missed modifier - they may have missed. FYI - the weak rider has fumbled and dropped his bow!

Two more riders have entered the scene…

Check email for new enemy positions…


F Elf Spellbinder Conjuration (teleport) Wiz 1

Fire beetle attempts to flank with Kae and bite the guy in AB37

Bite 1d20 + 3 ⇒ (6) + 3 = 91d4 ⇒ 4 (added flanking bonus, but if he can't flank then subtract 2 from the bite)

Celestial leopard pounces on the guy in AB39

Melee bite 1d20 + 6 ⇒ (11) + 6 = 171d6 + 3 ⇒ (4) + 3 = 7
claw1 1d6 + 6 ⇒ (5) + 6 = 111d3 + 3 ⇒ (3) + 3 = 6
claw2 1d6 + 6 ⇒ (3) + 6 = 91d3 + 3 ⇒ (2) + 3 = 5

rake Claw 1 1d6 + 6 ⇒ (4) + 6 = 101d3 + 3 ⇒ (1) + 3 = 4
Rake Claw 2 1d6 + 6 ⇒ (2) + 6 = 81d3 + 3 ⇒ (1) + 3 = 4

Essentially the leopard just jumped on the guy and went to town with all of his pointy bits.

How far is the cliffside from AB37? Shae may cast a spell depending on that.


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

Fire beetle attempts to flank with Kae and bite the guy in AB37

Bite 1d20+3;1d4 (added flanking bonus, but if he can't flank then subtract 2 from the bite)

Celestial leopard pounces on the guy in AB39

Melee bite 1d20+6;1d6+3
claw1 1d6+6;1d3+3
claw2 1d6+6;1d3+3

rake Claw 1 1d6+6;1d3+3
Rake Claw 2 1d6+6;1d3+3

Essentially the leopard just jumped on the guy and went to town with all of his pointy bits.

How far is the cliffside from AB37? Shae may cast a spell depending on that.

the guys at AB37, and AB39 are wearing our livery and are our riders, not enemies.

so no, no your summons shouldn't do any of that, cause those riders are our allys. not enemies. so please don't attack them. fish are friends not food. not food!!!!!

the enemy are at AI:24, AG:25, AH:26 and theri horses are at the base of those cliffs. so maybe attack them instead, yes?

also, is there supposed to be anyone at AD:60? there's an icon there, but i dunno what it can be...

ALso, Dain:
Last round it seemed like using manyshot was a mistake, and the riders only have Rapid-shot, but then you just used many-shot again.
Manyshot: Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit.
Rapid-shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

I'm just confused about what attacks they have...


Laz looks down at the wounds she took and lets out a shout of defiance before splitting her shots between the two riders.

Forgot before but add +1 to all attacks if the riders are human.

Attack 1 (Manyshot) On moderately wounded rider (AM:62)

1d20 + 10 ⇒ (18) + 10 = 28

Damage Arrow 1
1d8 + 14 + 1d6 ⇒ (7) + 14 + (3) = 24
Damage Arrow 2
1d8 + 14 + 1d6 ⇒ (4) + 14 + (1) = 19
---------------------------------------
Attack 2 (Rapid Shot) On Heavily Wounded Rider (AM:67)

1d20 + 10 ⇒ (16) + 10 = 26

Damage Arrow
1d8 + 14 + 1d6 ⇒ (8) + 14 + (2) = 24
---------------------------------------
Attack 3 On Heavily Wounded Rider (AM:67)

1d20 + 5 ⇒ (10) + 5 = 15

Damage Arrow
1d8 + 14 + 1d6 ⇒ (4) + 14 + (1) = 19


F Elf Spellbinder Conjuration (teleport) Wiz 1
Ka'etil Malas'rae wrote:
Shaezon Silverfall wrote:
my attack rolls

the guys at AB37, and AB39 are wearing our livery and are our riders, not enemies.

so no, no your summons shouldn't do any of that, cause those riders are our allys. not enemies. so please don't attack them. fish are friends not food. not food!!!!!

the enemy are at AI:24, AG:25, AH:26 and theri horses are at the base of those cliffs. so maybe attack them instead, yes?

also, is there supposed to be anyone at AD:60? there's an icon there, but i dunno what it can be...

Yes, attack those Kae suggested. I can barely tell who is who on the map. The summoned creatures attack the AI24 and AI25


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

Can i ask if Laz managed to drop the riders before i move my troops? cause it'd be silly to attack an enemy that is dead before i get a turn...

Also, for the record, Kae's had 18 AC this whole fight, but i forgot about the natural armor bonus from my mutagen... so oops. ANyway NOw with haste, shield, and mutagen, Kae's got an AC of 23... derp

so i'll post for the riders and kae when i get home again...


Ka'etil Malas'rae wrote:
Shaezon Silverfall wrote:

Fire beetle attempts to flank with Kae and bite the guy in AB37

Bite 1d20+3;1d4 (added flanking bonus, but if he can't flank then subtract 2 from the bite)

Celestial leopard pounces on the guy in AB39

Melee bite 1d20+6;1d6+3
claw1 1d6+6;1d3+3
claw2 1d6+6;1d3+3

rake Claw 1 1d6+6;1d3+3
Rake Claw 2 1d6+6;1d3+3

Essentially the leopard just jumped on the guy and went to town with all of his pointy bits.

How far is the cliffside from AB37? Shae may cast a spell depending on that.

the guys at AB37, and AB39 are wearing our livery and are our riders, not enemies.

so no, no your summons shouldn't do any of that, cause those riders are our allys. not enemies. so please don't attack them. fish are friends not food. not food!!!!!

the enemy are at AI:24, AG:25, AH:26 and theri horses are at the base of those cliffs. so maybe attack them instead, yes?

also, is there supposed to be anyone at AD:60? there's an icon there, but i dunno what it can be...

** spoiler omitted **

Sorry - you are correct - I believe I used the wrong coding for their attack. Let me do that again... Hang on...


Lazurien wrote:

Laz looks down at the wounds she took and lets out a shout of defiance before splitting her shots between the two riders.

Forgot before but add +1 to all attacks if the riders are human.

Attack 1 (Manyshot) On moderately wounded rider (AM:62)

1d20+10

Damage Arrow 1
1d8+14+1d6
Damage Arrow 2
1d8+14+1d6
---------------------------------------
Attack 2 (Rapid Shot) On Heavily Wounded Rider (AM:67)

1d20+10

Damage Arrow
1d8+14+1d6
---------------------------------------
Attack 3 On Heavily Wounded Rider (AM:67)

1d20+5

Damage Arrow
1d8+14+1d6

Both riders are dropped now.


Lazurien wrote:

Laz looks down at the wounds she took and lets out a shout of defiance before splitting her shots between the two riders.

Forgot before but add +1 to all attacks if the riders are human.

Attack 1 (Manyshot) On moderately wounded rider (AM:62)

1d20+10

Damage Arrow 1
1d8+14+1d6
Damage Arrow 2
1d8+14+1d6
---------------------------------------
Attack 2 (Rapid Shot) On Heavily Wounded Rider (AM:67)

1d20+10

Damage Arrow
1d8+14+1d6
---------------------------------------
Attack 3 On Heavily Wounded Rider (AM:67)

1d20+5

Damage Arrow
1d8+14+1d6

Sorry – wrong coding matrix was used. I have lots of NPC’s to keep track of – I copied the wrong stuff. Grah!

Correct attacks against Laz –

Rider 1

Ride Check
1d20 + 12 ⇒ (3) + 12 = 15

Attack 1
1d20 + 9 ⇒ (13) + 9 = 22

Damage
1d8 + 2 ⇒ (2) + 2 = 4

Attack 2
1d20 + 9 ⇒ (13) + 9 = 22

Damage
1d8 + 2 ⇒ (1) + 2 = 3

Rider 2

Ride Check
1d20 + 12 ⇒ (18) + 12 = 30

Attack 1
1d20 + 9 ⇒ (14) + 9 = 23

Damage
1d8 + 2 ⇒ (2) + 2 = 4

Attack 2
1d20 + 9 ⇒ (7) + 9 = 16

Damage
1d8 + 2 ⇒ (6) + 2 = 8

Good news Laz - you only suffered 11 points of damage - sorry about the coding error.


Shaezon Silverfall wrote:

Fire beetle attempts to flank with Kae and bite the guy in AB37

Bite 1d20+3;1d4 (added flanking bonus, but if he can't flank then subtract 2 from the bite)

Celestial leopard pounces on the guy in AB39

Melee bite 1d20+6;1d6+3
claw1 1d6+6;1d3+3
claw2 1d6+6;1d3+3

rake Claw 1 1d6+6;1d3+3
Rake Claw 2 1d6+6;1d3+3

Essentially the leopard just jumped on the guy and went to town with all of his pointy bits.

How far is the cliffside from AB37? Shae may cast a spell depending on that.

Shae - before I get those attacks worded in - can I have the position of your summoned animal? That will matter for when their chance to flank - and if you are able to pounce - and so on.

Remember also - you are 40 feet up from the men above you.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

horray!

in that case...

the boys on the left with Kae take full def actions, and ride to AL/AM:34/35 and AN/AO:36/37 with their ac of 22.

the boys with Garith, and Garith ready actions to charge at the first enemies to approach, coming around the piller to the right, as soon as they can, moving in a straight line past the enemy with Ride-by attack.

I'll describe the movement better in a minute.


Sir Garith Mordrand wrote:

horray!

in that case...

the boys on the left with Kae take full def actions, and ride to AL/AM:34/35 and AN/AO:36/37 with their ac of 22.

the boys with Garith, and Garith ready actions to charge at the first enemies to approach, coming around the piller to the right, as soon as they can, moving in a straight line past the enemy with Ride-by attack.

I'll describe the movement better in a minute.

at this time - the two horsemen on the left side of the rock who have held action each will take a shot at your riders when they move into view. I believe - if I am not mistaken - I am able to do that.

Please let me know if I am not - but they had held action for that very reason.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

i expected them to do that, hence defending as opposed to charging. and you totally right, they can take a single shot, i believe.

more specific about Garith's riders on the right side of the map, they move all the way across the opening after they hit, using ride-by attack, if any enemy moves to a point where they have a line of attack:

the right most rider has a line to hit anyone who passes across the line from AQ:50 to AM:52

Garith can hit any enemy that crosses the line AR:52 to AL:54

and the Left rider can only move straight down the line, so the first enemy to get to the 55 column


Very good - they each will take a single shot against your rider.

Rider 1 uses one attack against 34/35

Attack
1d20 + 11 ⇒ (19) + 11 = 30

Damage (if any)
1d8 + 2 ⇒ (6) + 2 = 8

Rider 2 uses one attack against 36/37

Attack
1d20 + 11 ⇒ (15) + 11 = 26

Damage (if any)
1d8 + 2 ⇒ (2) + 2 = 4

Also - sorry here - but can you give me your current coordinates for your men on the right? I am just a bit confused on where they are - including Kae! :)


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

haven't moved Kae yet, just the riders.

The ones on the right haven't moved. They are readying an action to move in a straight line to attack the first riders they can.

the ones on the left are at AL/AM:34/35 and AN/AO:36/37

and ouch.


Ka'etil Malas'rae wrote:

haven't moved Kae yet, just the riders.

The ones on the right haven't moved. They are readying an action to move in a straight line to attack the first riders they can.

the ones on the left are at AL/AM:34/35 and AN/AO:36/37

and ouch.

Cool - left riders already tagged and bagged for damage, then.

34/35 having lost 8

and

36/37 has lost 4


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

Kae is gonna ride up to AK:43, and use His signature Lightning cone blasting the two riders for
3d6 ⇒ (4, 2, 6) = 12
DC 15 reflex save for half damage

and Kae's got his lance out now.


Male commoner 1

don't think Raz has acted this round yet...

How bout Glitterdust on the two new riders. DC 19 will-save or else they are blinded!


Ras has not - no.

Guy 1's Reflex -
1d20 + 8 ⇒ (17) + 8 = 25

Guy 2's Reflex -
1d20 + 8 ⇒ (16) + 8 = 24

Damn - wish that was an attack roll!

They each take 6.

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