GM Polygoon's Beginner Box Campaign - Goblin Hunt!

Game Master Jerran_Kell

This campaign was created to give new players a chance to play Pathfinder using the Play By Post method here on the Paizo forums.


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Male Human (Shoanti) Ranger 1 HP: 13/13 AC: 17 | T:13, | FF: 14 | CMB: +3 | CMD: 16 | F: +4, R: +5, W: +1 | Init: +7 | Perc: +5, SM: +2 | Favored Enemy (Goblinoids): +2

Guess I got a little ahead of myself. Waiting is…


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

Navika rushed over to stand behind the line of protection, with her back up against the ruins. She says a few words and a shimmer appears for a second.
I now have mage armor on. Vortok, let me know when you want yours from the wand. I'm assuming the creator of the wand was 1st level, so once cast it'll last an hour. Apologies on the delay. Didn't get home till late Saturday and went straight to bed.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

I would like the mage armor next round

Vortok takes a defensive stance to protect himself from attacks. Total defense action, + 4 to AC for this round


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Xilanfur to move closer to Fyfe (moved to L-18)

Fyfe casts Entangle from the wand at V-27 (casting time, one standard action).

Entange:

School transmutation; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Area plants in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw: Reflex partial; see text; Spell Resistance: no
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

We'll be just out of range of the spell, but not by much. I've placed a green circle on the map to indicate roughly the area of effect.

GM, reflex saves for the goblins, please.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Current Round = 1

From what I can find the DC of the reflex save is 10+1(caster level)+2(intelligence modifier)
DC13

Goblin1 Reflex: 1d20 + 2 ⇒ (12) + 2 = 14
Goblin2 Reflex: 1d20 + 2 ⇒ (3) + 2 = 5 = Entangled
Goblin3 Reflex: 1d20 + 2 ⇒ (3) + 2 = 5 = Entangled
Goblin6 Reflex: 1d20 + 2 ⇒ (9) + 2 = 11 = Entangled
Goblin7 Reflex: 1d20 + 2 ⇒ (10) + 2 = 12 = Entangled

Wolfboy:
Wolf Reflex: 1d20 + 5 ⇒ (7) + 5 = 12 = Entangled

Ouch, lol.

Result will be marked on map icons.

EDIT
Hmm, counting from each side of V27 40ft in each direction leaves out Wolfboy from the effect, so I'm thinking he's not entangled.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet
GM Polygoon wrote:

Current Round = 1

From what I can find the DC of the reflex save is 10+1(caster level)+2(intelligence modifier)
DC13

small correction on that according to the rules

Save DC:
Saving Throw Difficulty Class: A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Intelligence for a wizard, Charisma for a bard, paladin, or sorcerer, or Wisdom for a cleric, druid, or ranger). A spell's level can vary depending on your class. Always use the spell level applicable to your class.

In other words, the save DC of entanglement cast by Fyfe is 15, as Fyfe's wisdom is 18. So Goblin 1 is also entangled

but you can argue that goblin 1 is on rocks/stone, so he is save, but is screwed when he enters the grass

And I agree with the wolf, he should be save from the spell.

Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

The minus 4 to dex results in an AC of 14 and a touch AC of 11 for the goblins and an additional -2 for a total of -4 on ranged attack rolls.

Nice casting Fyfe

Now open fire everyone


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Does Xilanfur still have her turn or am I up?


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet
Krakkagar wrote:
Does Xilanfur still have her turn or am I up?

Xilanfur moved at the same time as Fyfe.

So round two started, go ahead and shoot some goblins :)


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Ah, Druids use wisdom, I see.
Also the clumps of trees would logically block LOS, but as I didn't specify that in the rule I'm guessing I should play it this way this mission.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet
GM Polygoon wrote:

Ah, Druids use wisdom, I see.

Also the clumps of trees would logically block LOS, but as I didn't specify that in the rule I'm guessing I should play it this way this mission.

Luckily for you all goblins are either at extreme long range, or in cover, so most would be pretty save from ranged attacks. I now wish Navika had Magic Missile on her spell list.


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Krakkagar moves to N23 and fires an arrow at the Goblin in N28.

Attack roll: 1d20 + 4 ⇒ (5) + 4 = 9

...and misses. "Shifty little gobbos!"


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Current Round = 2

Xilanfur moved
Krakkagar missed
Eal
Goblins
Grognar
Navika
Vortok
Fyfe

The goblins in Cover are at AC20 at the moment.

The goblins squirm and fuss as they wrestle with the weeds holding them.

All yours Eal.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

The spell's effect will last for 10 rounds, so there's still opportunities to run closer to your opponents.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

THIS THREADThis thread has a good illustration on affected squares in a 40 foot radius circle. It looks like it's just squares completely within the circle.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet
GM Polygoon wrote:


The goblins in Cover are at AC20 at the moment.

But if they are entangled they lose 4 dex = 2 AC.


Male Human (Shoanti) Ranger 1 HP: 13/13 AC: 17 | T:13, | FF: 14 | CMB: +3 | CMD: 16 | F: +4, R: +5, W: +1 | Init: +7 | Perc: +5, SM: +2 | Favored Enemy (Goblinoids): +2

Eal fires again at the entangled goblin archer.

attack: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 + 2 ⇒ (6) + 2 = 8

Is that a hit?


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Current Round = 2

Eal's shot is a miss.
The way I read it Entangled seems to mean half speed movement in the zone, since the grass could be pulled up by goblin legs.

Entangled:
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Goblin 1 moves at half speed out of the zone N28 to M38 (wall segment blocks LOS there)
Goblin 2 moves at half speed out of the zone R31 to Q34
Goblin 6 moves at half speed out of the zone X35 to V36
Goblin 7 moves at half speed out of the zone Y35 to W36
Goblin 3 Returns fire at Eal.
Shortbow: 1d20 + 2 - 2 - 2 ⇒ (3) + 2 - 2 - 2 = 1 = fail
Wolf with rider double moves AA19 to Z9


Male Human (Shoanti) Ranger 1 HP: 13/13 AC: 17 | T:13, | FF: 14 | CMB: +3 | CMD: 16 | F: +4, R: +5, W: +1 | Init: +7 | Perc: +5, SM: +2 | Favored Enemy (Goblinoids): +2

Does that tree block my line of sight to the wolf and rider?
The bowman is entangled, so takes -4 to Dex. Doesn't that reduce his AC from 13 to 9? If so, shouldn't I have hit?


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet
Eal Longwalker wrote:

Does that tree block my line of sight to the wolf and rider?

The bowman is entangled, so takes -4 to Dex. Doesn't that reduce his AC from 13 to 9? If so, shouldn't I have hit?

-4 dex is equal too -2 AC, as for each two points in dex you get + 1 AC. The goblins started at 16 ac, so they are now down to 14 normal AC


Male Human (Shoanti) Ranger 1 HP: 13/13 AC: 17 | T:13, | FF: 14 | CMB: +3 | CMD: 16 | F: +4, R: +5, W: +1 | Init: +7 | Perc: +5, SM: +2 | Favored Enemy (Goblinoids): +2

Ah, okay.


Male Half-Orc Barbarian/1 HP: 14/18 AC: 15 | T:10, | FF: 13 | CMB: +8 | CMD: 18 | F: +5, R: +2, W: +2 | Init: +2 | Perc: +4, |Darkvision|rage 10/13 left |+2 on to hit until ending of campaign

Grognar walks after Krakkagar and heaves his axe ready to strike the first goblin that comes near
walking From M20 to M23


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

Navika takes the wand out and uses it to put mage of armor on Vortok. She decides to not move


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe stays put this round.

Xilanfur moves from L-18 to L-26.

Xilanfur Stealth: 1d20 + 9 ⇒ (3) + 9 = 12

With that kind of roll she's going to have to count on the goblin in M-28 being too dim to notice her.

Xilanfur will attack the goblin next round or try to scare it back into the entangled area.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Goblins are pretty dim.
Next up is Krakkagar.


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

So I can't enter the circle without becoming Entangled, correct?


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Correcto, you would need to pass a reflex save vs DC15to avoid


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

I don't have a clear shot on anyone and can't get one yet without putting myself in melee range so I'm going to move to I24 for now

Krakkagar mutters a few curses under his breath and falls behind Grognar and Xilanfur, keeping an eye on the column where he saw the goblin hide.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

You might be interested in the Ready Action rule, and we can play it where if you take a shot you'll keep the same initiative order, so it's a bit tidier..


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Oooh, I like that. Thanks!

Krakkagar keeps his bow trained on the column, ready to fire if the goblin steps out of cover.


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Current Round = 3

Active effects:
Navika- Mage Armor
Vortok- Mage armor
Entangle zone from V27
Krakkagar Ready Action (Bow attack->see goblin)

Sounds good Krakkagar
Eal is next


Male Human (Shoanti) Ranger 1 HP: 13/13 AC: 17 | T:13, | FF: 14 | CMB: +3 | CMD: 16 | F: +4, R: +5, W: +1 | Init: +7 | Perc: +5, SM: +2 | Favored Enemy (Goblinoids): +2

Eal takes a 5 foot step south and launches another arrow at the goblin archer.

M17 to N17

attack: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d8 + 2 ⇒ (2) + 2 = 4

Not rolling worth a damn, am I?


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

At least I'm not the only rolling for crap. They're gonna ditch us archers soon!


Common Check Text Current Location : GoblinHuntMap Loot Sheet

It's the dice, I'm convinced.
Ok going to take this one step at a time, the intended movements are marked.

wolf moves Z9 to F10
wolboy goblin dismmounts and draws javelin, there's something about him...

Checks please:spellcraft, knowledge(arcane), any skill that would make you recognize goblin qualities. Goblin hating bonuses apply, be creative with the skills you have.

Goblin 1 moves, doesn't notice Xilanfur in the tallish grass.

Krakkagar attacks with the readied action!

Attack roll please Krakkagar, with +2 bonus for goblin moving through rough ground. Roll high!

Then the others will go, you can see what they mean to do.


Male Human (Shoanti) Ranger 1 HP: 13/13 AC: 17 | T:13, | FF: 14 | CMB: +3 | CMD: 16 | F: +4, R: +5, W: +1 | Init: +7 | Perc: +5, SM: +2 | Favored Enemy (Goblinoids): +2

Eal sees that the goblin bowman is not currently a threat (his LOS is blocked) so concentrates on the wolf rider.

knowledge(nature): 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13

+2 favored enemy bonus


Female Human Sorcerer/1 Hp: 10/10 | AC:12/16 with Mage Armor T:12 FF:10 | CMB+0 | CMD:12 | Fort +1 Ref +2 Will +2 | Init +2 | Perc +1
Spells/day:
Lvl 1- 3/4 VWoMA-10

Navika watches the goblins. She notices the one of the wolf and she's sure that he's special but she doesn't know why.
"Guys, are they trying to surround us? We'd better be careful.

Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10
How sad is it that i do not have k arcana? sad.. very sad. I'd put my 3rd little point into perception, a skill that isn't even a class skill. /hangs my head in shame....


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge (Nature): 1d20 + 8 ⇒ (2) + 8 = 10

I think you're right about the dice being jinxed.


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Krakkagar fires an arrow at the goblin that just left cover.
Attack roll: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Finally! A good roll!
He turns his head and notices Navika studying the goblin with the wolf and feels something 'off' about him.
Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11
And right back to my usual rolls.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

Let's be creative, Vortok will try to sense the motives of the wolfgobbo. I am a Monk, I get 2 or 3 skillpoints per level, I have nothing else except perception and acrobatics.

sense motive, hatred: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24

Have the goblins already moved this turn?

Navika, put on your wishlist: Wand of magic missile


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Krakkagar's arrow pegs Goblin1 right between the eyes. The goblin stands blinking for a couple of seconds, then his eyes roll back and he falls backward, his feet sticking straight up.

Magic Checks:
yeah, close enough...You can look at his character sheet as if the characters have heard that kind of info about certain goblins.
You notice that the goblin has a magical way about him. He runs his hands through his hair, actually it's just his ears, but he thinks he has hair, and his hands look red and glowing, almost as if on fire...

We cook yoo doggy, hehehehe

Goblins hate dogs. A lot.

Wolf Z9-p10
Wolf Boy dismount, draw javelin p9
Goblin3 move x22 to AA20
Goblin2 move q34 to j28
goblin6 move v36 to k34
goblin7 move w36 to inside the cave through some curtains aaaah! I tella big buggyboss!


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Current Round = 3

Active effects:
Navika- Mage Armor
Vortok- Mage armor
Entangle zone from V27

Goblin turn was suspended while I asked for checks and the goblin1 got killed, then the gobbo resumed their turn.

Vortok sense motive: Vortok clearly sees from the Wolfboy's body language that he's looking for an opportunity to cast some kind of spell. The wolf is almost smiling, showing big teeth, waiting for the goblin to do something.

Grognar next


Male Half-Orc Barbarian/1 HP: 14/18 AC: 15 | T:10, | FF: 13 | CMB: +8 | CMD: 18 | F: +5, R: +2, W: +2 | Init: +2 | Perc: +4, |Darkvision|rage 10/13 left |+2 on to hit until ending of campaign

I'm not sure if this works. If it doesn't I'll just get as close as possible and ready myself for when the goblin is in my reach

Grognar looks sad when he sees the goblin fall from something other than his sword.

He looks at the other goblin and walks with a light spring in his step towards him.

move from m23 to j27 and attack

He heaves his axe and swings wildly.

attack roll: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d12 + 4 ⇒ (11) + 4 = 15

Sadly the goblin sees him coming and ducks in time.

Grognar frowns and screams:By Gorum stand still and let me smash you.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet

Vortok sees the goblin preparing to cast a spell and decides to stop that by charging the goblin chief.

Charging the goblin chief from M16 to O10, Up to you GM if that allows for an attack of opportunity from the wolf.

attack with fist, hatred, charge: 1d20 + 3 + 1 + 2 ⇒ (8) + 3 + 1 + 2 = 14

damage: 1d6 + 3 ⇒ (5) + 3 = 8


Common Check Text Current Location : GoblinHuntMap Loot Sheet

Wolfboy moves his face out of the way just in time to avoid Vortok's mighty fist.

Did some reading and it looks like because of the word 'Unarmed' you do provoke the attack of opportunity from wolf.

wolf bite: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d6 + 6 ⇒ (6) + 6 = 12 and trip(if hit)

a miss


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe moves closer to the wolf, but still close to the nearest tree if things go wrong.

Moving from L18 to O13.

Looking the wolf in the eyes, Fyfe tries to connect with it, to calm it...

Wild Empathy: 1d20 + 1 ⇒ (4) + 1 = 5

And suddenly I'm really glad I took Climb as a skill.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Meanwhile Xilanfur lunges at the goblin that Grognar attacked.

Moving from L26 to K28.

Bite Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Trip: 1d20 + 2 ⇒ (19) + 2 = 21

damage: 1d4 + 1 ⇒ (1) + 1 = 2


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Moving to L26, attacking the goblin in J28

Krakkagar lines up a shot between Grognar and Xialnfur and looses another arrow.

Attack Roll: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Krakkagar shouts out "The big guy, the cat and I have this side under control, how are you all holding up over there?"


Male Human Bard/1 | HP: 9/9 | AC: 13, T: 13, FF: 10 | CMB: +1 | CMD: 14 | F: +0, R: +5, W: +2 | Init: +3 | Perception + 4, Bluff: +7, Diplomacy: + 7

Just realized I skipped over Navika. Sorry! I'm assuming she'd be more focused on Wolfboy than the goblins over here though.


Male Half-Orc Barbarian/1 HP: 14/18 AC: 15 | T:10, | FF: 13 | CMB: +8 | CMD: 18 | F: +5, R: +2, W: +2 | Init: +2 | Perc: +4, |Darkvision|rage 10/13 left |+2 on to hit until ending of campaign

I don't think a monk has an attack of opportunity against him with unarmed strikes

monk:
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet
GM Polygoon wrote:


Did some reading and it looks like because of the word 'Unarmed' you do provoke the attack of opportunity from wolf.

I am a Monk, all monks get the

Improved Unarmed Strike feat:

Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

But maybe because of me charging past the wolf on my way to the goblin.

My AC is now 18 until my next turn. (16 from myself + 4 from mage armor, -2 from charging


Monk 1 HP: 10/11 AC: 16 | T:16, | FF: 13 | CMB: +3 | CMD: 19 | F: +5, R: +4, W: +5 | Init: +2 | Perc: +7, SM: +7 |Darkvision Lootsheet
Krakkagar wrote:

Moving to L26, attacking the goblin in J28

Krakkagar lines up a shot between Grognar and Xialnfur and looses another arrow.

[dice=Attack Roll]1d20+4
[dice=Damage]1d6+2

Krakkagar, you rolled a critical hit, rol the attack (with the same bonuses) again to confirm the hit. If you do so, you do critical damage, that is for your short bow 3x normal damage. This means you roll the damage dice an additional 2 times, with all the usual damage bonuses

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