Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


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(AC 18, hp 15 of 77) Summoner 9

Servayn calls Ember back to the material plane, to accompany them on the remainder of their day's journey.


Now we continue on. It is good we found this place before some settler's children discovered it and thought it a good place to play. Well done, everyone.


(AC 18, hp 15 of 77) Summoner 9

"I imagine that the bats will replenish their numbers over the next few seasons, as there are no shortage of insects for them to eat in these lands. I should point the kobolds to them, as a possible source of food, that they can harvest once a year, if they don't overdo it and kill them all..." Servayn muses.


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

"Have we cleared the area out? We do not want anyone else to run across these undead creatures." he points out as Davor looks back at the cave and holds his heavy mace ready to make sure all the skeletons are dead.


Where to next?


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

Do you have a map for us to look at where we are and where we could go next?


We were looking at exploring the area east of Tuskwater Lake. If I recall correctly where this tomb is, then we want to keep heading south, perhaps even a little southwest, to go into the area close to the lake. From there, we can work our way south and east, sweeping the forest for threats as we go out to the edge of our territory.


I had posted a map earlier...
Map I also asked all of you to please chime in regarding the posting rate in the OOC thread. Thanks.
Not that this is my business, but do you care at all about the items you've retrieved?


(AC 18, hp 15 of 77) Summoner 9

Servayn will cast detect magic on the recovered items, and point out any that divine as magical, but lacks the skill to determine what sort of magic they bear, if they are indeed magical.

"I'd vote for exploring to the Southeast first, and then forging straight west until we reach the lake again."

Basically clear the three hexes below us. Trying to post daily, but I have a 30 minute window between waking up and going back to work again, so I'm kind of a wreck for the next week.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

"Sounds good to me. Let's smash us up some baddies. We'll stick to the same gameplan when it comes to the baddies, alright fellas? I go in, distract 'em as they cut me to pieces, hopefully I don't bleed out, the rest of you cut 'em all down, we win." He holds his arms out wide, "Huh? Whaddya think? Not bad, eh?" He smiles, shaking his head positively, thinking that's not a bad plan.

As they all stare at him strangely, "Well alright! Looks like we got ourselves a plan! Let's go." He says with a smile as he throws his axe on his shoulders and heads out.


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

"Sounds like a good course." Davor states agreeing with the group as he puts his weapons back on his back and ready to get deeper into the stolen lands. "Shall we map out this area instead?"


Servayn identifies the breastplate, the greatsword and the ring as enchanted.

You proceed south. The plains and the low hills are followed by plains and low hills, until you reach a wide and solemn river that flows west. No doubt this is the Gudrin River, probably going slowly back to Tuskwater Lake.

Unable to cross, you proceed west. The way is pleasant and you make good speed, until, as the sun approaches the horizon and makes the grass of the plains turns to a fiery colour, you reach a ford.

All is calm and quiet, but for the low and chilling howling at your back...

MAP

You're at a crossing, the sun is about to set, and something is following your trail...
My posting will be more sporadic in this period, perhaps until the start of January. I'll let you know.


AC 24 (25) HP 30/30 AP 8/8

"Well, let's find a suitable campsite for the evening". "We can continue our exploration in the morning". How about over here? Janku states, nodding his head towards the trail they have been leaving.

1d20 + 3 ⇒ (9) + 3 = 12 Survival


Kalsgrim will rely on those more familiar with woodcraft to find a good spot to camp. Once we find a place, however he'll add Let's make sure we have enough wood to keep the fire going all night. I didn't like the sound of that howling behind us. And if any of us need to step beyond the light for practical reasons, I think we should make sure no one of us goes alone; it is too risky.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Survival: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29

Kriger shakes his head. "Bad idea, Janks. That area over there would be far more suitable." He points to an area that's afar from where Janku mentioned. "We're just sittin' ducks if we were to camp over there."

Perception: (to notice follower) 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34

BOOM! I'm just glad I didn't waste that on an attack roll or something silly like that. :P

If we're not in Fav. terrain, then ignore the +2


The group starts to set up camp, everyone busy and about with fire, horses, food, beds, etc., when Kriger suddenly rises.

Kriger:
You hear rustling from behind a bush nearby, but also are certain you've heard rapid steps from just behind an incline. Your instinct tells you something is trying to surround you...


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger looks around, "Fellas! We got company. And I'm afraid a lot of it." He says as he grabs his axe, continuing to scan the area all around them.


Please post initiative and a standard action. Still no target in sight.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Intiative: 1d20 + 8 ⇒ (15) + 8 = 23

Total defense

Kriger prepares himself for an assualt, yet still unable to notice any form of enemy. "Well, at least I think we do. I'm telling ya, I got a bad feeling about this." He says in his own defense to mostly himself as he starts to wonder if he's just being a bit jumpy.


Initiative 1d20 + 2 ⇒ (3) + 2 = 5

He will ready his bow. Do we have light? Fading daylight or a fire already going?


(AC 18, hp 15 of 77) Summoner 9

Initiative 1d20 + 6 ⇒ (19) + 6 = 25

Servayn chants briefly in draconic, causing a scaled translucent suit of golden armor to appear briefly around Ember, and then shrink into his crimson hide, leaving only a brief glimmer to mark its passing.

mage armor on Ember


Kalsgrim Lodovka wrote:

Initiative 1d20+2

He will ready his bow. Do we have light? Fading daylight or a fire already going?

Both a small fire and fading light.


AC 24 (25) HP 30/30 AP 8/8

1d20 ⇒ 4 Initiative

Janku will gather with his friends and cast Bless.

+1 to Hit, and saves vs. fear


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

Iniative: 1d20 + 5 ⇒ (4) + 5 = 9


With the Holiday Season coming and travel, etc. I'm not sure when I'll be able to update. I'll do my best.


Secret Rolls:

1d20 + 5 ⇒ (1) + 5 = 6

Initiative Order
Group 1: Servayn, Kriger, Davor
Group 2: The Pack
Group 3: Kalsgrim, Janku

Round 1
From the edge of the fire light's radius emerge all around you thin, lanky wolves with reddish-brown fur and white claws. Not wolves really, for their eyes glow red in the dark, as if on fire...

Map
Group 1 is up.


(AC 18, hp 15 of 77) Summoner 9

Servayn calls upon arcane forces to warp his allies perceptions of time itself, before readying his longspear, in hopes that one of the wolf-creatures will attempt to charge his position.

haste on Kriger, Davor, Kalsgrim and Janku. +1 attack rolls, +1 dodge bonus to AC, +1 Reflex saves, +30 ft. movement, one extra attack on any full attack.

Ember, reveling in the transitory nature of this material body fashioned for him, charges the closest of the wolf-creatures and attempts to demoralize the pack by killing one of their number outright.

Ember (AC 22 with mage armor (-2 for charge this round), hp 22, CMB 17)

Ember Full Attack (thanks to pounce, +2 for charging)
Bite 1d20 + 7 ⇒ (18) + 7 = 25
free trip attempt if bite hits 1d20 + 5 ⇒ (17) + 5 = 22
Claw attack 1 1d20 + 8 ⇒ (15) + 8 = 23
Claw attack 2 1d20 + 8 ⇒ (15) + 8 = 23

bite damage 1d6 + 2 ⇒ (6) + 2 = 8
damage 1 1d6 + 2 ⇒ (1) + 2 = 3
damage 2 1d6 + 2 ⇒ (2) + 2 = 4


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

AC 19; Hp's 15

Feeling a bit lighter on his feet, Kriger smiles sadistically as he moves rather speedily to another of the wolf beast, hoping to catch it by surprise with his newfound quickness.

Attack(This will vary greatly depending on if I'm still exhausted or fatigued):

+1 Greataxe w/PA: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Damage w/PA: 1d12 + 13 ⇒ (2) + 13 = 15

Confirm crit:
+1 Greataxe w/PA: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Damage w/PA: 1d12 + 13 ⇒ (12) + 13 = 25


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

Walk over to number 9, drawing my sword

Davor moves over to one of the creatures, taking his greatsword out as he walks around the bush and then

attack: 1d20 + 8 ⇒ (20) + 8 = 28

Crit Confirm: 1d20 + 8 ⇒ (4) + 8 = 12 (doupt that confirms, however they should be flat-footed.)

damage: 2d6 + 7 ⇒ (6, 6) + 7 = 19

crit damage: (if somehow confirmed, as they should all be flatfooted since they haven't acted yet) 2d6 + 7 ⇒ (3, 4) + 7 = 14

If that's a crit then it's most likely dead lol.


Round 1 - Servayn, Kriger and Davor
Servayn calls upon arcane forces to warp his allies perceptions of time itself, before readying his longspear, in hopes that one of the wolf-creatures will attempt to charge his position. Haste on Kriger, Davor, Kalsgrim and Janku for 4 rounds.

Ember, reveling in the transitory nature of this material body fashioned for him, charges the closest of the wolf-creatures and attempts to demoralize the pack by killing one of their number outright. With fury it slashes and bites, shredding the beast, and flipping it on its back. It’s still very alive though.

Feeling a bit lighter on his feet, Kriger smiles sadistically as he moves rather speedily to another of the wolf beast, hoping to catch it by surprise with his newfound quickness. It cuts a deep gash in the beast, warm blood spraying all around.

Davor moves over to one of the creatures, taking his greatsword out as he walks around the bush and then slices diagonally at the beast. The sword catches the beast’s hip full on, a cracking sound confirming a terrible blow. I’m assuming you meant number 6 instead of number 9.

Round 1 - The Beasts
The feral beasts are closing in, but stop a few steps short, evil intent and cunning in their eyes. Their mouths open and flames line up their teeth. They breath out a cone of flame that engulf most of you.

Secret Rolls:

1: 2d6 ⇒ (3, 5) = 8
2: 2d6 ⇒ (2, 5) = 7
3: 2d6 ⇒ (4, 5) = 9
4: 2d6 ⇒ (3, 2) = 5
5: 2d6 ⇒ (4, 4) = 8
6: 2d6 ⇒ (2, 3) = 5

Servayn (-5 hp), Kriger (-9 hp), Davor (-5 hp and -7 hp) and Ember (-8 hp and -8 hp) are engulfed by roaring flames. (Reflex save DC 14 for half damage, roll for each attack)

The beasts were trying to ambush you. Kriger’s excellent roll allowed you not to be, but no one is flat-footed, including Janku and Kalsgrim.
Map
Group 3 is up, then Group 1 can post again.
Merry Christmas!


(AC 18, hp 15 of 77) Summoner 9

Servayn's Reflex save 1d20 + 3 ⇒ (14) + 3 = 17

Servayn attempts to twist to the side, pulling his arm over his face, and shielding himself from the worst of the flames. take 3 hp

Ember's Reflex save 1 1d20 + 5 ⇒ (11) + 5 = 16
Ember's Reflex save 2 1d20 + 5 ⇒ (18) + 5 = 23

Ember springs into the air to avoid the first cone of fire, yowling madly, twisting again in mid-air with inhuman agility, to avoid the second cone of fire entirely, landing utterly untouched.

Ember has evasion, so no damage.

Ember laughs mockingly, "Stupid wolfs. I eat you!"


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Love the description of Ember's fantastic dodging ability! That just reads cool. :)

Reflex: 1d20 + 6 ⇒ (14) + 6 = 20

Kriger, seeing the flame come straight at his face, realizes he's gonna get burned but attempts to duck out of the way at the last minute, and to his own surprise, avoids most of the flame.

5 damage


AC 24 (25) HP 30/30 AP 8/8

Janku steps up beside Kriger, and summons forth his spiritual Morning Star to smite one of the creatures (6). "what are these things"?

1d20 + 3 + 3 + 1 ⇒ (20) + 3 + 3 + 1 = 27 Spiritual Hammer Attack

1d8 + 1 ⇒ (5) + 1 = 6 Force Damage

1d20 + 3 + 3 + 1 ⇒ (9) + 3 + 3 + 1 = 16 confirm critical

1d8 + 1 ⇒ (4) + 1 = 5 Force Damage


Feeling the surge of arcane power, Kalsgrim draws back his bow and lets arrows fly. It looks like he has a good line of sight on number 2, so he'll start there. If the first arrow falls it, then he'll move on to 5.

To hit 1d20 + 7 ⇒ (19) + 7 = 26
Damage 1d8 + 3 ⇒ (7) + 3 = 10

To hit 1d20 + 7 ⇒ (11) + 7 = 18
Damage 1d8 + 3 ⇒ (8) + 3 = 11


Group 1 (Davor, Servayn and Kriger) is up.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

"Whew! That could've been worse." He concludes as he was able to dodge most of the fiery breath. "My turn, demon dog." He tells it as he brings his axe over his head and down toward the creature with a surprising speed he's still trying to acclimate himself to, hoping to divorce the creatures head from its body.

Attack 1
+1 Greataxe w/PA: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage w/PA: 1d12 + 13 ⇒ (8) + 13 = 21

Attack 2
+1 Greataxe w/PA: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Damage w/PA: 1d12 + 13 ⇒ (6) + 13 = 19

Crap. Well, at least you guys are hitting something.

Obviously not use to such speed, and, as usual, swinging with all his might, Kriger swings and hits nothing but air causing his momentum to throw him completely off balance, nearly causing him to topple.

Ac 19; Hp's 10


(AC 18, hp 15 of 77) Summoner 9

Servayn steps back a pace, so that the 'demon dog,' as Kriger has named them, cannot take advantage of his distraction, and hurls an enchantment in the direction of the pair threatening Ember.

The ground beneath the two hounds, and behind them, erupts with bubbling black slime, becoming supernaturally slick.

Step to DE/4.5, grease, Ref DC 16, in the 10 ft. square holding dogs number 5 and number 1 and the two squares off the map below them.

Ember does not delay his attack sequence to take advantage of the hounds possible discomfort, but continues in a wild frenzy, attacking the same hound, in an attempt to finish it off.

Ember (AC 22 with mage armor, hp 22, CMB 17)
Ember Full Attack

Bite 1d20 + 5 ⇒ (15) + 5 = 20
free trip attempt if bite hits 1d20 + 5 ⇒ (13) + 5 = 18
Claw attack 1 1d20 + 6 ⇒ (4) + 6 = 10
Claw attack 2 1d20 + 6 ⇒ (4) + 6 = 10

bite damage 1d6 + 2 ⇒ (3) + 2 = 5
damage 1 1d6 + 2 ⇒ (5) + 2 = 7
damage 2 1d6 + 2 ⇒ (1) + 2 = 3

If the dog was tripped last round, it may have a penalty to its AC, but I didn't count that in.


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

sorry about the slow posting. Attempting to get better time management lol. Yes I did mean 6, don't know why I typed 9. Moving onto number 2

Davor, gritting his teeth in anger raises his blade to cut down this second beast like he did the first, however he misses wildly.

attack: 1d20 + 8 ⇒ (3) + 8 = 11


Round 1 - Janku and Kalsgrim
Janku steps up beside Kriger, and summons forth his spiritual Morning Star to smite one of the creatures (6). "What are these things"? The force hammer lands with a loud crunch, shattering the beast’s shoulder. (confirmed crit!)

Feeling the surge of arcane power, Kalsgrim draws back his bow and lets arrows fly. The two arrows sink deeply in the hound. Its eyes narrow in pain.

Round 2 - Servayn, Kriger and Davor
"Whew! That could've been worse." Kriger concludes as he was able to dodge most of the fiery breath. "My turn, demon dog." He tells it as he brings his axe over his head and down toward the creature with a surprising speed he's still trying to acclimate himself to, hoping to divorce the creatures head from its body.

Obviously not used to such speed, and, as usual, swinging with all his might, Kriger swings and hits nothing but air causing his momentum to throw him completely off balance, nearly causing him to topple.

Servayn steps back a pace, so that the 'demon dog,' as Kriger has named them, cannot take advantage of his distraction, and hurls an enchantment in the direction of the pair threatening Ember. The ground beneath the two hounds, and behind them, erupts with bubbling black slime, becoming supernaturally slick. Haste for 3 more rounds.

Secret Rolls:

Reflex DC 16
1: 1d20 + 5 ⇒ (12) + 5 = 17
5: 1d20 + 5 ⇒ (9) + 5 = 14
Acro 1: 1d20 + 8 ⇒ (18) + 8 = 26
Acro 5: 1d20 + 8 ⇒ (2) + 8 = 10

The beast in front of Ember is down in the grease, but the other one seems stable and intent on circling round Ember.

Ember does not delay his attack sequence to take advantage of the hounds possible discomfort, but continues in a wild frenzy, attacking the same hound, in an attempt to finish it off. Its bite digs deep in the already prone beast.

Davor, gritting his teeth in anger raises his blade to cut down this second beast like he did the first, however he misses wildly.

Round 2 - The Beasts
One of the beasts charges Servayn. Another circles to bite at Davor, joining its foul companion. Kriger’s beast bites back, jumping left and right to find an opening. The one in front of Ember gets back on its feet (Ember’s AoO vs prone: 1d20 + 6 ⇒ (1) + 6 = 7; 1d6 + 2 ⇒ (5) + 2 = 7), but the eidolon can’t catch him. It then moves out of the spell’s effect and tries to get at the eidolon’s throat, while its feral companion also moves to corner Ember.

Secret Rolls:

1: 1d20 + 5 ⇒ (5) + 5 = 10; 1d8 + 1d6 + 1 ⇒ (1) + (1) + 1 = 3
2: 1d20 + 5 ⇒ (20) + 5 = 25; 1d8 + 1d6 + 1 ⇒ (5) + (4) + 1 = 10
3: 1d20 + 5 ⇒ (19) + 5 = 24; 1d8 + 1d6 + 1 ⇒ (7) + (5) + 1 = 13
4: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27; 1d8 + 1d6 + 1 ⇒ (8) + (1) + 1 = 10
5: 1d20 + 5 ⇒ (15) + 5 = 20; 1d8 + 1d6 + 1 ⇒ (2) + (4) + 1 = 7
6: 1d20 + 5 ⇒ (12) + 5 = 17; 1d8 + 1d6 + 1 ⇒ (8) + (4) + 1 = 13
crit 2: 1d20 + 5 ⇒ (2) + 5 = 7; 1d8 + 1d6 + 1 ⇒ (8) + (6) + 1 = 15
crit 4: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20; 1d8 + 1d6 + 1 ⇒ (1) + (5) + 1 = 7

Servayn is caught squarely in the throat by the charging beast. He feels his blood gush out as his flesh is seared by the bite. (-17 hp to Servayn (confirmed crit))

Ember, cornered, dodges one, but the other comes in and its fiery bite digs in the eidolon’s. (-7 hp to Ember (4 is fire, is it immune or resistant?))

Kriger is also caught by in the thigh by a beast. He feels everything get dark as he collapse under the onslaught. (-13 hp to Kriger, dying, roll to stabilize)

Davor dodges one by a hair, but the other moves in and sinks its fiery teeth in the inquisitor’s arm. (-10 hp to Davor)

Map
Group 3 (Janku and Kalsgrim) is up, then Group 1 (Servayn, Davor and perhaps Kriger) can post again.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Yay!!!! I'm dying again! Good times.

OM:

Hp's: -3

Stabilization: (vs. DC13) 1d20 + 7 ⇒ (7) + 7 = 14

Man, again, your words couldn't ring any truer. That truly has become one of THE most handy traits EVER. Best trait I've ever taken. At least one I've gotten some great use out of. 'Course, I've gotta ask myself; Is that a good thing? :P


(AC 18, hp 15 of 77) Summoner 9
Other Mastermind wrote:
Ember, cornered, dodges one, but the other comes in and its fiery bite digs in the eidolon’s. (-7 hp to Ember (4 is fire, is it immune or resistant?))

Nope. Full damage from that. Ember is at 15 of 22, Servayn is at 14 of 34.

Servayn recoils in shock from the searing pain of the demon dogs attack, having never felt such pain (save vicariously, through his link to Ember).


Happy New Year! Wishes of Health to all of you ('cause we're not getting any younger...).


AC 24 (25) HP 30/30 AP 8/8

Janku's Spiritual weapon continues to pound away at the creature he had attacked previously.

1d20 + 7 ⇒ (17) + 7 = 24 Spiritual Morningstar Attack...Move to redirect if needed.

1d8 + 1 ⇒ (2) + 1 = 3 Force Damage

"Well as usual it's a good thing I moved over next to you". From Janku's fingers spread thorny vines knitting the worst of Krigers injuries together, and the fine scent of roses filling the air.

2d8 + 4 ⇒ (3, 5) + 4 = 12 CMW (Converted from Bulls Strength)


Seeing Janku going to Kriger's aid, he turns to the outflanked Ember in an effort to help.

Two arrows fired at 1.

To hit 1d20 + 7 ⇒ (17) + 7 = 24
Damage 1d8 + 3 ⇒ (7) + 3 = 10
To hit 1d20 + 7 ⇒ (18) + 7 = 25
Damage 1d8 + 3 ⇒ (6) + 3 = 9


Group 1 is up.


(AC 18, hp 15 of 77) Summoner 9

Ember attempts to spring out of reach of the hounds surrounding him, and make a pounce attack on the one attacking Servayn instead.

Acrobatics roll to move through the area threatened by those flanking him without provoking an AoO, DC is equal to their CMD. He'll end up in square DE/5, directly south of Servayn's pre-movement location, and make a full attack on number 4, unless he botches the Acrobatics roll and gets AoO'd into kibble... Ember's AC will be 20 this round, as he's charging.

Acrobatics, DC equals their CMD. 1d20 + 6 ⇒ (9) + 6 = 15

If he makes it;
Full Attack on 4, counting charge bonus
Bite attack 1d20 + 7 ⇒ (7) + 7 = 14
Claw attack 1 1d20 + 8 ⇒ (16) + 8 = 24
Claw attack 2 1d20 + 8 ⇒ (8) + 8 = 16
free trip attempt if bite hits 1d20 + 5 ⇒ (12) + 5 = 17

bite damage 1d6 + 2 ⇒ (5) + 2 = 7
claw damage 1 1d6 + 2 ⇒ (5) + 2 = 7
claw damage 2 1d6 + 2 ⇒ (6) + 2 = 8

Servayn takes a 5 ft. step backwards to E/4.5 and throws glitterdust (Will DC 17 negates blindness, 4 rounds duration, save each round) to blind either the pair of hounds in front of Davor 10 ft. circlecentered on the 10 ft. space behind 2 and 6, so that the effect covers them, but not Davor or, if one of those hounds is already dead, on the pair that Ember just disengaged from centered on the 10 ft. square including EF/6 & F6 & EF/6.5 and F/6.5, to affect both hounds 1 and 5.


How can Ember make a full attack when it has moved?


(AC 18, hp 15 of 77) Summoner 9
Other Mastermind wrote:
How can Ember make a full attack when it has moved?

He has Pounce.

Spoiler:
Pounce (Ex)
An eidolon gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to eidolons of the quadruped base form. Source: Advanced Player's Guide.

It won't happen if the Hell Hounds AoO's gank him first, 'though. I think he didn't roll high enough on the Acrobatics to beat their CMD...


Ok, but it's not charging, but moving, or am I missing something else?


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger's eyes fly open and the first thing he notices is the demon dog right next to him. "Oh crap!" He immediately stands up, grabbing his axe.

Stand up(move); pick up axe(move)

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