drbuzzard |
Sileth wondered off to somewhere else in the casino, so Kronug gets to face 2 guards and Saul. Lucky him.
The guards move up to beat him like a rented mule.
Saul continues what he was doing.
#1 to hit: 1d20 ⇒ 5 damage: 1d8 + 3 ⇒ (3) + 3 = 6 miss
#2 to hit: 1d20 ⇒ 15 damage: 1d8 + 3 ⇒ (2) + 3 = 5 miss (due to hard cover from doorway)
People at the front are up again.
Kronug the Kellid |
Gonna rock 'n' roll in the meantime because I might get busy with finals round two soon, so let's keep things moving.
Kronug dodges a swing, and when he sees the other one hitting the door he takes advantage. With a mighty roar he brings down his broadsword.
"Saul, you filthy son of a plague rat, how dare you betray us!"
Entering rage, Reckless Power Attack to the fool #1, I picture it as a cinematic combat with #2 trying to free his sword from the door. Hollywood!
Power Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 11 ⇒ (5) + 11 = 16
Kronug the Kellid |
I will be using the Kronug unit of time measurement. It was One Kronug when I broke the window. It was Two Kronugs when I made the chair crap iself. It was Three Kronugs when I oppened the door. We are in Round 3, but as I might be busy I posted next round.
Sileth |
I was wondering who we were waiting on.. oops
Sileth casts Shield AC25 upon himself and fires an arrow at one of the guards
Ranged Spellstrike: +2 BAB +4 DEX, +1wf +1weapon attunement +1 magus enh -2Spell Combat +1PBS .
arrow#1: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d8 + 3 ⇒ (6) + 3 = 9
-Posted with Wayfinder
Jean David Nau |
Jean keeps attacking #4 bandit.
"There is a special place in the cold bottom of the sea for traitors!"
Rapier Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Rapier Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Dagger Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Dagger Damage: 1d4 ⇒ 3
Dagger Critical Confirm: 1d20 + 4 ⇒ (9) + 4 = 13
AC 19.
+2 bonus to attack rolls on rapier (+1 Morale Bless +1 Enhancement Magic Weapon)
+1 bonus to attack rolls on dagger (+1 Morale Bless)
+3 bonus to damage on rapier (+1 Enhancement Magic Weapon +2 Sacred Weapon of Awe)
If critical with rapier the target becomes shaken for 1 round
+2 deflection bonus to AC
+1 Saving Throws against fear (+1 Morale Bless)
Kronug the Kellid |
Psst, psst, Jean. Critical Threat with your dagger.
Sileth |
On Sileths next turn he will shoot at the guards attacking Kronug
Ranged Spellstrike: +2 BAB +4 DEX, +1wf +1weapon attunement +1 magus enh -2Spell Combat +1PBS
arrow#1: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d8 + 3 ⇒ (6) + 3 = 9
Acid splash cantrip: 1d3 ⇒ 2
arrow#2: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d8 + 3 ⇒ (6) + 3 = 9
Dwarfus Maximus |
Dorn DergarRage/PA: 1d20 + 7 + 1 - 1 + 1 ⇒ (2) + 7 + 1 - 1 + 1 = 10 for 1d10 + 6 + 3 + 1 ⇒ (9) + 6 + 3 + 1 = 19
Dwarfus whiffs as he attempts to smash his foe, after he switches his grip and steps back
drbuzzard |
jean drops his target.
Dwarfy is too low to hit.
Last one steps up and tries to attack him.
to hit: 1d20 ⇒ 15 damage: 1d6 + 3 ⇒ (5) + 3 = 8 hit
Upstairs the guards try to attack Kronug some more.
to hit: 1d20 ⇒ 3 damage: 1d8 + 3 ⇒ (7) + 3 = 10 miss
to hit: 1d20 ⇒ 7 damage: 1d8 + 3 ⇒ (4) + 3 = 7 miss
The snipers in the catwalks try to perforate Dwarfy again.
to hit: 1d20 ⇒ 19 damage: 1d6 ⇒ 6 hit
to hit: 1d20 ⇒ 3 damage: 1d6 ⇒ 4 miss
to hit: 1d20 ⇒ 19 damage: 1d6 ⇒ 1 hit
Sileth lands one of his arrows in the guard, doing a goodly bit of damage as he yelps in pain. He is, however, still standing. Second arrow deflects off his armor.
Saul makes a break for the door at the south end of the room he is in, and opens it.
PCs are up.
Kronug the Kellid |
"I'll deal with the guards! Don't let that traitorous rat escape!" yells Kronug at Sileth as his broadsword sings again.
Power Reckless Rage Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d10 + 11 ⇒ (3) + 11 = 14
Sileth |
Heeding Kronugs command Sileth fires a Snowball and an arrow at Saul
Ranged Spellstrike: +2 BAB +4 DEX, +1wf +1weapon attunement +1 magus enh -2Spell Combat +1PBS
RTA Snowball, save vs Stagger: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 3d6 ⇒ (2, 6, 2) = 10
arrow#1: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d8 + 2 ⇒ (3) + 2 = 5
Snowball
School conjuration (creation) [cold, water]; Level druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one ball of ice and snow
Duration instantaneous
Saving Throw Fortitude partial (see text); Spell Resistance no
DESCRIPTION
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.
drbuzzard |
From the second page of the recruitment thread:
One more thing in the way of rules, Core spells are all OK, spells from beyond core are going to be subject to my approval. There's so many spells floating around out there, I'm not overly of the opinion that all are balanced. Seems that every book they put out (splat or hardcover) has a spell section and I don't thing the balance team really takes a good look.
Spells for classes introduced past core can be taken from the book in which they were introduced without restriction (so for example an Occult class would have access to spells in the Occult book).
In truth snowball was one of the spells I was thinking of in particular which is horribly unbalanced. I'll let it pass this combat, but it goes away after it. You will choose something else.
fort save: 1d20 ⇒ 10 probably help if you mentioned the save DC, and since you didn't he passes (not on your sheet either).
Snowball and the arrow both strike Saul causing some serious wounds.
Jean David Nau |
Jean charges #1 bandit.
"Die scum!"
Rapier Attack (+2 charge): 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Rapier Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Critical Confirm (+2 charge): 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
If he confirms the target becomes shaken for 1 round with no Saving Throw, as per Weapon of Awe.
AC 17.
+2 bonus to attack rolls on rapier (+1 Morale Bless +1 Enhancement Magic Weapon)
+1 bonus to attack rolls on dagger (+1 Morale Bless)
+3 bonus to damage on rapier (+1 Enhancement Magic Weapon +2 Sacred Weapon of Awe)
If critical with rapier the target becomes shaken for 1 round
+2 deflection bonus to AC
+1 Saving Throws against fear (+1 Morale Bless)
Dwarfus Maximus |
Dwarfus grunts and then tries to take out the one in the doorway
Dorn DergarRage/PA: 1d20 + 7 + 1 - 1 + 1 ⇒ (1) + 7 + 1 - 1 + 1 = 9 for 1d10 + 6 + 3 + 1 + 1d6 ⇒ (5) + 6 + 3 + 1 + (1) = 16
yay dice
drbuzzard |
Dwarfy's target runs away on his action (full withdrawal).
Guards try to beat down Kronug again.
to hit: 1d20 ⇒ 10 damage: 1d8 + 3 ⇒ (6) + 3 = 9 miss
to hit: 1d20 ⇒ 13 damage: 1d8 + 3 ⇒ (6) + 3 = 9 miss
Saul passes through the door and out of sight.
There's no reason you would be aware of the secret door into 26
Archers on catwalks decide to try out the fresh targets.
2 on Nivea
to hit: 1d20 ⇒ 1 damage: 1d6 ⇒ 3 miss
to hit: 1d20 ⇒ 3 damage: 1d6 ⇒ 6 miss
1 on Marckus
to hit: 1d20 ⇒ 7 damage: 1d6 ⇒ 4 miss
but fresh targets to do improve their aim. PCs are up.
Kronug the Kellid |
Kronug yells again, as his sword sings this time with less force but more aim"Follow him! If he escapes we came for nothing! I'll hold these two little shits!"
Reckless Attack: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Kronug the Kellid |
I know, I know, but Kronug still would yell. He is real angry.
Sileth |
Acrobatics : 1d20 + 10 ⇒ (18) + 10 = 28
Move Through Threatened Squares In addition, you can move through a threatened square without provoking anattack of opportunity from an enemy by using Acrobatics.
When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.
Table: Acrobatics DC's to Move Through Threatened AreasSituationBase Acrobatics DC1Move through a threatened areaOpponent’s Combat Maneuver Defense Move through an enemy’s space5 + Opponent’s Combat Maneuver Defense 1 This DC is used to avoid an attack of opportunity due to movement. This penalty increases by +2 for each additional opponent avoided in one round.
Sileth tries to tumble past the guards and follow Saul If not possible I'll just attack the guards..
-Posted with Wayfinder
Kronug the Kellid |
Did he just flippin' ninjaed his way? Because that's f%%#ing radical.
Sileth |
Did he just flippin' ninjaed his way? Because that's f%&+ing radical.
YES, yes I did...... However I'm not at all enthused about my chances vs Saul alone in melee combat . So I'm gonna need Kronug to hurry up and dispatch those guards quickly and catch up to wherever Saul and I end up
-Posted with Wayfinder
Jean David Nau |
Thanks
Jean looks at the archers on the rafters, and gets a flask of alchemist oil from his backpack.
"I would run if I were you. This place will burn, as will everyone we don't kill first."
Intimidate Check: 1d20 + 8 ⇒ (5) + 8 = 13
I hope I get a bonus...I would love to "Influence Opponent's Attitude" making them "take actions that do not endanger them". The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.
Nivea Formen |
Nivea keeps his shield up in front of to block the archers from above. He sheaths his sword and reaches behind him for a javelin from his cool looking javelin pouch and throws it at sniper #2.
Ah! Good! Jean and Dwarfus didn't kill them all!
javelin throw: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d6 + 4 ⇒ (1) + 4 = 5