I know he's a photographer, and it is the summer. Hopefully business is just really good. I cannot find a 2nd level character sheet, but the only real question I think is what did he choose for his bonus feat. The character sheet on the campaign site has a +5 attack with power attack, 2d6 + 7 damage. I think that becomes +2 (bab) + 3 (str) +1 (wf) +1 (mstrwk) -1 (power attack) = +6. Still 2d6 + 7. Without power attack it would be +7, 2d6 + 4 damage.
Isegrim quickly turns and glares at Hans and Beyar as if to say "Loose the blades!"
Intimidate 1d20 + 4 ⇒ (20) + 4 = 24
He shakes his head at the pathetic attack attempt by the guard, still spasming with shock. He hoists the Raven Blade and attempts to bring the pommel down on his skull.
Trystan watches Isegrim land a huge blow on the guards head just as he notices the apparent leader stirring.
He takes a 5 foot step (AoO?) to stand next to his friend (21/9) and levels his loaded crossbow on the armored man slow and smooth, prepared to fire the instant he attempts to move or attack.
"You hold still down there if you like breathing. That means you too baldy. Drop it!"
I'm not a number cruncher but any chance we can revise characters for the APG options? Just ordered mine. I promise T will still be the least armored cleric on the block.
I'm definitely open to including those rules in this game. Rees is a Witch after all and there are new things in the final Witch rules. I just got my copy of the book today and am interested in seeing the new stuff in play.
If there's a retro-fit you want to leverage for your character, I'd reserve the right to veto it if I thought it altered the flavor. But I'm pretty liberal where character options are concerned. I'd rather you play the character you want to play - and survive to tell the story.
Isegrim brains the fool sending him down in a pile.
Trystan may fire.
The bulky man straightens his helmet as he stands.
"Listen to the soaker tryin' to tell old Korvosa his business. Sod off 'fore you end up reefclaw s~%*!"
(Waits until leader looks back up from the bolt sticking out of him. Gives him a "You were saying?" face.)
Mike, hope your absence marks a freelance gig or some kind of windfall. I can't possibly infuse 'Grim with the "strong-man plagued with self doubt" flavor that you were rocking.
I'm officially confused. I saw my post go through last night, but it's missing this morning. Guess I'll try to reproduce it now...
Monday will make it 2 weeks since Mike's last post. I'm inclined to wait at least three before trying to find a new player, particularly since we no he was battling a health issue. Andrew, can you continue to run him for now?
Trystan's bolt glances off the top of the big man's shield as he stands. The ricochet rips a gash in his jaw and along the side of his neck, causing him to wince and curse.
"Come on!" he screams, bashing his shield with his drawn longsword. "You want these goods, you gotta come through me!"
Lia's turn. Map is updated (I assume - was last night).
Luke and I are heading to the beach until Saturday to celebrate Mom's 70th.
Lia moves to help secure the wagon. A large horse or an armored man? Easy choice. She calls for hired help men people: "Get your behinds over here and help me secure the whiskey!"
I've moved to (19, 10) by way of all my friends so as not to incur an AoO. Any roll I need to make to grab the horse bridle-thingy?
In an effort to be helpful... If my lights are still glowing I swirl them around my lucious curves trying to arouse the armored guy or at least get him to concentrate on me more. I guess maybe you don't want to play with me? Give up, and I'll give you a feel or two.
We live 2 miles from the nearest beautiful white sand beach. This time we were actually staying across the street from one for a couple of days. Gotta love it. Still awash in in-laws right now and sleeping on an air mattress, but otherwise we are back.
Interpreting Rees's action loosely, that's an effort to distract so possibly a feint? The only benefit there is he loses his Dex to AC vs Rees's melee attack next round. If you want to try that, roll a Bluff check.
The wagon driver vaults down to the square next to Brenin with an expertly twisted attack that darts under the ranger's guard and scores a hit. Brenin is hit for 5 hp.
Isegrim surveys the scene and decides he is already facing their greatest threat, one that won't back down. He lifts the giant greatsword straight over his head and surges forward, but at the last moment brings the blade down in a curving sweep towards the warriors bottom half.
Trystan watches in amazement as 'Grim directs a savage blow towards the mouthy leader. Without thinking he reloads his crossbow and fires at the guard tangling blades with Brenin.
Crossbow 1d20 - 2 ⇒ (5) - 2 = 3
Damage 1d8 ⇒ 3
He finishes with a step to 20/9 to stand next to Rees
Isegrim's attack comes crashing down on the big man's steel shield leaving everyone's teeth ringing. He returns a wicked back-handed slice that Isegrim twists around.
Trystan's bolt flies through the fray without hitting anything. It lodges in the wall of a building across the street.
updated init (new page): Thug 23 Brenin 19 Isegrim 19 Trystan 18 Armored enemy 17 Lia 16 Rees 15
Lia knows if the whiskey doesn't get secured that we've made enemies all for nothing. She decides to leave the fighting to the men and grabs the horses bridle. "Rees, help me get this beast moving! Men in the alley whose names I can't remember, get your sorry a@ses over here and help us get this whiskey out of here!"
Again, my intent is to get the horse and cart moving in a general 'away' direction. It would be nice if my allies would actually help instead of just standing in the alley looking slow. They take after the DM, maybe.
Guys thanks for not writing me off! I'm ok, just hit one of those rough patches in life. I'll get my updated sheet up tonight or tomorrow. Thanks again; looking forward to getting back to it :)
WELCOME BACK! RED WARRIOR! Good to have you back in the fold Mike.
Hans and Beyar enter the fray shamefaced as a half-elven woman just called them out. Hans expertly swings up to the driver's seat of the cart and grabs the reins. He calls out, "Meet you at the Goblin," and makes to spur the horse towards Trystan and Rees.
Our extended crew (kids, Valerie & Craig, more kids, Melissa, more kids) are headed to Sea World for a day and a half. Prolly no more posts from this half of the group until Thursday night at the earliest. It's Rees's turn.
Dates look great. I think my issue with Paizo was a setting in my firewall. Been working with the support team to adjust some settings. We'll see. Site seems to be working fine for me tonight.
The site definitely went through a patch of rough waters there. I couldn't connect for awhile before and then again after my last post. Looks like we're back in business now though.
Brenin stabs the retreating hooligan in the chest. He sinks to the pavements clutching a gushing wound.
So I almost was able to type up the post a second time from memory. Yeah, site's having some issues right now. Guess I just needed to wait awhile before my post showed up? No idea.
Red creeps into the corners of Isegrim's vision and his hackles visibly raise. With a savage look and brutal swing he swipes across chest-high on his opponent. Death is in his eyes.
Isegrim deals a mighty ringing blow to his gleaming opponent causing him to stagger, but not to fall. Clearly Ole Korvosa does not have a glass jaw. As he wades back in toward Isegrim blood flows freely out of both nostrils.
No heal check necessary to see that Isegrim's latest blow did significant damage. Still the old bastard will not relent. Trystan's turn.
We have an unconscious man and a dying man on the ground yes? Which squares were those again? I think the unconscious guy would be at threat of being trampled by our little wagon train..
Ok, read up on these rules, let me know if this jives. Somewhat grey.
Trystan knows the road has to be cleared and the armored man frankly, intimidates the hell out of him.
He reaches over and touches Isegrim on the shoulder, granting him Guidance.
"Climb aboard when we come through.."
He reaches down and grabs the nearest limb of the unconscious pervert.
"You are really lucky I give a sh*t about human life bub", he swears under his breath.
He drags him (heavy enc) two squares until they both occupy 20/10. Is soon as the body is clear of the carts path, he drops him like a sack of dung and finishes the other half of his move, through his friends, to square 17/10.
I think you have too many actions. Casting the 0-level spell is a standard action. The dragging action is supposed to be a full-rounder by my reading of the Core. The move action at the end to reposition to (17,10) is another move action.
I think you either get to cast the spell and move to (17,10), or you can drag the man out of harms way (conceding the 'favorable conditions' phrase in the rule -- tie goes to the runner).
So what's it gonna be, soaker? Save the goon or get the hell out of Dodge?
Sorry Grim but Tryst's conscience has the better of him, and he chooses to drag the jerk away and clear the lane.(further, to 20/11 instead).
Luke:
I missed out on editions 2 through 3.5 but I am trying to get better with the rules as I would like to run a campaign someday, so pardon my questions. Nothing under Full-Round in my book resembles "drag". I could not find any drag rules other than how much weight you can drag. I was going by the same page (183) which lists "Move a heavy object" as a Move action, then could not find it referenced anywhere else in that chapter. I jumped to chap 7 where I interpreted it to be an encumbrance issue, and I split the move, weight-wise, into two parts (10' @ 20'/round and 15' @ 30'/round). What if a character wanted to move from A to B (20' apart) but also wanted to perform a standard action at the 10' mark? Not possible in a single round according to core rules? I mean, a medium sized barbarian can flat out run 160' straight in that time. I know we all play by the same interpretation, but it seems so clunky sometimes.
No worries, and I agree that the action mechanic sometimes makes figuring out what fits in a round difficult. I think that when it comes to the order of actions (interupting a move to do something, then continuing, for instance) is kind of a GM discretion thing, and I'd rather wave my hands in those instances and say 'play on'. That was certainly my instinct with your action until I started looking up the individual parts of your move. I'm away from my reference material now, but the critical rule I read last night was in the 'Additional Rules' section of the book, under maximum carrying capacity.
Inside that section, there's a description of the whole 'lift over your head' and 'push, pull or drag' weight limits. In describing that, it says (paraphrasing from memory) a character may lift over his head up to twice his max load and stagger with it 5', but that could be doubled in favorable conditions. And that such an action is a full-round action (taking both your standard and move actions for the turn). Right below that it says you can push, pull or drag up to 5x your max load under the same movement restrictions.
I'll look at the page you reference above when I get home tonight. My exposure to alot of these mechanics is confined to this game right now (no adult table game, and the kids just don't try complicated actions very often :) I may have hosed the ruling.
Will post Korvosa's action when I get home tonight.