Baldwin the Merciful's Bloody Nightmare

Game Master baldwin the merciful

This my new low level PF 1 game. I will be combining aspects of a homebrew game with published material. It is set in the country of Nirmathas.

Welcome to my Bloody Nightmare.


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Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6
Poke Poke wrote:

assuming military saddle

Military: A military-style saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If the rider is knocked unconscious while in a military saddle, he has a 75% chance to stay in the saddle.
I would give him the +2 to cmd. Otherwise I would treat it as bullrush, because with the charge your running at him. Like jousting. Just my opinion

GM call but I agree. Calain is trying to bash him out of the saddle so Bullrush makes sense


Evil GM

Bull Rush makes sense.

Calain chargesw forth and using his lucrene he is able to score a thunk against the hellish horseman, knocking him off his stead. He tumbles back and to the opposite side of the horse, placing the nightmarish stead between the barabarian and the undead fiend. The headless creature is prone.


Evil GM

Initiative Order: Updated RD 1

Poke - charges and attacks the horse
Ulfrec - flaming sphere
Calain - charges and bullrushs the headless horseman
Harn the Headless Hero-killer
Bradan
Aggrah
Beorn
Dr. Tes (if he comes back, otherwise I'll drop him out of the order)


Evil GM

RD 1: Harn the Headless Horseman

As the headless undead creature tumbles backwards and off his stead he releases a baleful cackle as he finds a worthy oppenents. The evil laugh sends chills through everyone within 60 feet radius.

Everyone needs to make a Will save DC 22. this is an imediate action for him. Failure is you are panicked for rds: 1d4 ⇒ 3, if you make the save you are shaken for 1 round but immune for the next 24 hours. It's mind-affecting fear effect.

panick:
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Harn uses his move action to stand up and he pulls out a long sowrd that has a wicked keen edge that nearly sings as it is removed from it's scabbard. He holds his standard action until someone approaches and he sees who is still around after his baleful cackle. Calain you can make check to see if you realize what type of weapon he has drawn, one this is certain is you've never seen such a high quality blade before.

------
Stygian the horse

The fallen anti-heroe's horse is quick to attack the goblin. First it bites viciously,

bite: 1d20 + 11 ⇒ (7) + 11 = 18;damage: 1d4 + 6 ⇒ (2) + 6 = 8;plus hellfire: 2d6 ⇒ (6, 6) = 12

Then it stomps twice at the small goblin.

hoove 1: 1d20 + 9 ⇒ (5) + 9 = 14;damage: 1d6 + 3 ⇒ (3) + 3 = 6hellfire: 2d6 ⇒ (3, 3) = 6

hoove 2: 1d20 + 9 ⇒ (5) + 9 = 14;damage: 1d6 + 3 ⇒ (6) + 3 = 9hellfire: 2d6 ⇒ (2, 4) = 6

Hellfire (Su):
melee and ranged attacks the horseman and its mount make deal an extra 2d6 points of damage. Half the damage is fire damage, but the other half results directly from unholy power and is
therefore not subject to being reduced by resistance to fire-based attacks.

Any creature killed by a horseman or his mount’s melee or ranged attacks must make a Will save (DC 10+1/2 the headless horseman’s HD +its
Charisma Modifier) DC 22; failure means the victim’s soul is damned to Hell as a burst of brimstone appears around its corpse. A non-evil spellcaster attempting to bring the character back from the dead must make a caster level check (DC equal to 11 plus the headless horseman’s CR) to succeed; failure means the spellcaster cannot try again for 1 day. Evil spellcasters can raise the slain character normally, without a check.


Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)

Will: 1d20 + 2 ⇒ (16) + 2 = 18

"Run for your lives! The monster will claim our heads and souls!"

Dropping his bow, Bradan takes off at a sprint away from the undead monstrosity.


Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Will Save- Will,Raging Barbarian Superstitious Human Favoured Bonus Will Save: 1d20 + 2 + 2 + 3 + 1 ⇒ (20) + 2 + 2 + 3 + 1 = 28
Calain feels a wave of Despair wash over him but in his Fury the superstitious man is able to beat back the supernatural influence of the Headless Warrior.
Woot rolled a 20 but damn, gotta love those Superstitious Human Favoured Bonus Saves. Downside is that I Have to save against friendly spells as well.

He readies his Lurcerine Hammer, knuckles almost white in Anticipation, surely this would be the greatest battle of his life.
He does spare a glance at the sword the creature has drawn.
Craft Weapon to id the sword: 1d20 + 6 ⇒ (18) + 6 = 24
MAN I am loving the dice roller right now. Watch me fumble my attack next round

He holds his ground and screams in fury at the undead thing.
COME AT ME FIEND! I'M NOT AFRAID OF YOU!!


HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2

will: 1d20 + 7 ⇒ (7) + 7 = 14
This is the stuff of nightmares... And it actually looks like he's riding one. It's too much for Aggrah MOMMMYYYYY
and she runs away


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

As the vile creature snaps and stomps Poke Poke deftly dodges. But as its master hideously laughs, fear cuts through Poke Poke. He drops both his daggers and runs back into the corn field.

hide from the headless longshanks: 1d20 + 21 - 2 ⇒ (17) + 21 - 2 = 36

Disappearing as he slides through.

Poke Poke Will save is +0 so best he could do is a 20


1/2O Bard2HP18/18,Init+2,Per+4,F3R6W4(6Fear),AC16T12FF14

Will save: 1d20 + 4 ⇒ (16) + 4 = 20

Beorn shakes in his boots BRAVE SIR ROBIN! He then runs away!


Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Seeing his allies flee. Calains heart sinks, just a little...but he would face this foe.
Just you and me, Horsemen. Come and die Again!
Well done GM, I was trying to put the team in a great starting position for the battle and you have isolated the Meat shield with one move. Unfortunately for Calain, he doesn't know the meta of how high that DC was relative to his level and I figure rolling a 20 to shrug the fear so easily he is feeling pretty confident, so we'll play this out for at least a round....


Evil GM

Waiting on Ulfrec to roll his save.

I purchased a monster template: Headless Horseman from Rite Publishing three or four years ago and have never used it. When I was putting this adventure together I centered it around this character. I incorporated it early on with Bradan's cursed vision but at the time you had two other party members. So, it's not exactly a "fair and balanced" fight right now. I probably should have let everyone level again. Oh well...you can always run and come back.

Edit: I actually bought this template six years ago.


Calain the headless creature senses your presence and he twirls his longsword, it looks as if it can cleve your head off in a single stroke.


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

if you can make 3 rounds the rest of us will be back


Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Calain's Buffs: Rage 9/10rds left, Raging Vitality HP 65/65, Calain also hands the Lesser Beast Totem Power which gives him claws which he can use to make a secondary natural Attack, Currently Shaken.

Poke Poke wrote:
if you can make 3 rounds the rest of us will be back

Let's see if I can survive that long. I'll post some rules references below cause this is gonna get busy action wise.

Facing down the Headless Horseman, Calain sets his feet and Readies himslefCome Horseman, I am ready!; Readied action to attack if the Horse man comes within his reach. He is wielding his Polearm so he threatens 2 squares away. Meaning if the horseman moves adjacent then Calain will get an AOO on the Horseman when the Horseman leaves the 10ft square (which Calain threatens), to enter the adjacent square. Calain is not power attacking because is is going for accuracy.,
2 Hand, AOO when the horseman comes within reach, Shaken: 1d20 + 10 + 2 - 2 ⇒ (3) + 10 + 2 - 2 = 13
2 hand PA Rage Damage, Shaken: 2d6 + 9 - 2 ⇒ (3, 1) + 9 - 2 = 11

Then with the Horseman Adjacent, Calain will release one hand from the Polearm Free Action and Make a Claw Natual attack on the Horseman
1 handed Rage secondary Natural Attack: 1d20 + 9 + 2 - 2 ⇒ (9) + 9 + 2 - 2 = 18
1 hand secondary Natural Attack: 1d6 + 3 - 2 ⇒ (5) + 3 - 2 = 6
Calain then 5 ft steps diagonally away from the horseman to try and keep him between himself and the horse. He regrips his Lucerine Hammer and Chops down hard with his Primary attack.
2 Hand, from 5ft away: 1d20 + 10 + 2 - 2 ⇒ (7) + 10 + 2 - 2 = 17
2 hand Rage Damage, Shaken: 2d6 + 9 - 2 ⇒ (4, 1) + 9 - 2 = 12

5 ft Steps in PFSRD rules:
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

Combining Natural Attacks with Manufactured weapons:
You can, if you wish, combine natural weapons and Manufactured weapons in one full attack. In that case, you use make your manufactred attacks as normal, and you get all of your natural attacks as extra attacks, but they count as secondary attacks in this circumstance, so they get a -5 penalty on attack rolls and only add half of your strength do damage.
There's a million threads on this if you search the advice forums for "Combining natural and manufactrued weapons" here is one example: Here

and another:

Cruel Kindness wrote:

The basic rules state that when a creature combines Natural Attacks and manufactured weapons in the same Full Attack Action, Natural Attacks default to being Secondary. You don't get to ignore other forms of making an attack to make the rules suit your needs just because you have a Natural Attack. You still have arms and legs, not to mention a head, capable of making attacks. In fact, ALL Witches and Hexcrafters have arms and legs capable of making attacks.

Seems pretty cut and dry as far as I can tell. RAW, Prehensile Hair is a Secondary Natural Attack because it is denoted as being such.

isdestroyer wrote:
Just a Mort wrote:
Hi sorry, but where did SKR say that Prehensile hair is a valid choice for spell combat? I thought it was only things to do with hands, ie. unarmed strikes, claws, slam etc. I can't find it :(

Here it is. I think.

Mathwei ap Niall wrote:
Blackstorm wrote:
Sean K Reynolds wrote:
Spell combat uses hands (a natural weapon that's part of that hand qualifies). There ya go.
Or prehensile hair, iirc. Just awesome hex for hexcrafter.
AWESOME!! Woot, my Defiler build is back in action!!
Dad GUM! Those quote mechanics are confusing as heck! Took me 45 minutes to figure out how to do that, and I'm still not sure if I did it right!

This quote was taken from Page 6 of the Hexcrafter Guide when the question was raised about Hexcrafters being able to combine Prehensile hair with sword attacks.

Sorry about not linking a Core Book. I know this has been talked about to death and Sean says it works but for the life of me I can't find the section in the PFSRD.


Evil GM

We still need Ulfrec's Will save.

I'll go over the rule citations later today. Thanks for anticiapting the questions and rules. This definately qualifies for BBEG battle status.


Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6
baldwin the merciful wrote:

We still need Ulfrec's Will save.

I'll go over the rule citations later today. Thanks for anticiapting the questions and rules. This definately qualifies for BBEG battle status.

Definitely. Calain is not scared but is Stalling to see if his friends will return. If I get close to Death I'll definitely run, like I did with the Croc.... Thanks for taking the time to check the rulings BTW. Combining extra attacks is not that uncommon.

Natural attacks can be combined with weapons. An example is in the spell SAVAGE MAW and Grungsdi actually had a feat that granted him a headbutt attack in his attack routine. I'd just never tried to combine it with using a polearm..

Savage Maw:
School: transmutation
Level: Antipaladin: 1; Cleric: 2; Oracle: 2; Warpriest: 2; Druid: 2; Inquisitor: 2; Magus: 2; Ranger: 1; Hunter: 1
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 minute/level (D), special (see below)
Source: Advanced Race Guide
Summary: Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs.
Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. You gain a bite attack that deals 1d4 points of damage plus your Strength modifier. If you confirm a critical hit with this attack, it also deals 1 point of bleed damage. If you already have a bite attack, your bite deals 2 points of bleed damage on a critical hit. You are considered proficient with this attack. If used as part of a full-attack action, the bite is considered a secondary attack, is made at your full base attack bonus –5, and adds half your Strength modifier to its damage.

You can end this spell before its normal duration by making a bestial roar as a swift action. When you do, you can make an Intimidate check to demoralize all foes within a 30-foot radius that can hear the roar.


Evil GM

I'll DMPC Ulfrec's will save if he doesn't check in this afternoon.


Evil GM

DMPC Ulfrec's Will Save: 1d20 + 6 ⇒ (2) + 6 = 8

The druid turns quickly and runs away the others.


Calain you posted yoru second round action before the conclusion of RD 1 so I'm wrappong that round up first.

RD 1:

Immed Aciton was cackle, MA was stand up.

The Headless Horseman takes his standard action.

The boostful snickers at the barbarian, "I, Harn the Bringer of Death, have vanquished my foes with glee and I relish toying with them as panther toys with his prey. Mercenaries, the King's troops, Grand Wizards, and sneaky thieves have all fell to my mighty blows. Skulls to serve as my cup. I have slaughtered simply because I could. NOW, You will die in front of this barnhouse, I WILL have your head, and then I will severe your fleeing comrades worthless heads to further cull the weak from the land." he makes use of his braggart ability.


Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6
Harn the headless wrote:

Calain you posted yoru second round action before the conclusion of RD 1 so I'm wrappong that round up first.

RD 1:

Immed Aciton was cackle, MA was stand up.

The Headless Horseman takes his standard action.

The boostful snickers at the barbarian, "I, Harn the Bringer of Death, have vanquished my foes with glee and I relish toying with them as panther toys with his prey. Mercenaries, the King's troops, Grand Wizards, and sneaky thieves have all fell to my mighty blows. Skulls to serve as my cup. I have slaughtered the simply because I could. NOW, You will die in front of this barnhouse, I WILL have your head, and then I will severe your fleeing comrades worthless heads to further cull the weak from the land." he makes use of his braggart ability.

Right. Does that mean he's a Cavalier? Obviously Calain doesn't make a distintion between cavalier and fighter.

Braggart ablity:
At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

Regardless keep my rd2 action the same. Calain is still waiting for Harn to approach so he can get his 3 attack combo. Even though *Sigh* I am pretty sure they were all misses. In this current situation he is mostly concerned with denying the Cavalier any full attacks and staying out of flank if the horse enters combat.

Mighty words. Your lack of a head atop YOUR shoulders says you are a liar.


Evil GM

RD 2:

Calain you grunt and hack at your enemy but you fail miserably, bring forth another bluster from your opponent. "THAT'S what your bring to a combat? Yes, I challenge you and will gladly take your head as payment."

I need to put up a map before I take the action so I a plot our locations.


Evil GM

Harn Battle Map

*Calain is this generally how you are positioned. You charged in and knocked him off his horse but I'm not sure where you want to be.

**Your lucerene hammer is msw only correct? It's not magical?


Evil GM

Harn's actions: RD 2

He will move and take the AOO from Calain, the AOO did miss, then both of his attacks missed.

Harn's sword sings as it cuts through the air,

att, braggart: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 27;damage: 1d8 + 5 ⇒ (5) + 5 = 10;hellfire: 2d6 ⇒ (6, 3) = 9

DC 22 Hellfire (Su):
melee and ranged attacks the
horseman and its mount make deal an extra 2d6 points
of damage. Half the damage is fire damage, but the
other half results directly from unholy power and is
therefore not subject to being reduced by resistance to
fire-based attacks. Any creature killed by a horseman or
his mount’s melee or ranged attacks must make
a Will save (DC 10+1/2 the headless horseman’s HD +its
Charisma Modifier); failure means the victim’s soul is
damned to Hell as a burst of brimstone appears around
its corpse.

His mount, Stygian, also attacks

bite: 1d20 + 11 ⇒ (16) + 11 = 27;damage: 1d4 + 6 ⇒ (3) + 6 = 9;plus hellfire: 2d6 ⇒ (1, 6) = 7

Then it stomps twice at the barbarian.

hoove 1: 1d20 + 9 ⇒ (17) + 9 = 26;damage: 1d6 + 3 ⇒ (1) + 3 = 4hellfire: 2d6 ⇒ (4, 3) = 7

hoove 2: 1d20 + 9 ⇒ (20) + 9 = 29;damage: 1d6 + 3 ⇒ (5) + 3 = 8hellfire: 2d6 ⇒ (6, 1) = 7

confirming crit:

hoove 2: 1d20 + 9 ⇒ (16) + 9 = 25;damage: 1d6 + 3 ⇒ (6) + 3 = 9hellfire: 2d6 ⇒ (5, 3) = 8


Evil GM

Updated Battlemap

nitiative Order: RD 3

Poke - fled
Ulfrec - fled
Calain -
Harn the Headless Hero-killer
Bradan -fled
Aggrah- fled
Beorn -fled


Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6
baldwin the merciful wrote:

Harn Battle Map

*Calain is this generally how you are positioned. You charged in and knocked him off his horse but I'm not sure where you want to be.

**Your lucerene hammer is msw only correct? It's not magical?

Position of Calain is wrong. Scroll back and you'll see I finished my attack on Harn by taking a Diagonal 5ft step to keep Harn between me and the horse and 5ft away from Me so Harn doesn't threaten. So he should be standing in R30. Meaning the horse would have to move towards me (denying a full attack and provoking, but Calain doesn't have combat reflexes. The horse should only get 1 bite attack.....And Yes my hammer is only Masterwork

So only taking the Sword and Bite attack, Because of Calain's DR2/- he takes 31damage. He is at 34/65 Raging HP. Time to run


Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Edit. So I just realised since Calain readied his action to attack, Harn when Harn moves to close, effectively DELAYING his turn in the order. So Harn moves in- Calain AOO's. Harn finishes his Standard attack, and the Mount also acts on Harm's turn. So Calain's takes ALL attacks from the horse (an additional 39 damage after DR is applied). This would occur BEFORE Calain's attack. He is at -5 and Dying


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Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)

Readied actions trigger on the initiation of the condition that they specify. Readied characters act just before the trigger in initiative orders, then change their position to be just before that character going forward.


Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

In that case can Harn even attack him at all? By your writing, Calain's attacks 'interrupt' Harn. Sequence: Calain readies, Harn closes, Calain AOO'S and Full Attacks, including a 5ft step away. Harn still has a Standard action but is 5ft away and would have had to use his standard to move again (5 feet) to close? The horse acts on Harm's turn and could have moved to close with Harn and also have been 5ft away after Calain's 5ft step.>>>>Reach weapons are confusing. GM call, as I KNOW the AOO interrupts Harn, but taking a 5ft step away as part of the full attack...does that happen before or After Harns/Horse attack? I am either dying or was not hit at all


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Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)

Readied actions are a move or standard. Unless you have a feat/ability that allows you to 5' step as part of your attack, you can't Readied Attack, AoO, and 5' step all at the same time. You could Ready to Attack, swing your lucerne hammer as he closes to 10', take the AoO as he closes from 10-5', and then take your full complement of actions next turn. Alternatively, you could Ready to step 5' away from the closing foe, and assuming they had to move at least 10' to get to melee range, effectively "steal" their standard action attack by removing a valid target from range.


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

There is also a diffence between hold and ready. If you are readying the action it has to be clear what that action is and what triggers it. If a creature goes before you in the initiative it carrys to your next turn. E.G. Wizard turns invisible. Your turn is next. You ready an action "If the wizard turns visible I will shot him with my bow" The round ends and the wizard starts his next round action which is cast an offensive spell and comes visible. Your ready action triggers and you fire on it. The wizard completes the rest of it's action ending its turn. You now take your turn for the current round. You can take a 5' step as part of a readied action as long as you don't otherwise move any distance during the round.


Hold (Delay) action you can change your initiative but not interupt.
Technically both resign your position in initiative to the point you took the action. Though none of the games I've been in do that.

Delay, Ready, and Counter Spell


Evil GM

We don't use the ready action in any game I run. Its way too hard to track initiative and actions online and to keep the game flow with readied actions. I do permit you to hold all or part of actions for tactical reasons.

This is how I tracked the movement so far:

RD 1:

Poke poke moved up and attacked the horse.

Calain charged in and use his reach weapon to knock Harn off his mount. That put Calain in Q31 diagonal ton the horse. It also put Harn in N34.

Harn used his cackle as an immediate action (he can also do this as a swift action), He stood up from the prone position as his MA, he then used his braggart ability as SA.

Calain posted his RD 2 action early but this has never been discouraged and I try to work action as close as possible when his actual turn arrives.

RD 2:

Poke Poke flees

Calain posted early. In order to actually use Calain's attack he held his action until Harn moved closer to him. I complied and had Harn move and he took the AOO which missed. Harn completes his move. Calain then attacks using his full round action and missed. Harn hits with one attack and then his mount hits with three attacks.

As far as Calain 5 ft step is concerned it doesn't really matter. Harn would have moved 5 feet closer if necessary and the horse would have make a 5 ft step.

Remember doing the maps are often impercise online. Maps sometimes - like this time - were not posted at the beginning. The drawing and grid cooridinates are often mangled, so forth.

I think all the attacks hit. Calain does have his raging HP bonus and DR.


Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Thanks for resolving that. In that case, Calain is at -5 and dying


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

Poke Poke hides: 1d20 + 21 - 2 ⇒ (20) + 21 - 2 = 39


Evil GM

Poke Poke is well hidden under some corn stalk.


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1/2O Bard2HP18/18,Init+2,Per+4,F3R6W4(6Fear),AC16T12FF14

o/~Bravely bold Sir Robin
Rode forth from Camelot.
He was not afraid to die,
Oh brave Sir Robin.
He was not at all afraid
To be killed in nasty ways.
Brave, brave, brave, brave Sir Robin.o/~


Evil GM

RD 3:

Calain you can try a heal check to stem off dying if you wANT.

"IS THIS THE BEST YOU CAN DO?" Harn uses his full round action to coup de grace the helpless barbarian. He severs the head.

damage: 1d8 + 5 ⇒ (5) + 5 = 10;hellfire: 2d6 ⇒ (1, 3) = 4

crit damage: 1d8 + 5 ⇒ (3) + 5 = 8;hellfire: 2d6 ⇒ (6, 6) = 12

coup de grace:
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

DC 22 Hellfire:
Melee and ranged attacks the horseman and its mount make deal an extra 2d6 points of damage. Half the damage is fire damage, but the other half results directly from unholy power and is
therefore not subject to being reduced by resistance to fire-based attacks.

Any creature killed by a horseman or his mount’s melee or ranged attacks must make a Will save (DC 10+1/2 the headless horseman’s HD +itsCharisma Modifier) DC 22; failure means the victim’s soul is damned to Hell as a burst of brimstone appears around its corpse. A non-evil spellcaster attempting to bring the character back from the dead must make a caster level check (DC equal to 11 plus the headless horseman’s CR) to succeed; failure means the spellcaster cannot try again for 1 day. Evil spellcasters can raise the slain character normally, without a check.


Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

That's ok. Pretty sure there's no coming back from a Severed head at this level. ;)


Evil GM
Calain wrote:
That's ok. Pretty sure there's no coming back from a Severed head at this level. ;)

And you sould is damned to Hell. A grisly death.


Evil GM
Calain wrote:
That's ok. Pretty sure there's no coming back from a Severed head at this level. ;)

And you sould is damned to Hell. A grisly death.

Bradan make a perception check.

DC 13 and above perception:
you witness Calain's head being severed off. It's just like your vision, the headless horseman has collected his first victim. Your hair has another streak in it.


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

No Grumpy!


Evil GM
Poke Poke wrote:
No Grumpy!

Death happens.


Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

"No! He cut Calain's head clean off!"


Evil GM

Initiative Order: RD 4

Poke -
Ulfrec -
Calain - DECEASED!
Harn the Headless Hero-killer
Bradan -
Aggrah-
Beorn -

After sprinting for safety the galant adventurers begin to slow down their pace as they regain their senses.


1/2O Bard2HP18/18,Init+2,Per+4,F3R6W4(6Fear),AC16T12FF14

Alas poor Calain, I knew him well, Poke-Poke!


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

Poke Poke continues hiding: 1d20 + 21 - 2 ⇒ (13) + 21 - 2 = 32


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

This is the last round of the effect, correct?


Evil GM
Poke Poke wrote:
This is the last round of the effect, correct?

Bradan, Aggrah and Beorn are able to act this round since their actions came after the villain. Poke and Ulfrec get out of the panick at the end of this round.

RD 4: Harn

The headless undead scoops out a portion of the barbarian's brain and then threads a chain through the skull adding it to several others. He dangles it over his nightmarish horse.

The following players are up:

Bradan -
Aggrah-
Beorn -


1/2O Bard2HP18/18,Init+2,Per+4,F3R6W4(6Fear),AC16T12FF14

Beorn starts singing and gathers with Brandon
10/14 rounds +2 hit/damage/save vs. fear and charm


HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2

Regaining her senses Aggrah turns around sees the distance and decides to slow the horseman down to give Bradan a chance to stick some arrows in it

Aggrah activates her scarshield and the beautiful tattoos on her skin glow briefly in a pleasant light +2NA....ac18

1rst Scarshield:
(Su): At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (minimum +1). She can use this ability for a number of minutes per day equal to her class level. These minutes do not need to be consecutive but she must spend them in 1-minute increments. This ability replaces the witch’s 1st-level hex.


Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)

"Crap, shoot, damn!"

Bradan let's loose a string of curses as he sees Calain fall, then looks towards his fallen bow so close to the enemy.

"Time to earn your keep, I guess. Wolf, Fetch!"

Pointing at the bow, he directs his new canine companion to retrieve the weapon.

Handle Animal: 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25 to push as move action

As his second move action, Bradan moves towards Aggrah, drawing his polearm as he goes.

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