All's Well that Ends in a Well, V.2 (Inactive)

Game Master Choon


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Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

If they delayed till after the orcs, they basically delayed till the top of the round anyway, right? So I think "party up" meant now we all act together, and then all the bad guys act together...? So, yes, I think we can act.


The Man. The Myth. The Mask!

Yes, you all may now act


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

"All right, here go."

Catarya takes a defensive stance again, and then tries to move through the doorway to the other side.

Standard action for full defense, and then move action to tumble through the doorway.

tumble: 1d20 + 12 ⇒ (2) + 12 = 14 Nope, not likely. So I provoke an AoO from the orc in the doorway and stay where I am.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Dang, 19 damage and the red orc is still up? How battered is he looking? I can get him out of this way this turn, one way or another.


The Man. The Myth. The Mask!

Orcs are tough buggers with that Ferocity trait


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

F~*! it, I'm gonna (attempt to) bullrush him into the room to clear the path for everyone else.

With a mighty roar of anger, Grelthe charges forward, pushing the enemy orc with all her strength, forcing her way into the room:
Combat Maneuver: 1d20 + 8 ⇒ (9) + 8 = 17

In Orcish:
Why are you attacking us? Maybe we can come to some agreement.


The Man. The Myth. The Mask!

Catarya rolls into the room just behind the flames and manages to avoid attack. Then Grelthe takes the exact opposite tactic and shoves the orc at the door a full ten feet into the room while yelling in orc. To her surprise, the Orcs answer! First the red, then the purple one answer!

Orc:
You're the ones attacking us, half-breed!...Ya! Get out of my hideout! Go find your own!

The man in chain mail then orders, Hold the door, brutes, hold!


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Melkar follows Grelthe's orc into the room, wielding his scimitar menacingly. He barks back at the orcs in their harsh tongue.

orc:
"If you wish to keep your puny lives, drop your weapons now!"

intimidate, dazzling display: 1d20 + 10 ⇒ (17) + 10 = 27


The Man. The Myth. The Mask!

The orcs look to their leader, look to Melkar, and drop their weapons.
The leader fumes and screams, What do you think you're doing, traitors!


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

GM:Which one is the leader in chainmail? Blue guy?

Blast it, would have done something different if I knew Catarya made it. Sorry to waste your flanking. I still have a move action though. Would it be beneficial for you guys if I moved between the red and yellow so someone could get flanking on red? Otherwise I can move toward the leader, since he is the only one still with a weapon, I think?

Grelthe makes eye contact with the closest orc that dropped their weapon and growls "Good choice" in orcish.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Did my second burning hands ever go off, or should I redo it since everyone else went after it?


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Not sure what the conversation is (she does not speak orc) Kayla tries to wind her way through the orcs to get behind them.

tumble: 1d20 + 11 ⇒ (20) + 11 = 31

and she tries to slip into the shadows of the dimly lit room.

stealth: 1d20 + 18 ⇒ (16) + 18 = 34

fast stealth allows full movement while stealth


The Man. The Myth. The Mask!

Your second burning hands went off and nearly killed two of them. Not quite though.
Blue guy is the leader, yes. All the bandits are armed. The orcs are the only ones who surrendered.

The shadow that is Kayla uses the flash of fire and yelling to slip into the room unnoticed.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe will use her movement to scoot around the right side of the (red) orc she pushed back to reach the leader.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Moving Melkar into the room where he said he went. I think now the bad guys are up.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.
Grelthe wrote:
Blast it, would have done something different if I knew Catarya made it. Sorry to waste your flanking.

No worries! I did not expect a 14 to be nearly enough. But the point was to try and breach the doorway, and we did that.


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Thanks Zadira.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Not Zadira's turn, but talking is a free action, so...

When she sees the orcs drop their weapons, she realizes that they must be surrendering, even though she doesn't understand the language. So she says to the orcs, assuming they know common as well (although she could of course be wrong), Go on, get out here. We promise not to harm you while you are leaving. Just don't come back here, or Melkar and Grelthe here <indicating her companions> might be angry.


The Man. The Myth. The Mask!

the orcs withdraw through the door. The leader of the group is furious! He shouts, Get back here, cowards! You! Who do you think you are, attacking us in our house! GET OUT!

They all step back and together and have bows drawn and ready.

Party is up, but at the first sign of further hostilities...
5d20 ⇒ (11, 20, 11, 19, 15) = 76
Grelthe Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Meldar Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira readies Burning Hands, but holds and doesn't cast yet.

You're insane. YOU attacked US. Ambushed us even. It's not like people don't come down to this dungeon *all* the time to explore. I talked to several in the town. And you go and act all offended that we opened a freaking door, and then try to kill us? YOU had your people shoot at us before saying a word to us. Don't pretend we started this. You want to end it? Drop your weapons, like those smart orcs did. Otherwise, we'll end the conflict the old-fashioned way.

Intimidate: 1d20 + 9 ⇒ (14) + 9 = 23

Zadira strides forward as she is saying this, and when she gets to one end of their little group she waits to see if they are going to talk or keep trying to kill them.

If kill, she releases her readied spell, and gets Purple, Blue, and Light-Blue in the cone.

fire damage: 4d4 ⇒ (2, 2, 4, 1) = 9<--15 foot cone, reflex save for half, DC 15

I'm assuming that the attacks on Grelthe and Melkar don't go off yet either, unless we attack again. Is that correct? Otherwise, them continuing to shoot will just trigger her to cast her spell, and I suppose let the bloodbath ensue.


The Man. The Myth. The Mask!

Correct. You have your self a nice standoff here.
2d20 ⇒ (1, 16) = 17
And what would you do if someone BARGED INTO YOUR HOUSE! Now youall just turn around and walk out that door and tell my boys to get back here. We'll all pretend we never saw each other.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

"What kind of fool do you haf to be to lif in tis place?" Catarya asks rhetorically.

She maintains her defensive stance.

Catarya is definitely not the "face" and would not do any actual negotiating. But she will continue to take the full defense action each round her turn comes up until the deadlock is resolved.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira starts to laugh.

You can't be serious. Looks to me like you're actually bandits, not a household. Preying on unsuspecting explorers, and we just happened to be a little stronger than you expected, and your minions a little less loyal. We turn our backs on you, and just invite you to shoot us in the back? I think not.

Intimidate: 1d20 + 9 ⇒ (4) + 9 = 13

Not able to maintain her tough talk because she truly doesn't want to just kill them, she softens her voice, trying to convince now, rather than demand.

We have no desire to kill you. Please don't force us to do so. Drop your weapons. Then, perhaps we can talk about what we're both doing here, and perhaps we *will* leave you in peace. But we can't just walk away not knowing if you are going to try to kill us again... or any other innocent adventurers. Please. Lay down your weapons, and we'll talk.

Diplomacy: 1d20 + 14 ⇒ (3) + 14 = 17

Wow, horrible rolls. Anyone want to assist?


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe's heart-strings are tugged a bit by the leader's mention of home. Though this may not be a traditional house, as she well knew, any corner of earth you stake out for yourself could be a home, and any group of like-minded individuals a family.
But she has been taken advantage of before for her compassion, and she is here to clear out the evil taking residence here.

So then she detects evil on the Leader. (The results of that will determine her next course of action.)


The Man. The Myth. The Mask!

He is, in fact, slightly evil. Zadira must be right in thinking this is a bandit crew.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe narrows her eyes "We gave you a chance to surrender, liar."
She then activates her Weal's Champion ability and steps forward to swing her flail one-handed at the Leader:
Flail attack + CHA: 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21
Damage + 1/2 level: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10

As the archers loose their arrows, Grelthe grunts a little as one hits her in the thigh, but fights off the pain and keeps moving.

Weal's Champion addendum: In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira didn't expect Grelthe's attack, but when the arrows fly, she releases her spell, trusting Grelthe and hoping she was right about them being bandits and that they weren't just innocent adventurers who had... settled in? Even just in her own thoughts that sounded unlikely.


The Man. The Myth. The Mask!

3d20 ⇒ (1, 6, 7) = 14

The flames and the flail are enough to do the leader in, and the flames severely wound two of the remaining thugs.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

When Catarya sees Grelthe and Zadira attack, she springs into action.

Maintaining her guarded stance, she runs forward, jumping over the body of the dead leader. She gets behind the enemy line.

Standard action to go full defense again, then move action, using Acrobatics to try and tumble (though with a -10 penalty because I moved more than 1/2 my movement).

acrobatics: 1d20 + 12 - 10 ⇒ (4) + 12 - 10 = 6 That has to provoke, but my AC is still 27.

"Ofer here, boys. Ready for some pain?"

I know provide a flank for Zadira and an open spot for Melkar. If Zadira can still take a 5' step back then she could open that spot for Kayla.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Moving among the shadows Kayla circles around drawing her single poisoned blade. and once in position she strikes.

moved Kayla into a flank against the purple. and with fast stealth I can move my full move with no stealth penalty.

flank attack vs flat-footed: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
crit confirm?: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 (nope)

damage: 1d4 + 1 + 2d6 ⇒ (1) + 1 + (6, 4) = 12

also DC 20 fort save vs poison 1/round for 6 rounds
Effect 1d4 Str damage; Cure 2 consecutive saves, Huge Scorpion Venom (as per her nickname)

you'll want to surrender if you want to live she whispers as her blade slices the archer from out of nowhere.


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Melkar howls as an arrow buries itself deep into his hide. He sees the party has one of the archers surrounded so he goes after the other.

Flanking light blue with Catarya.

scythe+mutagen+flank: 1d20 + 10 + 2 + 2 ⇒ (7) + 10 + 2 + 2 = 21
damage+mutagen: 2d4 + 14 + 2 ⇒ (4, 4) + 14 + 2 = 24


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Thugs are up, but free talking again.

Anyone here smarter than your leader? If you want to live, throw down your weapons and leave. We won't shoot you in the back, unlike some. And don't come back to Rappan Athuk, or we *will* kill you.


The Man. The Myth. The Mask!

Sorry. Very busy day. I will have an update up this evening.


The Man. The Myth. The Mask!

2d20 ⇒ (7, 5) = 12
1d4 ⇒ 4
Kayla's man falls unconscious under her attack and her poison. Melkar, on the other hand, takes the much less subtle approach and straight up bisects his target into two squishy bits.
Just as you finish speaking four more bandits round the corner behind you! They take in the scene and freeze. Then, as if there weren't enough targets here, four bloody, vicious looking skeletons charge in from the far right door and head straight for you! The bandits shift their focus from you to them and one shouts, Destroy the bonies, lads!
The last standing bandit of the original group steps away from the very scary Melkar and fires at one of the skeletons, but the arrow goes wide.

Map note: yellow X means unconscious. Party up!


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira moves away from the new bandits, and focuses on the skeletons.

attack green skeleton with bow: 1d20 + 9 ⇒ (7) + 9 = 16 <--w/favored enemy
damage: 1d8 + 6 ⇒ (5) + 6 = 11


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe will take a moment to absorb the newcomers to the fight, but decides she can sort out who is evil later since, for the moment at least, they are all threatened by the same enemy.

She yells, "Focus on the greater evil of the undead, unless you are threatened by..." she locks gaze with the bandit who called out directions "...others."

She moves closer to the skeletons, using a chair to step on to the table in front of Kayla, and starts singing a terrible song of war and blood and death (think acapella viking/celtic-themed Haka War chants), while twirling her flail about (trying to look intimidating).

perform (sing) just for funsies: 1d20 + 8 ⇒ (14) + 8 = 22
Her voice bursts out clear and pure, at stark contrast with the horror of her lyrics.

    Raging Song (Inspired Song) TLDR; If you accept it, benefits are:
  • +2 morale bonus to STR & CON (affecting melee attacks, hp, combat maneuvers, & Climb/Swim checks)
  • +1 morale bonus on Will saving throws
    negatives are:
  • –1 penalty to AC
  • cannot use any CHA-, DEX- or INT-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

full text of special ability, including special rules for those with rage class ability:

When the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.

Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.
Grelthe wrote:
"Focus on the greater evil of the undead,..."

"Putting down te undead is what I am here for."

Catarya maintains her defensive stance and heads for the skeletons.

Not going to bother with the raging song.

I can't do much until I have a flank so I'll just get into position. So: Standard action for Full Defense again, and then move up to the skeletons. AC is still 27.


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Melkar starts tapping his toes to Grelthe's song. When the skeletons appear and the others appear to be focused on their destruction, Melkar is happy to join in.

I will accept the song but use my own controlled rage. Double move.


The Man. The Myth. The Mask!

Kayla?


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Kayla moves around one of the tables (at least that looks like a table on the map) as she does so she takes a moment to lern more of her intended target.

move to where she is on map, then use a move (actually using standard) to use studied target on the blue skeleton

Kayla's sword is still drawn in case that matters.


The Man. The Myth. The Mask!

Zadira's arrow sticks the the skeleton's head, but doesn't bring it down. The four converge on Melkar and Catarya...
4d20 ⇒ (10, 15, 4, 18) = 47
Their attacks fall short due to the party's defensive stance.
5d20 ⇒ (3, 15, 6, 20, 20) = 64
The bandits all loose arrows at the skeletons and one splits Zadira's arrow! The added force drives her arrow head in just a bit further and split's the skull in half! The skeleton falls to the ground in a heap.

Party up!


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira shoots at the skeletons again.

attack Light Blue skeleton with bow: 1d20 + 9 ⇒ (8) + 9 = 17 (favored enemy: undead)
damage: 1d8 + 6 ⇒ (6) + 6 = 12

She doesn't accept the song, just in case she has to cast a spell


The Man. The Myth. The Mask!

Zadira's specialized training shines through again and she plants another arrow square on the skeleton's skull. It drops in a heap.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

dang, ok switching studied target again, well maybe not. they drop to fast so no point

Kayla will delay in case the skeletons suddenly become some mythic level undead of immense power and appear to over run the party.


The Man. The Myth. The Mask!

Careful. I have a history of taking things my players mention off hand and making them a reality. ;)


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

that is why I use my Ki point for increased movement to run away.


The Man. The Myth. The Mask!

*cackle*


male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6

Melkar turns his attention to the red skeleton. "Here you go, dummy!" he taunts while swiping with his vicious scythe.

scythe+mutagen+rage song: 1d20 + 10 + 2 + 2 ⇒ (10) + 10 + 2 + 2 = 24
damage+mutagen+song: 2d4 + 14 + 2 ⇒ (3, 4) + 14 + 2 = 23


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.
Melkar wrote:
Melkar turns his attention to the red skeleton. "Here you go, dummy!"

Oh, sure, kill the one I could have flanked. :)

Catarya darts around behind the last skeleton.

tumble: 1d20 + 12 ⇒ (15) + 12 = 27

Once behind the skeleton, I'll ready an attack which will go off if I have a flank. Grelthe might come in to flank here.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Grelthe sees what Catarya is trying to do, and jumps off the table, taking up a flanking position to distract the last skeleton. She makes eye contact with her ally & nods, giving her the attack.

She holds her standard action - if the skeleton falls beneath Catarya's assault, she will address the bandits.

ALSO Melkar didn't specify which one he was attacking, I just marked the one directly in front of him cause he obviously killed something -
Melkar which did you attack? If it was the yellow then Catarya doesn't need me here.

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