| baldwin the merciful |
Rd 4: Eccardian
He uses his move action to retrieve his puncturing rapier, then he calls upon it's last ability for the day to drain the life from the half orc.
rapier of punctuting, Icrit, TA: 1d20 + 19 ⇒ (13) + 19 = 32;damage improved vital: 3d6 + 10 ⇒ (6, 1, 2) + 10 = 19;sneak: 5d6 ⇒ (5, 2, 6, 1, 4) = 18 plus 5 bleed
TA, constitution damage: 1d6 ⇒ 2
The touch attack pierces the half orc draining some of his constitution away.
You don't get the sneak attack damage, I have his dice rolls coded.
You do take 19 HP, lose 2 ability points (-1 penalty which is an additional 13 HP of damage), plus 5 bleed damage at the beginning of your next turn. Unless you successful heal or have a cure spell.
For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.
Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. A character with a Constitution score of 0 is dead.
| baldwin the merciful |
RD 4: Initiative order:
Mel - std action
Euphemia - cast fly on Aurelio
Eccarrdian - MA retrieved dropped rapier, std action hit Daniel for 32 HP, con damage and potential bleed
Gerard - ties heal to stabilize
Aurelio - drank CSW
Daniel -
Andrea
Gerard Heal to stabilize: 1d20 - 9 ⇒ (14) - 9 = 5
heal check for bleed: 1d20 ⇒ 18
No further bleed damage
I'm away of the ioun stone +1 regen/HR
It has been 1 RD, not an hour.
A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.
| Andrea1 |
HP 105/93(105 temp)
Current Saves: F14R7W18
AC: 34/T21/FF34
In hands: Wooden shield+3,Sword of the Planes
Current BaB: +12/+7
Spells in Effect: Blessing of the Watch on everyone(+1 Bab/Saves vs. fear 12 hours),Silversheen on dagger+2,Vindicator's Shield (+9 AC for 24 hours or until struck),Magic Circle against Evil on Aurelio(+2 Saves against evil in 10' radius 120 minutes)Protection from Energy-Fire on Self(120 points 2 hours) Resist Energy-Communal(cold/Fire) 10 points on everyone except Gerard 10 minutes), Aid +12 HP 12 minutes,Remove Fear on Aurelio,Gerard,Euphemia(+4 vs. fear 10 minutes),Blessing of Fervor on everyone except Aurelio)(11 rounds various advantages)
Channels 6/8
Bit of Luck 6/8
Good Fortune 1/1
Andrea pulls out the Scroll of Blessing of Fervor that she wrote for an emergency, and this was a good as time as any. She casts it on Aurelio
Blessing of Fervor
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
| baldwin the merciful |
The ball is in Daniel's hands now. He is injured with bleed damage and his comrade is bleeding out on the ground. Gerard looks nearly dead. He also has his enemy in front of him. Choices choices choices.
He can reach down and lay hands on Gerard that's a std action. Reaching down would be similar to manipulating an item and requires a move action.
In case it comes up.
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Moving or manipulating an item is usually a move action.
This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. Examples of this kind of action, along with whether they incur an attack of opportunity, are given in Table: Actions in Combat.
Can you pick up or manipulate an object in a square within your reach? Does this provoke an AOO? Does it provoke even if the foe can reach the object, but not your space?
The rules are a little hazy here, but to put it simply, you can affect objects and creatures within your reach. When picking up or manipulating objects, you generally provoke an attack of opportunity, but only against foes that can reach your space. You do not provoke attacks of opportunity from foes that cannot reach you, no matter what action you are taking, even if it includes reaching into a threatened space. Although it might seem realistic to allow an attack in such a case, it would make the game far too complicated.
This answer originally appeared in the 9/25/12 Paizo blog.
Of course, I'm sure Daniel has a plethora of other options. :-)
| Daniel Arrisen |
You bet I do.
The paladin sees Gerard start to fall as he completes his tumble, taking a solid hit as he moves past Eccardian. He sees the blood and knows that the Rogue cannot stand.
He implores his goddess to take Gerard's wounds from him, to let the Paladin bear the brunt instead.
And she does.
IMMEDIATE ACTION CAST PALADIN'S SACRIFICE!
Gerard completes the provoking action, ending up in a flanking position behind the Enemy, damaged but not down yet!
The paladin feels the gut wrenching strike and is barely standing.
At work. Will post my attack later. Gerard is still up and flanking. The wounds from the AOO, were taken by Daniel.
| baldwin the merciful |
Nice call but I dont' believe Gerard completes his tumble and he is not flanking. He actually failed that skill check.
In addition, you can move through a threatened square without provoking an attack 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.
He lost his move action so he would have been where he started.
But you take his damage. That alters your disarm attempt which is significant from the baddies POV. Because he wasted a MA to retrieve his weapon. he has cool feat set that should hurt you. Evil grin.
Daniel: Since Gerard is standing between you and the Eccarrdian you are not within melee range.
So Gerard is still up but Daniel soaked up the 25 HP of damage plus his constitituion is reduced by another 5 pts (2 ability pts), which is another 26 HP and 5 bleed. You've now take 7 constitution damage when adding Gerard hit and the hit you took at the top of the round.
| Daniel Arrisen |
That is why I was hesitant to post before Gerard. If I used my IMMEDIATE action to take Gerards damage, then I had no swift available for Improved Disarm. Plus by your own admission I was never in Melee range because Gerard is still standing and they cannot occupy the same square.
So Daniel's Rd3 action (since his immediate is gone and he is not in melee) Would be to LOH Gerard who went before him to provoke the Attack.
LOH Gerard: 6d6 ⇒ (5, 6, 3, 4, 6, 1) = 25
This also negates Gerards bleed damage. When Rd 4 comes up, Eccardian goes first and is in Melee with Gerard and Daniel is behind him still. Do you want to retcon Eccardian's rd4 Attack?
| baldwin the merciful |
That is why I was hesitant to post before Gerard. If I used my IMMEDIATE action to take Gerards damage, then I had no swift available for Improved Disarm. Plus by your own admission I was never in Melee range because Gerard is still standing and they cannot occupy the same square.
So Daniel's Rd3 action (since his immediate is gone and he is not in melee) Would be to LOH Gerard who went before him to provoke the Attack.[dice=LOH Gerard]6d6
This also negates Gerards bleed damage. When Rd 4 comes up, Eccardian goes first and is in Melee with Gerard and Daniel is behind him still. Do you want to retcon Eccardian's rd4 Attack?
I hate to retcon but I will in this case. Gerard still has bleed damage from the two hits (2 points only from the weapon) he did not take bleed from the rogue talent since Gerard was not sneak attacked, but you stopped the bleed with the LOH. Technically, Erraccardian would never have been able to reach Daniel in RD 4
I've waited on folks to post because I didn't want them to potentially die, but it not really fair to the other players to have to wait so long. I understand people get busy with life. That being said I'm gong to DMPC players if they don't reply timely or provide a status for the group.
| Daniel Arrisen |
RD 3 : DMPC Gerard
Before Daniel steps up to try his disarm Gerard tumbles to get behind Eccarrdian. He takes 5 bleed damage from his wound.
[dice=tumble]1d20+30
He fails to get through Eccardian's square. Daniel no flanking.
Gerard provokes an Aoo from Eccardian activating the puncturing feature
[dice=rapier of punctuting, Icrit, TA]1d20+19;[dice=damage improved vital]3d6+10;[dice=sneak]5d6 plus 5 bleed
[dice=constitution damage]1d6
He takes another 25 HP of damage plus his constitituion is reduced by another 5 pts (2 ability pts), which is another 26 HP. If my math is correct Gerard is down 106 HP and 5 bleed.
Gerard slumps to the ground motionless.
Since Gerard is slumped to the ground Daniel you can hover over top him and I'll apply your rolls without the flanking bonus.
Daniel has taken this hit for Gerard.
51 points damage total and my Con is down to 9. Will update now. ..| baldwin the merciful |
RD 4: Eccarrdian
The tiefling feints to the left and hits form his right as he attacks Gerard once again but without the puncturing of the weapon,
improved feint vs. sense motive DC 23: 1d20 + 21 ⇒ (2) + 21 = 23
Caught by surprise, Gerard blinks losing his Dex bonus and gets caught flat footed.
rapier of puncturing, Icrit, TA: 1d20 + 19 ⇒ (2) + 19 = 21;damage improved vital: 3d6 + 10 ⇒ (6, 5, 2) + 10 = 23;sneak: 5d6 ⇒ (4, 5, 1, 6, 3) = 19 plus 5 bleed
He actually takes the 5 bleed this time because the feint lets him be sneak attacked. Very unusual why to get a sneak attack.
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
You can also use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. For more information on feinting, see Combat.
You are skilled at fooling your opponents in combat.
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.
EDIT:
Nevermind the feint did not work against his target DC opposed DC. So Gerard does not lose his Dex bonus and the attack did not hit his AC! He is standing and between Daniel and Eccarrdian.
If the result of your skill check is equal to or greater than the difficulty class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target's skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.
| baldwin the merciful |
RD 4: Gerard DMPC
The rogue will once again try to tumble through Eccarrdian to give Daniel flanking.
tumble: 1d20 + 30 ⇒ (6) + 30 = 36
Once again he fails his tumble.
This draws an AOO.
rapier of punctuting, Icrit: 1d20 + 19 ⇒ (11) + 19 = 30;damage improved vital: 3d6 + 10 ⇒ (4, 2, 3) + 10 = 19; 1 bleed
Gerard is topped cold in his tracks and take a vicious hit.
| Daniel Arrisen |
Daniel breathed a sigh of relief, Gerard had not yet fallen and Eccardian was foolish enough to ignore the paladin.He ignores his wounds for now and entreats his Goddess to bless him with reach.
Use a swift action to use LUNGE FEAT
Bonus Blessing of Fervor,Blessing of the watch,High ground, Power Attack, Lunge: 1d20 + 23 + 1 + 1 - 4 - 6 ⇒ (17) + 23 + 1 + 1 - 4 - 6 = 32
Powerful Justice: 2d6 + 3 + 7 + 13 + 16 ⇒ (2, 2) + 3 + 7 + 13 + 16 = 43
1st Iterative,Blessing of the watch,High ground, Power Attack, Lunge: 1d20 + 23 + 1 + 1 - 4 - 6 ⇒ (19) + 23 + 1 + 1 - 4 - 6 = 34
Powerful Justice: 2d6 + 3 + 7 + 13 + 16 ⇒ (2, 3) + 3 + 7 + 13 + 16 = 44
2nd Iterative,Blessing of the watch,High ground, Power Attack, Lunge: 1d20 + 18 + 1 + 1 - 4 - 6 ⇒ (6) + 18 + 1 + 1 - 4 - 6 = 16
Powerful Justice: 2d6 + 3 + 7 + 13 + 16 ⇒ (3, 3) + 3 + 7 + 13 + 16 = 45
Confirm Crit,Blessing of the watch,High ground, Power Attack, Lunge: 1d20 + 23 + 1 + 1 - 4 - 6 ⇒ (14) + 23 + 1 + 1 - 4 - 6 = 29
Powerful Justice: 2d6 + 3 + 7 + 13 + 16 ⇒ (6, 6) + 3 + 7 + 13 + 16 = 51
Pretty sure the first 2 hit. 87 damage. If the crit confirms on a 29 then add another 51 damage.
You have given us your best and we have not fallen. You. Will. Fall.
| baldwin the merciful |
The paladin is wide eyed as he realizes his foe is no push-over as all his attacks miss. (32 and 34 miss him).
"The power of my father flows through my body you unholy wench."
The duelist class is pretty nifty.
remember he's off the ground like you so you really wouldn't get high ground on him. I haven't been adding that bonus against Gerard either, who is the only one technically on the ground.
| baldwin the merciful |
RD 5: Initiative order:
Mel -
Euphemia -
Eccarrdian -
Gerard -
Aurelio -
Daniel -
Andrea
I'm a the office and don't have the the thumb drive with the map with me today. I'll update the map when I get home.
There was a lot of action happening with Gerard/Daniel. Correct me if I'm wrong but Gerard took the following damage so far: RD 3 29 HP plus 26 for loss of constitution and 1 bleed from the weapon. Total of 56 HP.
RD 3: Gerard fails his tumble and the AOO hits for 25 HP, plus 26 HP for the loss of constitution and 1 bleed (this was soaked up by Daniel)
Daniel uses his RD 3 action to LOH for Gerard. Healing 25 HP and stops the bleed.
RD 4 Eccardian misses his attack. Gerard tries again to tumble and it fails drawing another AOO that hits for 19 HP and 1 bleed.
I have Gerard currently at 46 HP and 1 bleed for the weapon.
| baldwin the merciful |
RD 5: Mel
"My darling how sweet the tramp disciple's flesh will look stretched on my wall." The devil rushes towards you from your backside. Slashing at Andrea.
claw 1, divine favor, Icrit, PA: 1d20 + 28 + 2 - 4 ⇒ (15) + 28 + 2 - 4 = 41;damage, DF,PA: 2d8 + 10 + 2 + 8 ⇒ (5, 7) + 10 + 2 + 8 = 32;vital strike: 2d8 ⇒ (6, 3) = 9;grab: 1d20 + 25 ⇒ (13) + 25 = 38;impale: 3d8 + 12 ⇒ (6, 6, 6) + 12 = 30
frightened RDs: 1d4 ⇒ 3
Plus Fear DC 21 Will
Grab vs CMD
The claws viciously hits the cleric shreds her flesh. The claw latches onto the unholy priestess as he grabs her and forces her against his body.
It looks like 71 HP of damage.
| baldwin the merciful |
RD 5: Eccardian
Once again the hell spawn will feint and attack Gerard.
improved feint vs. sense motive DC 23: 1d20 + 21 ⇒ (3) + 21 = 24
This time the movement deceives the rogue and he is caught with some of his defenses down.
Link to previous post outlining improved feint
rapier of punctuting, Icrit: 1d20 + 19 ⇒ (7) + 19 = 26;damage improved vital: 3d6 + 10 ⇒ (2, 3, 5) + 10 = 20;sneak: 5d6 ⇒ (1, 1, 6, 6, 6) = 20 plus 5 bleed
Gerard get +4 to his AC against light blades but he loses his dex bonus because of the successful feint. The attack should hit and he is in very bad shape. Currently 6 HP but he stands to loose 5 more because of bleed damage when his turn begins if he doesn't heal.
I suspect that that Daniel will soak this hit up.
| Daniel Arrisen |
[ooc]YYep. Daniel will use his Immediate action to soak it. Gerard takes 0 Damage and it is Gerard'sGerard's turn[ooc]
As the pai rips through the paladin, he speaks
GGerard, get behind me and grab onb
| Andrea1 |
HP 34/93
Current Saves: F14R7W18
AC: 25/T21/FF25
In hands: Wooden shield+3,Sword of the Planes
Current BaB: +12/+7
Spells in Effect: Blessing of the Watch on everyone(+1 Bab/Saves vs. fear 12 hours),Silversheen on dagger+2,Magic Circle against Evil on Aurelio(+2 Saves against evil in 10' radius 120 minutes)Protection from Energy-Fire on Self(120 points 2 hours) Resist Energy-Communal(cold/Fire) 10 points on everyone except Gerard 10 minutes)Remove Fear on Aurelio,Gerard,Euphemia(+4 vs. fear 10 minutes),Blessing of Fervor on everyone except Aurelio)(11 rounds various advantages),Blessing of Fervor Aurelio (10 rounds various advantages)
Channels 6/8
Bit of Luck 6/8
Good Fortune 1/1
Andrea 5' steps into the aclove at C-6 and draws an oil of Bless Weapon out of her Haversack and smashes it against Aurelio's shield, blessing it the ability to penatrate the defenses of evil creatures.
| Aurelio Grulios |
Aurelio steps up to B5 and smiles at the devil.
Remember me?
Attack (Shield): 1d20 + 24 ⇒ (2) + 24 = 26
Attack (Shield): 1d20 + 24 ⇒ (14) + 24 = 38 Blessings of Fervor Attack
Attack (Kukri): 1d20 + 20 ⇒ (1) + 20 = 21 I'm rolling too many dang ones.
Attack (Shield): 1d20 + 19 ⇒ (19) + 19 = 38
Attack (Kukri): 1d20 + 16 ⇒ (19) + 16 = 35
Attack (Shield): 1d20 + 14 ⇒ (13) + 14 = 27
Attack (Kukri, Confirm Critical): 1d20 + 19 ⇒ (19) + 19 = 38
Dexterity: 1d20 + 5 ⇒ (15) + 5 = 20
Damage (Shield): 2d6 + 22 ⇒ (3, 6) + 22 = 31
Damage (Shield): 2d6 + 22 ⇒ (4, 6) + 22 = 32
Damage (Kukri, Critical Confirmed): 1d4 + 15 ⇒ (1) + 15 = 161d4 + 15 ⇒ (2) + 15 = 17
Damage (Two Weapon Rend): 1d10 + 9 ⇒ (2) + 9 = 11
That's 67 damage on 3 hits since bless takes effect in RD 6. FYI, Andrea let me know I'd missed the bonus healing from the potions, so I'm back at 92 health.
| baldwin the merciful |
So Aurelio steps up and hits the devil three times. The bless potion covers the warriors shield effectively bypassing the DR.
FYI Bless weapon auto confirms crit against evil. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
EDIT: I see Andrea goes after your attack so the bless take effect next round.
| baldwin the merciful |
| Daniel Arrisen |
What was the rogue doing? Daniel had made it pretty clear they were to get out kf there, but the Rogue wanted to stay? Perhaps he knew something Daniel did not?
The paladin attacks, but with less power and more precision this time. He needed the hits to land!
Bonus Blessing of Fervor,Blessing of the watch: 1d20 + 23 + 1 ⇒ (13) + 23 + 1 = 37
Powerful Justice: 2d6 + 3 + 7 + 13 ⇒ (1, 5) + 3 + 7 + 13 = 29
1st Iterative,Blessing of the watch: 1d20 + 23 + 1 ⇒ (16) + 23 + 1 = 40
Powerful Justice: 2d6 + 3 + 7 + 13 ⇒ (4, 2) + 3 + 7 + 13 = 29
2nd Iterative,Blessing of the Watch: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36
Powerful Justice: 2d6 + 3 + 7 + 13 ⇒ (1, 4) + 3 + 7 + 13 = 28
3rd Iterative,Blessing of the Watch: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
Powerful Justice: 2d6 + 3 + 7 + 13 ⇒ (3, 3) + 3 + 7 + 13 = 29
Ok. 3 attacks hit AC 37, 40, 36. If his AC is higher than 36 at this level that's bloody ridiculous. Three hits equals 86 damage. Edit: Forgot to do my 3rd Iterative. Added but missed.
| baldwin the merciful |
| baldwin the merciful |
RD 6: Mel
"I so prefer my red meat butterflied." he unleashes his attack on Aurelio. His claws whirl like fine carving knives.
claw 1, divine favor, Icrit, PA: 1d20 + 28 + 2 - 4 ⇒ (10) + 28 + 2 - 4 = 36;damage, DF,PA: 2d8 + 10 + 2 + 8 ⇒ (5, 4) + 10 + 2 + 8 = 29;grab: 1d20 + 25 ⇒ (3) + 25 = 28;impale: 3d8 + 12 ⇒ (4, 3, 7) + 12 = 26
frightened RDs: 1d4 ⇒ 3
Plus Fear DC21 Will
Plus Grab
claw 2, divine favor, Icrit, PA: 1d20 + 28 + 2 - 4 ⇒ (11) + 28 + 2 - 4 = 37;damage, DF PA: 2d8 + 10 + 2 + 8 ⇒ (1, 5) + 10 + 2 + 8 = 26;grab: 1d20 + 25 ⇒ (7) + 25 = 32;impale,: 3d8 + 12 ⇒ (3, 4, 2) + 12 = 21
frightened RDs: 1d4 ⇒ 2
Plus Fear DC21 Will
Plus Grab
His first attack hits for 29 HP of damage but he fails to grab and impale.
His second attack hits for 26 HPs but he fails to grab and impale/
-----
I forgot to the barbed defensive damage Aurelio took form his three successful attacks last round.
barbed defense: 3d8 + 24 ⇒ (7, 4, 8) + 24 = 43
Aurelio has taken an additional 98 HP of damage. I believe he is unconscious.