Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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Evil GM

RD 2: veggies

Yellow haloed moves and attack sorrin ,

The spear jabs out at Sorrin

subchief AN:10
spear: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25;damage: 1d8 + 6 ⇒ (5) + 6 = 11

The spear head penetrates a soft spot in the quick rogue's armor and blood squirts forth.

----
AK:12 and AK: 14

Two plant-folks coordinate their attack on Astri by flanking

AK: 12
spear, flank: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23;dam: 1d6 + 3 ⇒ (3) + 3 = 6

The tip of the jagged head punctures and mars the young bard's flesh.

AK14 on Astri

the moving plant that previously attacked Adriel moves flanks and attacks the bard,

spear, flank: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12;damage: 1d6 + 1 ⇒ (5) + 1 = 6

------
AM:13

One of the vivacious plants moves up to attack the soft tasty witch,

spear: 1d20 + 5 ⇒ (3) + 5 = 8;damage: 1d6 + 1 ⇒ (4) + 1 = 5

------
AO: 14 moves to AO 11 and attacks Chell

the angry plant ferociously attacks the cleric with his spear,

spear: 1d20 + 7 ⇒ (11) + 7 = 18;damage: 1d6 + 3 ⇒ (4) + 3 = 7
-----

I believe that is all that hit but double check your stats. Updated your profile line.


Evil GM

RD 3:

Bri
Astri - steps away and hits with her long sword
Sorrin - hit for 9
Adriel - hit for 7
Chell
Vegepygmy

RD 3 Map


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin gasps on pain! Argh! Keep the faith, Chell...

atk, scimitar, yellow: 1d20 + 10 ⇒ (11) + 10 = 21
dmg, scimitar, yellow: 1d6 + 6 ⇒ (3) + 6 = 9

Did we ever heal after Lacedons? Sorrin took 11 dmg. If yellow drops, Sorrin will risk AoO to flank w/Chell.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

This was not going well. These things got the ambush and had successfully separated the group. Most of them were taking hits, she could see. And from what she heard they were walking towards a fight with a wereshark. Fo far she had been lucky and hadn't gotten hit but she also couldn't hit back well. But she wasn't sure if they should retreat or muscle on. "I...think we should retreat to the ship for now. I can give us cover that might help." she says hesitantly to Sorrin.


Evil GM

I don't think so. Search the thread to see if you all did. I know the Jenkie and Thrasher were healed but I don't know if the others were.


Evil GM

Sorrin slices again and hits the creature is still functioning, but it looks hacks up. Leaves are everywhere and there are chunks of woody material hacked off the plant.

sorrin risks two AOO to move to get in flanking position for Chell.

AN:10
spear: 1d20 + 9 ⇒ (2) + 9 = 11;damage: 1d8 + 6 ⇒ (2) + 6 = 8

AN:12
spear: 1d20 + 7 ⇒ (12) + 7 = 19;damage: 1d6 + 3 ⇒ (5) + 3 = 8

Updated RD 3 Map


Evil GM

If you did not heal up after the Lacedons I will hand wave that and say you did during your long boat trip that is assuming you have the resources to do so.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Sorrin was the only one that took significant damage, but received no healing. We have a lot of potions, I'm not worried. Check the discussion thread for the distribution of potions Zalen gave us if everyone hasn't already added them to your equipment.

Inspire Courage Active: +2 attack/damage/save vs fear and charm

Sorrin can add +2 to hit and damage this round

Round 3

Astrianna shouts in pain as she gets stabbed by a spear, gritting her teeth as she steps away from the blow, using her sword to turn the other pygmy's weapon away.

Wasn't expecting these damn leafy halflings to be so tough.

She sees that Embri is being threatened by one of the veggies and moves to cover her before beginning to sing a rousing sea shanty that she believes Chell will appreciate.

"It's all for me grog, me jolly, jolly grog,

All gone for beer and tobacco."

5'step to AL 12

Standard Action: Begin Inspire Courage 11/16


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

None of that talk, priestess... Wrap your other hand around that shaft and show me what you can do!

You're getting flank +2, inspire +2 for +4 to hit. Also, +2 damage!


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

That inspire is nice but I think you forgot something. Chell was built for support, not combat. My weapon is a boarding pike which is a reach weapon. No Flanking for either of us I'm afraid.

Blushing at the double entendre, Chell does as she is told.

5' step to AQ 10 I guess. Attack.

Attack+inspire: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 finally.
Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

I think you can flank with reach, Baldwin?


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

attack: 1d20 + 2 ⇒ (16) + 2 = 18

Worried about Astri being attacked by two of the buggers, Bri takes her sickle and attempts to trip one of them after taking a step up.

5 ft step AL,13


Evil GM

Flanking:

Flanking Example

When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.

When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers' centers. If the line passes through opposite borders of the opponent's space (including corners of those borders), then the opponent is flanked.

Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.

Only a creature or character that threatens the defender can help an attacker get a flanking bonus.

Creatures with a reach of 0 feet can't flank an opponent.

Threatened Squares:

You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.
Reach Weapons

Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make melee attacks only against creatures up to 5 feet (1 square) away. [However, Small and Medium creatures wielding reach weapons threaten more squares than a typical creature. In addition, most creatures larger than Medium have a natural reach of 10 feet or more.

I think you can threaten and flank with a reach weapon as long as you are 10 feet away (the extent of the reach). the flanking rules states you have to threaten the opponent and as long as Sorrin is in the opposite hex bordering the creature. Your weapon threatens more hexes. So I believe you are an exception to the flanking rule.


Evil GM

RD 3:

Bri - trips the plant
Astri - steps away and hits with her long sword
Sorrin - hit for 9
Adriel - hit for 7
Chell hits for 5 HP, I moved you to AQ:11 so he'd be in your reach. AQ:10 was out of your reach (12 ft technically)
Vegepygmy


Evil GM

RD 3: Veggies

Yellow haloed moves and attack sorrin ,

The spear jabs out at Sorrin

subchief AN:11
spear: 1d20 + 9 ⇒ (19) + 9 = 28;damage: 1d8 + 6 ⇒ (4) + 6 = 10

The spear twists and pierces the fighter.

----
AK:12

the prone plant attacka Astri

AK: 12 (prone)
spear,prone: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23;dam: 1d6 + 3 ⇒ (6) + 3 = 9

The tip of the jagged head punctures and mars the young bard's flesh.

-------
AK14 on Bri

the plant a turns to bri

spear: 1d20 + 5 ⇒ (10) + 5 = 15;damage: 1d6 + 1 ⇒ (2) + 1 = 3

AM:13 on Bri

The nasty plant polks at Bri

spear: 1d20 + 5 ⇒ (7) + 5 = 12;damage: 1d6 + 1 ⇒ (5) + 1 = 6

------
AO 11 and attacks Chell

The palnt gives up it's flanking and steps toward chell to attack the cleric.

spear: 1d20 + 7 ⇒ (13) + 7 = 20;damage: 1d6 + 3 ⇒ (4) + 3 = 7

confirming Crit on Astri:

spear, flank, prone: 1d20 + 7 + 2 - 4 ⇒ (8) + 7 + 2 - 4 = 13
x3 damage


Evil GM

RD 4:

Bri -
Astri -
Sorrin -
Adriel -
Chell
Vegepygmy

RD 4 Map


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Inspire Courage Active: +2 attack/damage/save vs fear and charm

Round 4

Astrianna nearly topples as her leg is stabbed by the vegepygmy on the ground, but she manages to keep her balance and shifts her weight off of the injured leg. "By Calistra I'm going to cut these bastards up and feed them to a horse! Bloody flaming cabbages!"

She takes her sword in two hands and attempts to brutally chop the prone vegepygmy into two pieces, hacking in time with her shanty.

"Spent all me tin on the lassies drinking gin,

and across the western ocean I must wander..."

Free Action: Maintain Inspire Courage (10/16)

Standard Action: Attack prone pygmy AK12

Longsword: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Damage: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Chell continues backing up and attacking, unsure of what to do.

Attack+inspire: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 +1 weapon, duh
Damage: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7

5' foot step to AR12


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin looks to end the fearsome opponent. Then steps to flank once more with Chell.

Panting, he offers... Fear not, priestess! The Dawnflower and your Quell watch over us all, tonight!

atk, yellow, scimitar, inspire: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
dmg, yellow, scimitar, inspire: 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14

crit, yellow, scimitar, inspire: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
dmg, yellow, scimitar, inspire: 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

attack: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5

dex to not drop weapon: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16

Bri attempts to turn and trip the vegepygmy behind her, but completely fails to do so.


Evil GM

Astri's attack on the prone defender hits (-4 on it's AC).

Bri manages to hang on to her sickle after a sloppy attempt to hit.

sorrin finally manages to hack the leader veggy creature down, slicking through it's woody stalk, leaves flying everywhere.


Evil GM

Updated RD 4 Map

One is down
One is injured and prone.
A third one has minor injuries.


Evil GM

chell I had you you 5 ft step back rather to the side, that way you keep the flanking (with your reach weapon) set up with Sorrin and you actually hit the creature with your attack.

Chell hits the plant. the puncturing nature of the weapon does some damage but not as much as she would have hoped.

Updated RD 4 Map


Evil GM

RD 4: update

Bri - missed
Astri - hit for 9
Sorrin - killed leader
Adriel -
Chell - hit for 2 HP
Vegepygmy


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Adriel continues his own assault on the Prone plant creature with his FLAMING SCIMITAR. He continues to hover so as to keep his advantage for High Ground.
Thrasher continues to harass the bush.
Aid Master: 1d20 + 6 ⇒ (1) + 6 = 7

2 hand Flaming Attack, Enchanted, Arcane pool' high ground.: 1d20 + 6 + 1 + 1 + 1 ⇒ (16) + 6 + 1 + 1 + 1 = 25
2 hand damage: 1d6 + 1 + 3 ⇒ (1) + 1 + 3 = 5
Flaming: 1d6 ⇒ 6

Burn!


Evil GM

The prone plant is smouldering, but it still jabs it's nasty little spear out in defense.

adriel don't you need to make fly checks, you've hovering correct? otherwise you draw AOO of opportunities and if you are moving less than half you speed, or making 180 degree turns darting in and out those all require checks.


Evil GM

RD 4: Veggies

AK:12

the prone plant attack s Astri

In coherent sounds erupt from for the palnt,

AK: 12 (prone)
spear,prone: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6;dam: 1d6 + 3 ⇒ (1) + 3 = 4

The bard dances around the spear this time.

-------
AK14 on Bri

the plant a turns to bri

spear: 1d20 + 5 ⇒ (3) + 5 = 8;damage: 1d6 + 1 ⇒ (3) + 1 = 4

AM:13 on Bri

The nasty plant polks at Bri

spear: 1d20 + 5 ⇒ (14) + 5 = 19;damage: 1d6 + 1 ⇒ (2) + 1 = 3

the wicks edge finds an opening and rends some flesh form her body.

------
AQ 11 and attacks Chell

The plant gives steps closer to Chell and jabs at her

spear: 1d20 + 7 ⇒ (15) + 7 = 22;damage: 1d6 + 3 ⇒ (3) + 3 = 6

i believe that hits correct?


Evil GM

RD 5:

Bri -
Astri -
Sorrin -
Adriel -
Chell -
Vegepygmy -

RD 5 Map


Evil GM

Fly Skill:

You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees1, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the following chart.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Adriel, you forgot your +2 to damage on your scimitar from inspire courage.

Inspire Courage Active: +2 attack/damage/save vs fear and charm

Round 5

Asstrianna growls in frustration as the plant creature tries to stab at her, twisting to get out of its reach.

She continues to hack away at the creature's extremities in an attempt to cut it into small pieces, ignoring the babbling noises it's making.

"Where are me boots, me noggy noggy boots,

They've all gone for beer and tobacco."

Free Action: Maintain inspire courage (9/16)

Standard Action: Attack prone veg AK 12

Longsword: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22

Damage: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

5 ft move to AL,14 in case of future flank

attack: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Frustrated, Bri takes a step over as she tightens her grip on her sickle and attacks the plant midget monster in front of her.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Back step yet again and hit with Stormburst this time.

"Stop"

Ranged Touch+Inspire: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Nonlethal: 1d6 + 2 ⇒ (5) + 2 = 7 -2 to attacks for one round.

"hitting me."


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4
baldwin the merciful wrote:

The prone plant is smouldering, but it still jabs it's nasty little spear out in defense.

adriel don't you need to make fly checks, you've hovering correct? otherwise you draw AOO of opportunities and if you are moving less than half you speed, or making 180 degree turns darting in and out those all require checks.

Thanks. Been awhile since I read the rules on flight. Didn't recall Hover being classed as difficult. I know 180 degree turns in the same round count. I end up posting from my phone 90% of the time because you guys are on between 8-12pm and 6-10am my time, which generally coincides with bedtime or work which means either no computer in bed or not allowed to use a work PC for games. Apologies, I am generally a bit more rules savvy. Will include the checks now.

Adriel flies across AJ13 to AN13, maintaining his current elevation of 5ft
The movement is straight and worth 20ft, less than 1/2 of his 60ft fly speed. DC10, flying over the head of the enemy AM13 would need a check since the creature would threathen the square above it.
FLY DC10: 1d20 + 5 ⇒ (15) + 5 = 20
Acrobatics-DC equals opponent CMD to avoid AOO: 1d20 + 5 ⇒ (4) + 5 = 9

Now having a flank with Embrianna, the elf attempts to set her foe alight with his blade.
2 Hand Flaming Scimitar, Enchant, Flank, Inspire Courage.: 1d20 + 6 + 1 + 2 + 2 ⇒ (14) + 6 + 1 + 2 + 2 = 25
Damage, str, enchant, inspire: 1d6 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9
Flaming: 1d6 ⇒ 1


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Stepping up to the creature distracted by Chell, Sorrin's movements are fluid as he lashes out.

atk, scimitar, inspired: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
dmg, scimitar, inspired: 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14


Evil GM

I probably wouldn't have said anything about the flight if it was once in a while thing, but it's part of your standard operation now and it does change the battlefield for everyone, including your allies, so I figure I better have you making rolls with this or else you are going to cakewalk every situation.


Evil GM

Bri steps to prep for a flank but misses her attack.

Astri kills the prone plant...finally.

I'll sum up the other attacks when I get home.


Evil GM

Adriel you are actually in AN:12 to flank since bri moved.

RD 5: update

Bri - steps and flanks misses
Astri - kills the prone one
Sorrin - hits for 14
Adriel - hit for 9 +1
Chell - hits with her spell
Vegepygmy -

Updated RD 5 Map


Evil GM

RD 5: Veggies

AK14 steps 5 ft to AK:15 for flank Bri and and attack her

the wicked jagged tip of the spear tires to puncture the witches lung:

spear, flanke: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17;damage: 1d6 + 1 ⇒ (6) + 1 = 7

Does the 17 Hit?

AM:13 on Bri

The nasty plant seized the opportunity to work with it's comrade and attacks Bri

spear, flank: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20;damage: 1d6 + 1 ⇒ (5) + 1 = 6

the tip strikes home.

------
AP 11 and attacks sorrin

The plant a bit off balance frm the storm effect tries to attack Sorrin

spear: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11;damage: 1d6 + 3 ⇒ (2) + 3 = 5

RD 5 Update


Evil GM

RD 6:

Bri -
Astri -
Sorrin -
Adriel -
Chell -
Vegepygmy

RD 6 Map


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Priestess, take out something lovely and distract it! A mace or dagger perhaps.

atk, scimitar: 1d20 + 10 ⇒ (9) + 10 = 19
dmg, scimitar: 1d6 + 6 ⇒ (1) + 6 = 7


Evil GM

Sorrin's attack has the plant creature looking terribly flayed and tittering.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorry for the extra maintenance, but if Astrianna maintains, then another +2.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Bri's AC is at 17 with her MA on.

attack: 1d20 + 2 + 2 + 2 ⇒ (9) + 2 + 2 + 2 = 15
damage: 1d6 ⇒ 3

Bri strikes at the one between her and Adriel with her sickle.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Inspire Courage Active: +2 attack/damage/save vs fear and charm

Round 6

Astrianna gives a triumphant laugh as the prone veggie is cut into multiple, twitching, harmless pieces. Flourishing her longsword she turns to find the next threat, grimacing as two of the pygmies coordinate an attack on Embri.

"Bri!" The bard shouts as she rushes over to the witch's side, taking her sword into two hands and swinging at the nearest plant's head. All the while she continues to sing loudly and jovially.

"The leather's kicked about and the soles are all worn out,

And my toes are looking out for better weather."

Free Action: Maintain Inspire Courage (8/16)

5' step to AL13:

Standard Action: Attack pgymy AM13

Longsword Attack: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26

Damage: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4

Threat: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27

Crit x2: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Total damage 11


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

I think I stepped myself before. But, are we allowed to in difficult terrain? Baldwin loves that... He likes the idea of everyone in feather-stepping slippers or some such!


Evil GM

It was difficult terrain but I let that slide because of my slow posting.

the extra 2 damage from IC, let sorrin kill the plant.

Astri hit and further damages the plant.

Updated map


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Adriel simply attacks the flanked plant thing.
Thrasher. Fly up. Astri is blocking you.
The little dino and shrieks as he flies up to get a line of sight.

The Elf attempts to hold his magical elevation to his advantage.
Fly check to Hover DC15: 1d20 + 5 ⇒ (4) + 5 = 9 but fails, falling 5 feet to the ground

No damage and lands on feet:
Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a prone position.

Rivvel!
The elf curses as the short drop robs him of his high gground the takes out his frustration on the bush...
2 hand +1 Flaming Sword Flank, Inspired: 1d20 + 6 + 1 + 2 + 2 ⇒ (18) + 6 + 1 + 2 + 2 = 29
2 hand Flaming Inspired Damage: 1d6 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12
Fire: 1d6 ⇒ 5
His anger drives forcefully home...

Confirm Crit: 1d20 + 6 + 1 + 2 + 2 ⇒ (11) + 6 + 1 + 2 + 2 = 22
2 hand Flaming Inspired Damage: 1d6 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Move to AO 13 to flank with Astri. Another Stormburst.

"I don't have one," she says offhandedly, continuing the fight.

Ranged Touch+Inspire: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Nonlethal+Inspire?: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:
Pathfinder Core Rulebook wrote:
Inspire Courage: An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

You receive a +2 on your ranged touch attack to hit, but not a +2 to damage. The +2 to damage is for weapons only. A spell that requires a dice roll to hit (such as rays) can receive the to hit bonus, but gains no damage modification.

FAQ on inspire courage


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Scoundrel in priestess clothing... making me promise to buy you things already. They're all the rage, single-handed weapons. You'll need a shield as well.

I'd insist but it wouldn't be proper.

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