Corsairs of Varisia

Game Master dain120475

“Corsairs of Varisia” is a homebrew campaign which has low magic; emerging technology in the form of firearms; reavers, swashbucklers, buccaneers, and pirates.

“Corsairs of Varisia” campaign pits the starting party in a emerging town situated between Riddleport and Magnimar.

The town, formerly Roderic’s Cove, had been conquered by pirates from Riddleport, but has been recently liberated from support from the south to stop the advance of Riddleport into their waters.

The town was renamed “Beacon” and the lord of the town is calling on any who wish to make their fortune and become something great; with little to aid them but their wits and steel.


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Zayna Amjad wrote:
Are we up now?

Yes indeed - new battle map for better reference above. Good hunting!


I'm still in the wrong spot (~_~)'

I should be in A14, I never wanted to go onto the enemy ship.

Zayna leans over the edge of the boat, and shoots the shark which is ramming it.

Touch attack on shark (PBS, DA, DS): 1d20 + 7 + 1 - 1 ⇒ (9) + 7 + 1 - 1 = 16
Damage: 1d12 + 1 + 1 + 4 + 2 ⇒ (7) + 1 + 1 + 4 + 2 = 15
Move action to reload.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Zayna, Taissa moved to A:14 last round, since that square was unoccupied on the last battle map/last round.

Editing this action as Zayna killed the dire shark.

Free action In worg, commands, White Fang to stop barking and go back to protecting/guarding Priest Vale.

Taissa takes a 5 ft step back to B:13 and nocking an arrow, shoots across at the spellcaster officer at -D:7.

Ranged Attack with +2 comp longbow at enemy spellcaster: 1d20 + 8 ⇒ (15) + 8 = 23
Damage, if hits: 1d8 + 2 ⇒ (3) + 2 = 5


Zayna Amjad wrote:

I'm still in the wrong spot (~_~)'

I should be in A14, I never wanted to go onto the enemy ship.

Zayna leans over the edge of the boat, and shoots the shark which is ramming it.

[dice=Touch attack on shark (PBS, DA, DS)]1d20+7+1-1
[dice=Damage]1d12+1+1+4+2
Move action to reload.

Thank goodness you hit the shark! He's doing real damage to the hull of your ship... Now he is gone in a poof of sulfuric blood!

Your position has been adjusted to A:14, however.

Now I have to go to bed; I have to be up for work in about 4 hours.

Hopefully the rest of the party will post soon. Meanwhile, nice shot and I'll see everyone tomorrow!


Taissa Sloane wrote:

Free action In worg, commands, White Fang to stop barking and go back to protecting/guarding Priest Vale.

Taissa takes a 5 ft step back to B:13 and nocking an arrow, shoots across at the spellcaster officer at -D:7.

Well done; the spellcaster was certainly hit by your arrow.

White Fang is being fairly feisty - he was just about ready to dive overboard and take the shark on puppo e sharko but the shark was killed. At this time he is obeying your commands to the letter.


Cool - so the shark is dead; the officer/caster has been shot and white fang is guarding Vale.

Nor I really need to go to bed. I'll talk to you all tomorrow, then :)


hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5 Roc Animal Companion 4

Daya flies down from the Crow's Nest and targets the spellcaster officer (at -D:7), hoping to bite at his face and distract him from his magic. Fly speed 80 ft, so I believe she can reach him if she is on line H.

Attack with bite: 1d20 + 8 ⇒ (12) + 8 = 20
Damage, if hits: 1d6 + 5 ⇒ (2) + 5 = 7

Daya's current position is -D:6. Hovering 5-10 feet from the deck.

Fly Check to hover (DC 15): 1d20 + 9 ⇒ (13) + 9 = 22

Daya's HP 19/19, AC:22


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Expressionless behind her helmet. Melthune looks from one deck to the other.

Trying to move from -A:14 to -B:14

So...effectively Methune is at a -14 to acrobatics. Just how much gap, if any, is there between the ships? What's the difference in deck heights? Melthune only has a -7 to climb. :P


Melthune wrote:

Expressionless behind her helmet. Melthune looks from one deck to the other.

Trying to move from -A:14 to -B:14

So...effectively Methune is at a -14 to acrobatics. Just how much gap, if any, is there between the ships? What's the difference in deck heights? Melthune only has a -7 to climb. :P

Daya hit the spellcaster - Melthune, if you'd like to move to -B:14, you are effectively there. Once you get there, what would you like to do next (it's only a 5 foot step for you - you're basically hopping down from the tip of the prow down to foredeck of the enemy ship. So no worries.

Okay - I got to go to work. See you all later tonight!


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

"Watch your flank" - Polux nods as Snaga makes the leap across - "You've got those knives, so lets show them one-two" - he adds, again thrusting both his blades at the closest enemy, taking advantage of the flanking position with the badly wounded ally sailor - "Go on defense boy!" - he urges him - "Stay alive"

Attacking bad guy in -H:17 with both blades.

Kukri Attack 1: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Damage: 1d4 + 1 ⇒ (2) + 1 = 3 +Sneak Attack Damage: 1d8 ⇒ 3

Kukri Attack 1: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Damage: 1d4 ⇒ 1 +Sneak Attack Damage: 1d8 ⇒ 2

Dat damage...


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,
Dain GM wrote:
Melthune, if you'd like to move to -B:14, you are effectively there. Once you get there, what would you like to do next (it's only a 5 foot step for you - you're basically hopping down from the tip of the prow down to foredeck of the enemy ship. So no worries.

Oh! Cool! :)

Melthune takes one small step for armored warriors and one large step towards actually swinging her sword.

Move to -B:14 thence to -C:13. Not sure how treacherous the fallen are upon the deck, but if Melthune can, she'd like to press on and move to -C:12. Just that little bit closer to swinging steel at enemies.

Very much cheers to all. :)


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

reflex 1d20 + 7 ⇒ (7) + 7 = 14
I'll use a reroll here 1d20 + 7 ⇒ (9) + 7 = 16
good choice :)

Stefan will continue fighting defensively, but will not put the extra power in his attack (attacking marine in -E,12).

attack vs marine 1d20 + 5 ⇒ (16) + 5 = 21
damage 1d8 + 4 ⇒ (1) + 4 = 5

status:

AC-21
hp-31/31
status-entangled, fighting defensively, crane stance


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Round 3, Rage 2/13 Rds, Power Att

Hack slides to -B11, and he attacks the enemy in -B10.

GA Att: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12
GA Dam: 1d12 + 8 + 6 ⇒ (7) + 8 + 6 = 21


Cool - okay; so Hack moves forward but is not able to hit his target.

Stefan is able to hit his target and wound him.

Mel moves up to stand near Stefan and White Fang is obeying by looking very fierce next to Vale.

Bad news is that my MapQuest map crashed, so I had to redo the whole map.

New map will be up soon, but new coordinates will be there, too.

First I need to have NPC's go; then the new battle map will be up.


Snaga listens to Polux’s command and takes a 5 foot step to K:19 and attacks the enemy at K:18.

Before he attacks, he roars out in rage and slices with both daggers…

Attack with Dexterity; size; +BAB/-2 for two weapon fighting
1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10

If it hits –
1d3 + 7 ⇒ (3) + 7 = 10

Attack with Dexterity; size; +BAB/-2 for two weapon fighting
1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18

If it hits –
1d3 + 7 ⇒ (1) + 7 = 8

Ella makes another shot at the stairway with her Alchemical Gnomish Gun at the stairwell –

BAB; Dexterity; Size
1d20 + 6 + 3 + 1 ⇒ (3) + 6 + 3 + 1 = 13

If it hits – Explosion Below

In a completely inappropriate and unprecedented maneuver White Fang leaps to obey Taissa by attempting to defend Ren by jumping to attack the marine nearest Ren at N:15 and attempts to bite the marine that Stefan had wounded –

Bite Attack –
1d20 + 3 ⇒ (19) + 3 = 22

If it hits –
1d3 + 1 ⇒ (1) + 1 = 2

Meanwhile, Khal, Johnny, Ren, Uraga and the other crew members on the other ship move to attack and do their damage.

Then the enemy attacks –

Marine moves to O:8 to attack Daya.
Attack With Cutlass with Flanking
1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

If it hits –
1d6 + 3 + 2 + 1d6 ⇒ (2) + 3 + 2 + (2) = 9

Marine moves to N:9 to attack Daya.
Attack With Cutlass with Flanking
1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

If it hits –
1d6 + 3 + 2 + 1d6 ⇒ (4) + 3 + 2 + (1) = 10

The sailors unload on the others with Point Blank Shot -

Sailor 1
Attack with Musket vs. Touch Attack on Hack
1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17

If it hits –
1d12 + 2 + 1 ⇒ (10) + 2 + 1 = 13

Sailor 2
Attack with Musket vs. Touch Attack on Hack
1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19

If it hits –
1d12 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Sailor 3
Attack with Musket vs. Touch Attack on Stefan
1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16

If it hits –
1d12 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Sailor 4
Attack with Musket vs. Touch Attack on Zayna
1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20

If it hits –
1d12 + 2 + 1 ⇒ (12) + 2 + 1 = 15

Sailor 5
Attack with Musket vs. Touch Attack on Taissa
1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26

If it hits –
1d12 + 2 + 1 ⇒ (11) + 2 + 1 = 14

Sailor 6
Attack with Musket vs. Touch Attack on Melthune
1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26

If it hits –
1d12 + 2 + 1 ⇒ (9) + 2 + 1 = 12

The rest of the marines form a tight line in front of the sailors/musketeers. They’re using “Full Defense” and not attacking; merely preventing a tight line.

EDIT: Critical Hit Confirm

Sailor 5
Attack with Musket vs. Touch Attack on Taissa
1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9

If it hits –
3d12 + 6 + 3 ⇒ (4, 3, 7) + 6 + 3 = 23

Sailor 6
Attack with Musket vs. Touch Attack on Melthune
1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25

If it hits –
3d12 + 6 + 3 ⇒ (9, 7, 3) + 6 + 3 = 28


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Can Daya be flanked when she is airborne - 5 to 10 feet off the deck?


Sum Up

Snaga dropped the marine nearest him. Johnny dropped a marine, Khal dropped a marine and the other sailors collected hard around the marines and dropped every marine on the enemy ship.

Ella fires another explosive round down into the gun bays below. Whatever happens will happen soon…

Uraga takes a shot at the officer/priest and scores a hit.

Ren takes a shot at the marine that took a shot at the marine who took a slice at Daya.

The marines took slices at Daya but missed.

The sailors attacked with muskets –

Hack: lost 13-1 for 12 HP and an additional 9-1 for 8 HP for a total of 20 HP.
Stefan: lost a total of 9 HP.
Zayna: lost a total of 15 HP.
Taissa: lost a total of 14 HP.
Melthune: lost a total of 40 HP.

This time there is a terrific explosion from where the explosive round fell below into where the cannons were stored and a huge chunk of wood and fire blow out of the forward part of the ship, causing it to list drunkenly forward.

Also, somehow White Fang managed to hit the guy near him for 2 points of damage (not enough to drop the guy, but it did get his attention).


Taissa Sloane wrote:

Can Daya be flanked when she is airborne - 5 to 10 feet off the deck?

Hmm... I didn't know she was that high. Technically I guess she can't be flanked; however, it doesn't matter much as at this time they missed her even with Flanking Bonuses.


In Warg:

"I'm a good boy because you said to protect the Ren boy, and I did protect him very good, yes I did!"

"Yay!"


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

I had it posted in my last action with her -- that is why I had Daya do a hover check. It's there if you'd like to review it.

Daya wrote:

Daya's current position is -D:6. Hovering 5-10 feet from the deck.

Upon being hit by the musket ball, Taissa pulls a Healing Remedy from her pouch (move action) and drinks it (standard action).

Heal Check (DC 15) for Healing Remedy: 1d20 + 7 ⇒ (11) + 7 = 18

Recovery of hit points: 1d6 + 1 ⇒ (5) + 1 = 6

Taissa's current hp are now: 30/38, AC 16.

And White Fang was instructed to defend Vale (being he is their spellcaster) not Ren. So he took it upon his own initiative?


Current Positions –

Daya O:9
Ella U:16
Hack R:13
Khal L:13
Johnny L:14
Kristin Q:17
Mel Q:14
Polux L:21
Ren P:16
Snaga K:19
Stefan P:15
Taissa V:14
Vale Q:16
W.Fang N:15
Zayna -B:13

Battle Map Here.


Taissa Sloane wrote:
And White Fang was instructed to defend Vale (being he is their spellcaster) not Ren. So he took it upon his own initiative?

In warg:

"Um - no, I mean - I defended the Halfling boy, too - because because the best defense is to chomp the bad guys very hard; which I did - which was good of me, because I chomped them, but, um... I did bight them... and so, that's being a good boy, it is... but, um, not as expected as maybe..."

"Please don't take my ball! I'll go hide, I'm a good boy, I really am, I am!"

Meanwhile, as White Fang responds with a completely reasonable excuse, Snaga glances aft and sees the pup's attack on the marine.

He raises his bloody daggers into the sky and roars out at White Fang - "Grond, Grond, GROND!"


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

As a free action to the pup,

In worg to White Fang:
"Return and stay by Vale. Protect him! Do not put yourself among the enemy marines!


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Assuming the guy in L:17 is a bad guy, and the one in K:16 is a good one:

Polux hears the musket fire onslaught, sees Melthune going down without a fighting chance, and their enemies getting organized - This is gonna be ugly - are his thoughts as he moves forward, purposefully towards his next target, curved dagger leading, giving an inquisitive look at Snaga's shouts.

Moving to L:18. Attacking the one in L:17.

Kukri Attack: 1d20 + 9 - 1 + 2 ⇒ (17) + 9 - 1 + 2 = 27
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Sneak Attack: 1d8 ⇒ 4

--Status--
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 29/29


Polux wrote:

Assuming the guy in L:17 is a bad guy, and the one in K:16 is a good one:

Polux hears the musket fire onslaught, sees Melthune going down without a fighting chance, and their enemies getting organized - This is gonna be ugly - are his thoughts as he moves forward, purposefully towards his next target, curved dagger leading, giving an inquisitive look at Snaga's shouts.

Moving to L:18. Attacking the one in L:17.

[dice=Kukri Attack]d20+9-1+2
[dice=Damage]1d4+1
[dice=Sneak Attack]d8

--Status--
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 29/29

Dude - all the guys on that ship are "Friendlies". The only guys left are on the enemy ship - you're free to make a Acrobatics check to get across first, if you'd like...


M Worg Pup 2 HP 13/13 AC 14, T 12, FF 13, BAB +1, Melee +2, CMB +2, CMD 15 (19 vs trip), F +2, R +4, W +3, Init +1, Perception +10

When White Fang gets the chance (perhaps when Stefan attacks the marine by him), the pup will swiftly move (20 ft as that is his speed as a pup) to R:16, behind Vale (to protect him from behind and from the left side), and go into Total Defence (standard action, +4 dodge bonus to AC for 1 round.)

White Fang hp 9/9, AC 18 for 1 round.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

My apologies Dain, I got confused with the icons. In that case:

Polux dashes across the deck, shouting for people to move aside, trying to stay at least partially hidden behind the ship's rail.

Double move to L:9. Staying in cover.


hp 19/19, AC 22, T15 FF17, bab +3, melee +8, cmb 8, cmd 19, F +3, R +9, W +2, Init +5, Perc +5 Roc Animal Companion 4

Daya flies 5 ft (remaining in air) to P:8 and goes full attack on spellcaster officer (P:9),

Bite Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Damage, if hits: 1d6 + 5 ⇒ (6) + 5 = 11

Talon 1 Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage, if hits: 1d4 + 5 ⇒ (4) + 5 = 9

Talon 2 Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Damage, if hits: 1d4 + 5 ⇒ (3) + 5 = 8

Daya is hovering 5 to 10 ft above the deck at P:8

Fly check to hover (DC 15) 5 to 10 ft above deck : 1d20 + 9 ⇒ (20) + 9 = 29

haha. What a waste of a nat 20 to hover. Oh well.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

If the guy in front of me attacked with a musket, do I not get an AoO?

Round 4, Rage 3/13 Rds, Power Att

Hack slides to -B11, and he attacks the enemy in R12.

GA Att: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
GA Dam: 1d12 + 8 + 6 ⇒ (3) + 8 + 6 = 17


Shenkt "Hack" Corchran wrote:

If the guy in front of me attacked with a musket, do I not get an AoO?

Round 4, Rage 3/13 Rds, Power Att

Hack slides to -B11, and he attacks the enemy in R12.

[dice=GA Att]1d20+11-2
[dice=GA Dam]1d12+8+6

Hack, first - you're looking at the wrong battle map. I had to redo it after the program crashed.

Second, the guy in front of you is a Marine who is using "Full Defense". The guy with the musket is behind him - he's safe from your attacks and able to fire at you in relative safety.

Also - Daya; you mangled the cleric badly. He's not doing well at all.

White Fang is cheering for you!


"AAAAAAaaaaaahggghh!" Zayna screams in pain as the musket ball blasts open her shoulder. Reeling, and quickly sliding into shock, she has no idea what's going on anymore. She raises her musket and fires at the nearest thing in a Chelaxian uniform.
____________________________

I can't tell which ones are good and which ones are bad. It doesn't really matter. Shoot the closest bad guy.

Attack (PBS, DA, DS): 1d20 + 7 + 1 - 1 ⇒ (18) + 7 + 1 - 1 = 25
Damage: 1d12 + 1 + 1 + 2 + 4 ⇒ (6) + 1 + 1 + 2 + 4 = 14
Move action; reload.


Zayna Amjad wrote:
"AAAAAAaaaaaahggghh!"

Nicely done! You drop the marine at R:12. Well done!


Cool - so at this time I need Stefan's action. Also, if no one is planning on having helping Melthune, I can have Vale do it, but I'll do that at the end of the round, if no one else does.

Hack - need new coordinates on the map, if possible.

Finally, gang, I'll do what I can to make better icons in the next battle-map.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I said that I attacked the enemy right in front of me at R12. Those are the new coordinates.


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Hack:
Hack, you said in your recent combat round posting that you slid over to -B11 but on Dain's new map there is no such coordinate. On the new map (the programme crashed and he lost the previous map), before you took your turn this round, Hack was on R:13. I think that's what Dain is querying -- if Hack did move before striking at marine R:12, where on the new map. I hope that makes sense.

Current Battle Map


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

QUick post as I get ready to head off to work. Will be able to look in through the night.

Use 'Rage' power to activate Guarded Life (2 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize. I believe turning on Rage is a swift action? Master Shenkt "Hack" Corchran? Should this leave Melthune conscious, then she will remain prone for the rest of her turn. NEXT turn drink a potion of Troll Stypic. THEN see how many rounds and how much healing said tonic returns to her frame.

Very much cheers to all. Melthune is down, but by no means out. ;)


hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges Half-Elf Beastmaster 4

Melthune, I have never played a barbarian, but reading that ruling, it says 'while raging'. I don't believe you were raging at the time you were hit, correct?


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Hence my question as to whether activating rage was a swift action.The shock of getting hit surely more than enough to activate Melthune's ire?


Activating rage is a free action.

Rage wrote:
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive...

However, free actions can still only be performed on your turn.

Free Action wrote:
Free actions don't take any time at all, though there may be limits to the number of free actions you can perform in a turn...

As opposed to immediate actions, which can be activated on someone else's turn.

Immediate Action wrote:
Much like a swift action, an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it's not your turn. Casting feather fall is an immediate action, since the spell can be cast at any time.

So no, Melthune can't enter rage as a reaction to being shot. Unfortunately :/


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

Fort Save:1d20 + 7 ⇒ (17) + 7 = 24(To stabilize. If required by the DM)


Melthune wrote:
Hence my question as to whether activating rage was a swift action.The shock of getting hit surely more than enough to activate Melthune's ire?

I'd say no. To me it feels like it compromises the essence of the rule to let you ret-con enact your rage ability so you can use a rage power to auto-stabilize after you already were knocked unconscious.

As for what up's your ire? Well, for what it's worth, to me your character doesn't strike me as someone who would be able to rage instantly in general. In the past three rounds of combat your entire method of RP has been absolutely calm, cool, and collected; Mel doesn't strike me as someone who "rages" at a drop of a hat. But that's just an observation.


Melthune wrote:
Fort Save:1d20+7(To stabilize. If required by the DM)

Well, at least you're not bleeding out, so that's good news.

Now all we need is Stefan to act; then the NPC's can go.

Stefan's only real target is the marine next to him, though.

As you all make your moves, you notice that the foredeck is dragging into the chop in front of you.

Clearly the explosion from earlier must have blown the kegs of black-powder below deck apart, causing the hull to rupture and the ship to start to sink.

Hard to say when; but she's going down...


Stabilization check is not a fort save. It's a DC 10 Constitution check with a penalty on the roll equal to your negative HP.


Zayna Amjad wrote:
Stabilization check is not a fort save. It's a DC 10 Constitution check with a penalty on the roll equal to your negative HP.

Yes - but he's at -3. That means he needs a Con Check at 13 or higher. He rolled a 17, so he should be okay for stabilization.

Meantime, I need to get some shut-eye. I've been working since 6:00 AM and it's 12:30 AM now. Got to get me some sleepy times...

So you all tomorrow!


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Dain, did you take into account the -2 for shaken? And we have cover too (+4 AC). Also, my touch AC is 17, so that guy missed me.

Stefan continues as before.

attack vs marine at O,14 1d20 + 5 ⇒ (4) + 5 = 9
I'll use reroll #2 1d20 + 5 ⇒ (7) + 5 = 12
damage 1d8 + 4 ⇒ (8) + 4 = 12

Oh well, what a waste of nice damage

status:

AC-21
Touch AC-17
hp-31/31
status-entangled, fighting defensively, Crane stance


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Melthune, activating rage is a free action, but that can only be done on your turn. There is a feat that allows you to activate rage as an immediate action.


HP 27 /37, AC 26, T12 FF24, Bab +4, Melee +7, CMB 6 , CMD 20, F +7, R +1(+2VsBursts&Spell Effects Wi Sheild), W +0/+2Vs Enchantment, Init +1, Perc+12, “Human”(DC21 Disguise) Titan Mauler2/Shield Master2,

*Bows* Than you Master Lebeda. I shall investigate said feat and see about acquiring it at the next opportunity.


Are you thinking of this?

Ferocious Tenacity

I can't find any feats that allow rage as an immediate action.


Monk(Master of Many styles)1, Fighter (Weapon Master) 3: HP-31, AC-19, Touch-15, F+6, R+7, W+2; Perception -1, Initiative +4

Ahhh, darn, its a 3.5 feat (Instantaneous Rage). Thought they had it in Pathfinder too, but evidently not.

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