| DM Rah |
Mariner: Cats was outside across the street. There is no chance that you could have grabbed the dog.
As Brother Butterfly mends broken doors and damaged trust Fearless and the Mariner go to check on Cats, finding him lamenting his poor lost Salvation and engaging in “Briarstone smalltalk” with the Doomsayer. The conversation turns circles like a dog trying to find a place to lie down, and goes nowhere.
***
Dena stares dumbfounded as Brother Butterfly slowly mends the broken doors and locks. It takes some time, but eventually they look better then they did before, and Dena can’t help but admit that she may have overreacted to the event, though she still harbors some ill feelings toward “the mad halfling” Fearless.
Butterfly: forgot to mention it earlier, but any drawings or paintings kept in your room were taken. Art supplies remain, though half were spoiled by rough handling.
Eventually Brother Butterfly makes his way outside to gather the other Watchmen and head toward Iris Hill...
***
Iris Hill, the residence of the aristocratic rulers of Versex, was built in 4487 ar by Pragmus Lowls I, one of the current count’s most illustrious ancestors. Once prosperous and tidy, it has begun to deteriorate in recent years.
A thick hedge surrounds the estate, broken by a single gatehouse. This squat building seems to be the only point of access to the hedge-enclosed grounds of the estate (other than hacking through the hedge or climbing or flying over it). Its exterior double door is closed, and bears no knocker or bell. However, a small 6-inch-by- 10-inch sliding door is built into one side of the double door at roughly eye level.
"Brother Butterfly"
|
Okay, attack plan time. It's the middle of the day. My suggestion is to approach the gatehouse and Desna can grant us the ability to see through the doubledoor. We must assume everyone is hostile, but we should try to subdue and not kill any regular humanoids that we encounter -at least at first.
Any suggestions from others on best utilizing their own abilities? This is the time to throw out any an all crazy ideas.
******
[ooc] Did anyone know Risi or Mellisenn? At Sleepless or at the Inn? I was assuming we'd have some side conversations. [ooc]
| "Cats" |
Cats rolls up to the gates, feeling more nervous than usual. He wishes he had a good chair to rock in, but since he both is walking and has places to go, the nervousness just sits in his stomach.
"I can't believe my Salvation is gone. Just like cat! *snap*" Cats snaps his fingers to show how fast the dog fled from him. "Oh well...*sigh*..."
Cats unlimbers his bow, moved by Brother's warning about danger.
"Give me a minute to get into position..." Cats says, slinking forward. He will move silently to the gatehouse, then quietly get atop.
1d20 + 9 ⇒ (4) + 9 = 13 Stealth
Take 10 climb = 16.
"Brother Butterfly"
|
No knocking. Cover me as Desna allows me to check what's on the other side. Then, we either get the door open, or we cut through the hedge.
Unless there's a better suggestion, he moves towards the doubledoor and asks fora blessing of doorsight.
Hubble, Chandra, Spitzer, Herschel
With those four religious words, he sees through the door with telescopic like sight.
| DM Rah |
1: 1d20 + 9 ⇒ (5) + 9 = 14
2: 1d20 + 8 ⇒ (15) + 8 = 23
3: 1d20 + 8 ⇒ (16) + 8 = 24
Cats approaches the Gatehouse and moves to climb the side as Brother Butterfly goes to touch the door (doorsight takes 1 minute) . Cats gets a few feet off the ground when his foot scrapes on the side. A moment later the peep hole in the door suddenly slides open and a pair of eyes glare out at Brother Butterfly.
”Hey, who are you?! What’s going on out there?”
Map updated
"Brother Butterfly"
|
| 1 person marked this as a favorite. |
Why it's me Jasper! Count Lowel's man. I LIVED at Iris Hill until 3 weeks ago.
I am here to collect some of my things and leave town. For example, I have a Jug of Arkenstar that I'd certainly like to get back.
Anyway, you should know me , AND my service to Count Lowels-- why are you glaring at me like I was some Giant Leech (CR2)?
trying diplomacy. Do i get an circumstance bonus by mentioning how I was a drunk or dropping Count Lowels name. I am trying to stay truthful so I don't have to do a bluff check, but if GM does view this is a bluff - I have a +7.
diplomacy: 1d20 + 14 ⇒ (18) + 14 = 32
Wow. It's amazing how BB's like the Anti-Bronin. This guy can talk like magic.
| "Fearless" |
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Fearless places his face in the palms of his hands and shakes his head. His voice muffled in his hands. "First he says we are storming the place, then he tells them the truth. He is worse than dwarves planning a raid." Though more than likely noone hears him.
He peeks through his fingers to see if the Shapeshifters ruse worked.
| DM Rah |
Though Brother Butterfly is smooth as butter on a warm day, the guard is unswayed. ”The Count is not here, and I’m sorry, but I don’t know you. I’ve been told to let no one in without an appointment or invitation.”
Technically Butterfly was bluffing there, which was still a great roll, but skills aren’t magic and this isn’t a guard who can be bypassed by smooth talking.
"Brother Butterfly"
|
Thinking to himself, Hmmmm. Brand new guard. Didn't even flinch or ask about The Count when I dropped his name. Doesn't know me or us and getting commands from someone OTHER THAN Count Lowels. That can only mean an out of towner, and very recent. Plus getting commands from.... Mellisenn. Since we know she's bad news, and talked with Fearless about a possible betrayal....
He comes to the conclusion that pressing forward as an obnoxious member of The Counts entourage will only lead to a disadvantaged fight. Trying to do an illusion of Count Lowels arriving again (like we did last night) won't work either. This guard is in someone else's pocket.
All these tactical thoughts happen in a split second.
Fine! I'll just go back to the Inn where I can get drink a plenty. But when Count Lowels returns, he better know that that his Oathsworn Jasper wants back in and wants his Alkenstar!
Jasper leaves in a huff. kicking rocks and making a sight- maybe even banging something (to help the others meld away. If the guard is still watching, he pulls out his wineskin and takes a LLLLOOOOONG and dramatic pour. Doing his best to be a specticle that the guard wants to watch vs. paying attention to the others. Plus it re-affirms the rumors of his normally drunken states of being.
Does my great bluff check give others a bit of help in what they need to do?
*****
He moves out of eyesight of the guardhouse and collects the others.
Alright, Fearless and Cats. Can you find a way in through the hedge that allows some cover for Mariner and myself. We are not sneaky, so getting an entryway established will be a good first step. We can hang back in a spot you two like.
| "Fearless" |
"Yea, we can do a little scouting, see if we can get in around back." Fearless runs off in search of a spot to climb the hedge and peek over beyond the wall.
Stealth: 1d20 + 11 ⇒ (17) + 11 = 28
Climb: 1d20 + 7 ⇒ (2) + 7 = 9
Perception: 1d20 + 12 ⇒ (4) + 12 = 16
| "Cats" |
Cats slinks away, following Brother, not putting on a show of anything. When they get out of ear/eyeshot, he'll look closer at the hedgewall to see if it might be cut through or climbed easily.
| "The Mariner" |
The Mariner takes the shooing fro Brother and hunkers down in some shadows. Taking a pause for a moment, he was about to say something, then visibly changes his mind, "Good try Brother - good try." He watches Cats and Fearless scurry off to reconnoiter, looking around for signs of trouble in case he needs to charge in.
perception: 1d20 + 7 ⇒ (19) + 7 = 26
| "Cats" |
Moved Fearless and Cats on map, Fearless to do side to side scouting while Cats climbs.
"Catless, just whistle if you see trouble on this side of the wall. You can whistle, right?"
Cats moves away, and when the coast is clear, he will carefully climb to the top of the wall to check things out.
1d20 + 9 ⇒ (3) + 9 = 12 Stealth
Take 10 climb: 16
| DM Rah |
Fearless keeps an eye out as Cats climbs the hedge. He makes it to the top easy enough, but cracks a few branches in the process. However, it seems no one is around to notice.
Within the surrounding hedge, the grounds of Iris Hill appear eerily shrouded in a thin mist that lingers despite a light shower of rain. the odor of heather and ivy seems mixed with some sweetly sour, unwholesome essence. The building close by is dark and quiet. The ground floors is built with solid stone blocks, and thick vines of ivy cover the walls with a verdant blanket. Sturdy timber-frame construction makes up the second floor, jutting slightly from the thick walls below. Cats is sure this is the back of the manor, the tallest building among the others on the estate.
| "Cats" |
"Nothing but arrow slots," Cats whispers after his initial reconnoiter. "I"m going to cat over there."
"Mariner, if you want, you can cut through the all right there an they won't be able to see. There doesn't seem to be coverage there." Put a yellow dot on map that seems to be out of sight from the slits.
Cats goes to another part of the wall and climbs again, indicating that Fearless should move up as well.
1d20 + 9 ⇒ (17) + 9 = 26 Stealth/ with 16 climb
"Brother Butterfly"
|
Let's move Mariner! We may have to test out the Yellow Fog and see what nastiness it does. I think Desna can bring blessings to safeguard us against a lot. But, we need to know the hazard first. He moves to the spot indicated by Cats and tries to see the fog.
To mariner, and then the same when Fearless and Cats come around.
He holds out both Anti-toxins and Soothe Syrup. Suggesting that Mariner and Cats also take the Soothe Syrup along with a vial of Antitoxin.
Here, take this vial of Anti-toxin now. It works best if taken BEFORE being poisoned. We have 6, and they last an hour. We each take 1 now, and have 2 just in case they wear off. The Soothe syrup also lasts an hour.
@Gm knowledge religion or planes to get a tip off about the negative effects of the cloud(kill)?
BB sees Mariner work on the hedge, and downs an antitoxin.
| DM Rah |
The fog here is not yellow. Thin normal fog as far as you can tell (detect magic reveals nothing either). Nice throwback to the yellow fog of Briarstone though.
Cats finds another spot in the hedge to climb as the Mariner cuts a hole for those less athletic. The Watchmen soon find themselves on the inside, apparently still undetected.
| "Cats" |
Cats points out what appears to be side buildings and other doors on this side, suggesting that one might be an alternate point of ingress.
He waits to see if the party wants to move up, possibly to hit the single building first, and see what happens from there.
| "The Mariner" |
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The Mariner gulps down the antitoxin and pockets the syrup for later use. He'd gotten some some ground mud for camouflage, hoping it would help in concealment. He slowly moves near Cat's position at the wall's corner. Apparently, he thought the mud would conceal the sound of dragging a cache of metal weapons as well.
Stealth: 1d20 + 2 ⇒ (2) + 2 = 4
"Brother Butterfly"
|
Antitoxined 1 hour.
Moving through the hedge part that Mariner made, Brother urges Mariner to follow him and take out the single building that Cats alluded to.
Best to all be sailing into the same tack.
He tries to use a marine term, so he can best relate to Mariner - because saying that he'd like everyone to be on the same page might not ring true for a guy who hasn't picked up a book in the 3 weeks BB's known him.
move to building - ducking UNDER the arrow slots and give signal that he'll check the door. Doorsight
| "Cats" |
Cats waits to see what happens at the door, moving up and readying his bow.
This is going well. I just wish I knew what our end target was. There...I'm ...uh...hmm...best just shut up and do what they say.
He skulks to the corner and peers around the courtyard.
1d20 + 9 ⇒ (14) + 9 = 23 Stealth
| "Fearless" |
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Fearless creeps up to the opposite corner as Cats and keeps an eye out, his dagger in his hand.
Stealth: 1d20 + 11 ⇒ (16) + 11 = 27
Perception: 1d20 + 12 ⇒ (8) + 12 = 20
What are we even go to say to this woman? We can't just break in and kill her. Can we?
HP 40/40
AC 18 (22 w/ covering fire; 22 w/ mental barrier)
Spells: 1st 5/5 | 2nd 3/3
Inspiration 6/6
Tactician 1/1 (Rounds 3/3)
Challenge 1/1
Phrenic Pool 2/2
| DM Rah |
Within the surrounding buildings of Iris Hill is a once-magnificent garden. Long neglected, the grass grows tall and yellowed, and weeds choke flowerbeds along the sides of the estate’s buildings, leaving only a smattering of color from the few flowers that survive. A gravel path leads from the gatehouse and circles a brick well in the center of the estate before branching off to each of the estate’s buildings.
Cats and Fearless scan the courtyard, but see nothing but a few overgrown bushes once trimmed to look like humanoids stand in a rough circle around the well.
No one notices anything until two of the plant figures turn their eyeless heads in the direction of the Watchmen. Then suddenly, they leave their posts and shamble quickly across the courtyard and pummel Cats and Fearless with thick wooden fists.
PERCEPTION
Brother Butterfly: 1d20 + 9 ⇒ (5) + 9 = 14
Cats: 1d20 + 11 ⇒ (7) + 11 = 18
Fearless: 1d20 + 12 ⇒ (9) + 12 = 21
The Mariner: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
INITIATIVE
Brother Butterfly: 1d20 - 1 ⇒ (4) - 1 = 3
Cats: 1d20 + 6 ⇒ (6) + 6 = 12
Fearless: 1d20 + 5 ⇒ (13) + 5 = 18
The Mariner: 1d20 + 2 ⇒ (5) + 2 = 7
Plants: 1d20 + 6 ⇒ (20) + 6 = 26
INITIATIVE - Surprise Round
Living Plants close distance
PA Slam vs Cats FF AC: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
PA Slam vs Cats FF AC: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
PA Slam vs Fearless FF AC: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
PA Slam vs Fearless FF AC: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Before they know what’s happening the Watchmen find themselves assaulted. Fearless survives unscathed thanks to his armor and short stature, but Cats takes a solid hit to his shoulder. Meanwhile, a third plant figure closes in behind the others.
INITIATIVE - Round 1
Living Plants attack
Fearless (53/53)
Cats (38/45)
Mariner (88/88)
Brother Butterfly (35/35)
| "Cats" |
Round 1, Init 12
Cats recoils from the plants that slam into him. He resists yelling for help or crying out, mostly because the group is trying to be at least somewhat quiet.
I'll plant you into the ground!
He 5' steps back and fires two arrows at red.
Rapid:
1d20 + 7 ⇒ (9) + 7 = 16 to hit;
1d8 + 8 ⇒ (5) + 8 = 13 piercing damage.
1d20 + 7 ⇒ (1) + 7 = 8 to hit;
1d8 + 8 ⇒ (8) + 8 = 16 piercing damage.
AC: 19
HP: 38/45
LoH: 0/3 used
[ dice]1d20+101d1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11 damage.
Rapid:
[ dice]1d20+7[/dice] to hit;
[ dice]1d8+8[/dice] damage.
Melee:
[ dice]1d20+9[/dice] to hit;
[ dice]1d10+6+2d6[/dice] damage.
Mini Smite: 1/1: Once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.
+5 Bab +4 Dex +1 magic +1 PBS -2 DA -2 Rapid=+7/+7 to hit
+2 Str +1 magic +4 DA+1 PBS = +8 damage
| "Fearless" |
Fearless leaps around and into the courtyard. The only place of safety for him, though in hindsight it now left these strange plants in between him and his allies.
A trio of missiles leaps from his mind and the forcce nearly topples him to the ground. These were the most powerful missiles released from his innermost mind yet.
Use Phrenic point for Focused Force.
Toppling Magic Missile (Yellow); Focused Force: 1d6 + 1 ⇒ (3) + 1 = 4
Trip: 1d20 + 9 ⇒ (5) + 9 = 14
Toppling Magic Missile (Orange); Focused Force: 1d6 + 1 ⇒ (2) + 1 = 3
Trip: 1d20 + 9 ⇒ (2) + 9 = 11
Toppling Magic Missile (Red); Focused Force: 1d6 + 1 ⇒ (5) + 1 = 6
Trip: 1d20 + 9 ⇒ (12) + 9 = 21
@GM- Fearless' Hp should only be 40.
HP 40/40
AC 18 (22 w/ covering fire; 22 w/ mental barrier)
Spells: 1st 4/5 | 2nd 3/3
Inspiration 6/6
Tactician 1/1 (Rounds 3/3)
Challenge 1/1
Phrenic Pool 1/2
| "The Mariner" |
"What the fauna!", the Mariner startled at the leafy sentinels; good thing he brought ths hedge trimmer. He grabs the lucerne hammer like a scythe and sweeps across the front pair.
cleave furious power: 1d20 + 9 - 2 + 2 ⇒ (19) + 9 - 2 + 2 = 28 >>1d12 + 4 + 4 ⇒ (7) + 4 + 4 = 15
cleave furious power: 1d20 + 4 - 2 + 2 ⇒ (17) + 4 - 2 + 2 = 21 >>1d12 + 4 + 4 ⇒ (5) + 4 + 4 = 13
if cleave power: 1d20 + 9 - 2 + 2 ⇒ (12) + 9 - 2 + 2 = 21 >>1d12 + 4 + 4 ⇒ (3) + 4 + 4 = 11
"Brother Butterfly"
|
@ GM - My action is a bit contingent. I'd like to continue the doorsight spell, but it doesn't make sense if we are in a more fierce combat. So, if I have already done 3 rounds of doorsight (and this is the 4th), he will continue. If Mariner and Fearless's works fails to really punish these things - or If he just started the doorsight casting, then he moves behind Mariner and Cats- pulls out the healing wand and gives Cats a tap with the code word. Please roll the healing result.
@Mariner, I think you are cutting yourself short of the cleave. the second attach has a BAB of your Full BAB. I think you gave yourself a minus 5 in the second attach.
| DM Rah |
Fearless steps away and sends a barrage of missiles into the creatures, blasting sticks and leaves into the air. Unfortunately, these things are unusually hard to trip
Cats fires is bow, but only one arrow strikes a creature and that one seems to pass through it, doing less damage then he'd expected. DR
Taking up his polearm, the Mariner sweeps it across, battering two of the creatures in one blow, but his weapon is also less effective against the wood and foliage. DR
Leaving the door for later, Brother Butterfly grabs his wand and heals Cats.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
The plant figures split up, attacking Fearless, Cats, and the Mariner.
PA Slam vs Fearless: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
PA Slam vs Fearless: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Crit Confirm: 1d20 + 5 ⇒ (6) + 5 = 11
Crit Damage: 1d6 + 5 ⇒ (1) + 5 = 6
PA Slam vs Cats: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
PA Slam vs Cats: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
PA Slam vs Mariner: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
PA Slam vs Mariner: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
INITIATIVE - Round 2
Living Plants (orange -11, red -24, yellow -4)
Fearless (23/40)
Cats (29/45)
Mariner (75/88)
Brother Butterfly (53/53)
"Brother Butterfly"
|
Brother touches Mariner on the shoulder and then moves a bit to put himself in between the impressive foilage that HE wishes HE had in a future mansion. BB makes a mental note to procure more of these things as dual use decorations! He must compliment the genius that thought of these.
Part of him knows that these particular ones have a taint of evil on them as they are certainly spawns of the Tree hugging druid-witch lady in the cave. Her name was Daridela.
He then remembers a note that was in the cave:
Daridela,
We are in need of more of your dream-inducing brews, as well as more of that oil.
~Melisenn.
But back to the task at hand.
Your grace and virtue are unrivaled, Let that grace show through in this valiant warrior.Cast Luck on Mariner so he can use Power attacks and get to reroll all his attacks.
Then he moves to become a target for one of these. To help Cats in flanking or just as a meat shield. Next action he will radiate Desna's healing circle and hopefully heal everyone back to normal.
Contingent - if Cats moves, which I think he will- BB 5 foot steps in to take his spot and take the plants attention for attacks.
| "Cats" |
Round 2, Init 12
Cats drops his bow, draws his curveblade and swings at the more injured plant (red or orange).
Melee:
1d20 + 10 ⇒ (4) + 10 = 14 to hit;
1d10 + 6 ⇒ (6) + 6 = 12 damage.
AC: 19
HP: 22/45
LoH: 0/3 used
[ dice]1d20+101d1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7 damage.
Rapid:
[ dice]1d20+7[/dice] to hit;
[ dice]1d8+8[/dice] damage.
Melee:
[ dice]1d20+10[/dice] to hit;
[ dice]1d10+6+2d6[/dice] damage.
Mini Smite: 0/1: Once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.
+5 Bab +4 Dex +1 magic +1 PBS -2 DA -2 Rapid=+7/+7 to hit
+2 Str +1 magic +4 DA+1 PBS = +8 damage
| "Fearless" |
Acrobatics: 1d20 + 11 ⇒ (9) + 11 = 20
Injured and cut off Fearless, skids to a halt, turns and runs away! "S%#~...s+%@...s&..." He nearly falls as he slides around teh corner of the building.
Withdraw.
Contingent, if attacked, immediate action mental barrier will go up giving Fearless an additional +4 Shield AC.
| Pathmaker |
The Mariner positions for best leverage and overheads the polearm above Cats.
cleave furious power: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 171d12 + 4 + 4 ⇒ (10) + 4 + 4 = 18
cleave furious power: 1d20 + 4 - 2 + 2 ⇒ (16) + 4 - 2 + 2 = 201d12 + 4 + 4 ⇒ (8) + 4 + 4 = 16
if cleave: 1d20 + 9 - 2 + 2 ⇒ (17) + 9 - 2 + 2 = 261d12 + 4 + 4 ⇒ (12) + 4 + 4 = 20
| Pathmaker |
The Mariner positions for best leverage and overheads the polearm above Cats.
cleave furious power: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 191d12 + 4 + 4 ⇒ (3) + 4 + 4 = 11
cleave furious power: 1d20 + 4 - 2 + 2 ⇒ (6) + 4 - 2 + 2 = 101d12 + 4 + 4 ⇒ (6) + 4 + 4 = 14
if cleave: 1d20 + 9 - 2 + 2 ⇒ (11) + 9 - 2 + 2 = 201d12 + 4 + 4 ⇒ (10) + 4 + 4 = 18
...then luck....
| DM Rah |
Fearless backs away from the fight. Cats and the Mariner fight on, but their tactics don’t gel and neither is able to prune the living hedges.
@Mariner: swinging past allies with a reach weapon is treated like a ranged attack, which gives the enemy a soft cover bonus of +4 AC.
Brother Butterfly touches the Mariner, hoping to increase his luck.
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Perception: 1d20 + 2 ⇒ (6) + 2 = 8
Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Perception: 1d20 + 2 ⇒ (2) + 2 = 4
One plant pursues Fearless around the building while the others thrash at Cats and Brother Butterfly.
Slam vs Cats: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Slam vs Cats: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Slam vs Butterfly: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Slam vs Butterfly: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
The Watchmen defend themselves a little better, but Cats still takes a solid hit.
As the fight goes on the door to the northern building opens and a handful of savage men emerge bearing wicked clubs. Dark skinned, with blood red tribal markings on their bodies, these men display teeth sharpened to points and eyes that seem to glow red.
INITIATIVE - Round 3
Living Plants (orange -11, red -24, yellow -4)
Sharp toothed men
Fearless (23/40)
Cats (19/45)
Mariner (75/88) *Luck active!
Brother Butterfly (53/53)
| "Cats" |
Round 3, Init 12
Cats swings at red and tries to back up, but can't, there are too many foes. His wounds are mounting and the number of foes increases.
Melee:
1d20 + 10 ⇒ (5) + 10 = 15 to hit;
1d10 + 6 ⇒ (5) + 6 = 11 damage.
Cats hopes that Sarenrae will hear his prayer for aid. 1d6 ⇒ 1 healing
AC: 19
HP: 20/45
LoH: 1/3 used
[ dice]1d20+101d1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7 damage.
Rapid:
[ dice]1d20+7[/dice] to hit;
[ dice]1d8+8[/dice] damage.
Melee:
[ dice]1d20+10[/dice] to hit;
[ dice]1d10+6+2d6[/dice] damage.
Mini Smite: 0/1: Once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.
+5 Bab +4 Dex +1 magic +1 PBS -2 DA -2 Rapid=+7/+7 to hit
+2 Str +1 magic +4 DA+1 PBS = +8 damage
| "Fearless" |
Fearless continues to run, his breath becomes wheezy and he slams into the shrubbery surrounding the complex as he squeezes pas the corner. Emerging on the other side he has leaves and sticks sticking out of his clothes and hair along with a few fresh scratches all over his face.
Withdraw. Double move
Contingent, if attacked, immediate action mental barrier will go up giving Fearless an additional +4 Shield AC.
HP 23/40
AC 18 (22 w/ covering fire; 22 w/ mental barrier)
Spells: 1st 4/5 | 2nd 3/3
Inspiration 6/6
Tactician 1/1 (Rounds 3/3)
Challenge 1/1
Phrenic Pool 1/2
"Brother Butterfly"
|
Seeing that Cats is dancing around and giving side glances - looking to find places to move and escape to.
Mariner, we need to coordinate together. Get you in better position to use your combat prowess. Desna will grant you protection from the hedges and the painted evil pawns.
He takes a step back and asks for a blessing to help deflect blows.
Shield of Faith. Normally a +3 Deflection bonus, but +2 for Mariner as he already has a +1 Ring. -Duration 6 minutes
CERN, SueRichards, Trek, Galactica, Lantern, JeanGrey
He then instructs Cats to try and coordinate tactics.
Kast, call out how we can help you. Let's be strategic and prevent them from surrounding us. I'm looking for Fearless and Desna will heal us all soon, but I want to get Fearless in that healing.