Empire, Kingdom, or History? (Inactive)

Game Master Tobaris

Starting with A Kingmaker path gone horribly awesome. This Campaign hopes to build a growing and continuing story where the players shape history on Golarion.
Kingmaker Hex Map


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M
Skills:
+9 Acrobatics, +6 Appraise, +7 Bluff, +4 Climb, +7 Diplomacy, +9 Disable Device, +6 Disguise, +7 Escape Artist, +7 Know(Local), +13 Perception, +8 Sense Motive, +8 Sleight of Hand, +9 Stealth, +9 Survival
Half-Elf
Vital:
HP: 24/24, - AC: 16/T: 13/FF: 13 – Perception +13 - Initiative: +4 - F: +3 / R: +6/ W: +3 - CMB: +2 - CMD: 15, Speed: 30
Rogue 3

Stealth: 1d20 + 9 ⇒ (10) + 9 = 19

Taka has a climb speed of 20' from his level 2 rogue trick, so shouldn't need the check unless it is considered sheer

Grand Lodge

Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7

Your climb speed is only against verical surfaces, while a tree can be counted as a vertical surface, it still has a bace DC of 15, creatures with a climb speed may only ignore checks if the DC is 0. However, you do gain a +8 bonus when climbing vertical surfaces and can take 10. If the DM warents that the tree is a vertical surface in regards to you ability, taking ten gives you a 22 on your check, but you still need to state that. On the flip side, if he says you do not get the +8 (since it is not a natural climb speed but a specific, also, this reduces the check to 14, which would fail), or that he does not count it as a vertical surface, you still need to roll as you can easily fail the check. Also, if not avertical surface, you may only go at 1/4 your speed, from 30 that is basically 5 ft. I see no reason, based on the write up of the climb skill, not to count it as a vertical surface.


Male Kobold (reincarnated as) Human level 6 DungeonMaster/Level 2 Munchkin

I tend to play rules light, the only reason I would ask for a climb check in this situation is because you are coupling it with a stealth check. Unless you roll a nat 1 you will not fail, however you may break stealth. for future reference if someone has an unusual mode of movement I rule that it works without a check unless there are interfering circumstances. i.e. people might notice it or the terrain is unusually difficult. You may also voluntarily make a climb check to do so in a stylish or flashy manner, because Rule of Cool.


M
Skills:
+9 Acrobatics, +6 Appraise, +7 Bluff, +4 Climb, +7 Diplomacy, +9 Disable Device, +6 Disguise, +7 Escape Artist, +7 Know(Local), +13 Perception, +8 Sense Motive, +8 Sleight of Hand, +9 Stealth, +9 Survival
Half-Elf
Vital:
HP: 24/24, - AC: 16/T: 13/FF: 13 – Perception +13 - Initiative: +4 - F: +3 / R: +6/ W: +3 - CMB: +2 - CMD: 15, Speed: 30
Rogue 3

climb: 1d20 + 12 ⇒ (3) + 12 = 15


Male Kobold (reincarnated as) Human level 6 DungeonMaster/Level 2 Munchkin

Taka is able to come up on his prey unawares. He is perched behind two men whispering at one another. One facing the ford the other looking through the brush. "It was just a deer or something I'm telling you. No pay attention it looks like we have our pay day lining up for us." As he points out the party on the road making their way into the crossing.
You and Cato should have time for one perhaps two rounds of action before the party playing bait is attacked.

Sovereign Court

Male Half-Elf Bard 3

I will wait a second or two before casting a spell and see what Taka is doing. I will target the area under the two we have come upon with a Grease spell. The area is only a 1-foot square so if they are more than that I will cover one entirely and extend it outward towards the party by 5 feet in case the guy tries to move forward, too. DC 15.

Grand Lodge

Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7

perc: 1d20 + 3 ⇒ (2) + 3 = 5


M
Skills:
+9 Acrobatics, +6 Appraise, +7 Bluff, +4 Climb, +7 Diplomacy, +9 Disable Device, +6 Disguise, +7 Escape Artist, +7 Know(Local), +13 Perception, +8 Sense Motive, +8 Sleight of Hand, +9 Stealth, +9 Survival
Half-Elf
Vital:
HP: 24/24, - AC: 16/T: 13/FF: 13 – Perception +13 - Initiative: +4 - F: +3 / R: +6/ W: +3 - CMB: +2 - CMD: 15, Speed: 30
Rogue 3

Taka slips forward and as he does, he pulls his blade and drives it into one of the two.

Stealth: 1d20 + 9 ⇒ (11) + 9 = 20
Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 3d6 + 1 ⇒ (5, 3, 6) + 1 = 15


Male Human Anti-Paladin 9 | Hp: 94/94 | AC: 22 | Touch: 13 | FF: 19 | CMD: 23 | Fort: +11 | Ref: +7 | Will +11 | Init: +1 | Perception: +1 | Sense Motive: +13

Tulsino continues into what he suspects is an ambush, ever wary of impending danger with his sword drawn.


Aasimar Cleric 3 | HP: 13/13 | AC 19 (Armor, Dex, Shield) (ff 18, t 11) | Fort +3, Ref +3, Will +6 | Init +2, Perc +8 | Heavy mace +4 (1d8+2/x2), light crossbow +4 (1d8/19-20/x2)

Brennyn waits for the battle proper to join so that she can make use of her divine magic to aid her allies before joining the fray.


Male Kobold (reincarnated as) Human level 6 DungeonMaster/Level 2 Munchkin

As Taka takes out one of the two bandits, the other jumps in suprise slipping on the now slick boards of the stand and falling forward and out of the stand to the ground below.
Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11

As the sound of a muffled thump resound through the trees it seems to set off the waiting bandits.
Bandit's initiative: 1d20 + 8 ⇒ (20) + 8 = 28
Taka and Cato Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Thaleles and Co. Initiative: 1d20 + 6 ⇒ (19) + 6 = 25

The Bandits pop up with a shout of "Now!" as several burst from the bushes as other loose arrows from the trees.
The sheer number of arrows virtually guarantees a hit unless the heroes can dodge them.
Make a reflex save as this volley is more accurately represented as a trap than as individual rolls. Thaleles and Co. will go next then Taka and Cato.


M
Skills:
+9 Acrobatics, +6 Appraise, +7 Bluff, +4 Climb, +7 Diplomacy, +9 Disable Device, +6 Disguise, +7 Escape Artist, +7 Know(Local), +13 Perception, +8 Sense Motive, +8 Sleight of Hand, +9 Stealth, +9 Survival
Half-Elf
Vital:
HP: 24/24, - AC: 16/T: 13/FF: 13 – Perception +13 - Initiative: +4 - F: +3 / R: +6/ W: +3 - CMB: +2 - CMD: 15, Speed: 30
Rogue 3

Reflex: 1d20 + 6 ⇒ (18) + 6 = 24

Taka dives out of the way of the arrows, pinning himself back against the tree.


Male Human Anti-Paladin 9 | Hp: 94/94 | AC: 22 | Touch: 13 | FF: 19 | CMD: 23 | Fort: +11 | Ref: +7 | Will +11 | Init: +1 | Perception: +1 | Sense Motive: +13

Reflex: 1d20 + 7 ⇒ (16) + 7 = 23

Tulsino dismounts his horse and stands ready to defend himself.

Grand Lodge

Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7

reflex: 1d20 + 5 ⇒ (11) + 5 = 16
Thaleles ducks and dodges the arrows as he pulls his own arrow out of his quiver and launches it at the nearest bandit he can see.
bow: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 2d6 + 1 ⇒ (3, 3) + 1 = 7
attack and damage are plus 1 w/in 30 ft. Not sure how far away they are.

Sovereign Court

Male Half-Elf Bard 3

I will stand and begin yelling a tale of heroic courage, making it up as I go due to poor memory. This will impart a bonus to those companions within hearing distance.

I will use my Inspire Courage ability to provide a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


Male Human Inquisitor/3 | HP: 18/18 | AC: 20/13/17 | CMB/D: +3/16 | F/R/W: 5/4/7 | Init: +7 | Perc: +11

Reflex save: 1d20 + 8 ⇒ (4) + 8 = 12(+4 from reflex, +4 from adjacent allies)

Jeremiah whips the end of his armored jacket up, hoping to weather the worst of the storm of arrows. When the rattle of projectiles starts to dim, he rises back up from beneath his coat, crossbow at the ready.

"Oye! Didn't you lads ever hear about quality against quantity?" He sights the nearest bandit and his crossbow begins to glow a with a rich red hue. "No? Let us demonstrate then!"

Attack roll:1d20 + 8 ⇒ (7) + 8 = 15; Damage:1d8 + 4 ⇒ (7) + 4 = 11

[ooc]Edit: Forgot to add Cato's bonuses.


Aasimar Cleric 3 | HP: 13/13 | AC 19 (Armor, Dex, Shield) (ff 18, t 11) | Fort +3, Ref +3, Will +6 | Init +2, Perc +8 | Heavy mace +4 (1d8+2/x2), light crossbow +4 (1d8/19-20/x2)

Reflex save: 1d20 + 3 ⇒ (14) + 3 = 17

Brennyn weathers the hail of arrows and moves up towards Cato, then touches her holy symbol, invoking the blessing of Abadar on the party.

"Lord of Vaults, please guide and watch over my compatriots as we reclaim these lands in the name of civilisation!"

Holding her holy symbol high, there is a sudden flash of light that brings warmth to her colleagues.

Brennyn casts bless, over the entire party if possible. Additional +1 morale bonus to attack rolls. Inspire courage has the +1 morale bonus to fear covered. Bless will last for three minutes.


Male Half-Orc Barbarian [Breaker/Mad Dog] 8 | HP 64/85 | AC 17, touch 11, flat-footed 16 (+1 Dex, +4 armor, +2 shield) -2 when raging

Garr'ak's current AC is 15 without his shield.

Reflex Saves:
Garr'ak's Save: 1d20 + 3 ⇒ (6) + 3 = 9
Geoffrey's Save: 1d20 + 7 ⇒ (12) + 7 = 19

Ride Check to use Mount in Combat: 1d20 + 7 ⇒ (2) + 7 = 9

Garr'ak would attempt to get his mount under control as the barrage of arrows come flying in.

While his master does such, Geoffrey will run off to attack the nearest bandit.

Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Trip if attack hits: 1d20 + 12 ⇒ (3) + 12 = 15

Sovereign Court

Male Half-Elf Bard 3

Reflex save: 1d20 + 5 ⇒ (15) + 5 = 20


Male Kobold (reincarnated as) Human level 6 DungeonMaster/Level 2 Munchkin

The heroes manage to avoid most of the arrows although Garr'ak and Jeremiah are still caught by them.
Damage Garr'ak: 1d6 + 1 ⇒ (3) + 1 = 4
Damage Jeremiah: 1d6 + 1 ⇒ (5) + 1 = 6
Thaleles Arrow strikes true as one of the nearest bandits reels from the blow. Jeremiah's bolt lances through a bandit in a flash of crimson, doing much more damage than expected as he crumples to the ground only to be trampled by his fellows.
When you mentioned the red glow all I could think of was a laser target red dot on the poor bandits head.
Taka takes cover hoping to avoid the arrows before realizing that the other bandits apparently haven't noticed him, he is still free to act. Cato's improvised song bolsters his allies and sows confusion amongst the bandits as they weren't expecting him in their midst.
Garr'ak and Tulsino wait for their opportunity to strike at the charging bandits.

As the bandits charge the volley staggers to a halt as the archers must pick their targets with care. No less than six bandits make their way into striking range, including the one struck by Thaleles bow, who seems quite focused on Thaleles.
to hit #1: 1d20 + 4 ⇒ (4) + 4 = 8At Tulsino
to hit #2: 1d20 + 4 ⇒ (19) + 4 = 23At Tulsino
confirm: 1d20 + 4 ⇒ (12) + 4 = 16
to hit #3: 1d20 + 4 ⇒ (15) + 4 = 19At Garr'ak
to hit #4: 1d20 + 4 ⇒ (12) + 4 = 16At Garr'ak
to hit #5: 1d20 + 4 ⇒ (11) + 4 = 15At Brennyn
to hit #pincushion: 1d20 + 4 ⇒ (15) + 4 = 19At Thaleles
As two of the bandits strike at Tulsino only one lands his mark. Both bandits attacking Garr'ak are more fortunate. The bandit slashing at Brennyn merely strikes her shield. Lastly the bandit injured by Thaleles returns the favor.
Damage Tulsino: 1d6 + 2 ⇒ (3) + 2 = 5
Damage Garr'ak: 1d6 + 2 ⇒ (1) + 2 = 3
Damage Garr'ak: 1d6 + 2 ⇒ (4) + 2 = 6
Damage Thaleles: 1d6 + 2 ⇒ (2) + 2 = 4

Geoffrey dashes and weaves between the bandits before tackling one of the slower bandits. As he takes down the bandit it becomes clear Geoffrey is growing by the day as the man disappears beneath Geoffrey's form. When the fight at the trading post is compared to now Geoffrey has at least doubled in size.
I'm calculating in the improved stats for Geoffrey that you don't have.

From the looks of things it seems another six bandits will soon enter the melee.


Female Human Fighter/4th

Vanira enraged by the bandit who dared to strike at Brennyn attacks viciously.
to hit: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Her gleaming sword strikes true.

Bandit damage:
Pincushion 9
#5 12

Grand Lodge

Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7

Thaleles steps back from his attacker and cries out, Burn in Hell for that!
He draws the string on his bow back and mutters an incantaion. An arrow of pure flame forms from his finger tips and extends to the grip of the bow. He lets go of the arrow and as it passes the stock of his bow, it transforms into a blistering hot ray of pure fire. (Scorching ray)
ranged touch: 1d20 + 5 ⇒ (7) + 5 = 12
scorching ray: 4d6 ⇒ (5, 2, 5, 2) = 14
nasty bush wacking bandit.
Does Bless help me in this instance? I did not account for I didnt account for it if it does.


Male Human Anti-Paladin 9 | Hp: 94/94 | AC: 22 | Touch: 13 | FF: 19 | CMD: 23 | Fort: +11 | Ref: +7 | Will +11 | Init: +1 | Perception: +1 | Sense Motive: +13

Assuming my targets are Human

Tulsino Looks at the scratch and laughs. Is that all you can do? My turn.

Attack Sequence:

First Attack, With Bane Human, Power Attack, bless, bardic performance, and Furious Focus
Attack 1: 1d20 + 18 ⇒ (19) + 18 = 37
Confirm (critical Focus): 1d20 + 23 ⇒ (7) + 23 = 30
Damage 1: 2d6 + 2d6 + 16 ⇒ (1, 5) + (2, 3) + 16 = 27
Crit Confirm?: 2d6 + 18 ⇒ (4, 2) + 18 = 24

Target Dead? Cleave
Cleave Attack: 1d20 + 18 ⇒ (14) + 18 = 32
damage: 2d6 + 2d6 + 16 ⇒ (1, 2) + (5, 6) + 16 = 30

Attack 2 Bane and Power Attack
Attack 2: 1d20 + 8 ⇒ (13) + 8 = 21
Damage 2: 2d6 + 2d6 + 16 ⇒ (5, 6) + (4, 2) + 16 = 33

Pretty sure that is everything

As Tulsinos blade tears into the bandits, what usually is a smile gets replaced with a solemn frown when he beholds what his actions have caused.


Male Kobold (reincarnated as) Human level 6 DungeonMaster/Level 2 Munchkin

yes it does help you and yes they are human. Also you may be chaotic good that doesn't mean you can't enjoy a good fight. Even the good guys can be bloodthirsty. It's up to you though.


Male Human Anti-Paladin 9 | Hp: 94/94 | AC: 22 | Touch: 13 | FF: 19 | CMD: 23 | Fort: +11 | Ref: +7 | Will +11 | Init: +1 | Perception: +1 | Sense Motive: +13

He is enjoying the fighting parts, but the pure dismemberment and what not he is not enjoying as much.


Male Human Inquisitor/3 | HP: 18/18 | AC: 20/13/17 | CMB/D: +3/16 | F/R/W: 5/4/7 | Init: +7 | Perc: +11

"Hey, take it easy Tulsino! Keep going through them like that, and I'll be outta work!" Glancing at the bandit charging at Brennyn, he grins and calls out, "Take it easier mate, or you'll be dead before you're forty!" The bandit staggers slightly, his grip on his weapon going slack. Jeremiah then flips another bolt into his crossbow and fires at another nearby bandit. "Unrepentant banditry is a key cause of an untimely death. Four out of five lawmen agree."

Spell cast was Litany of Sloth, DC 15 will. Failure causes fatigue and inability to make attacks of opportunity for one round.
To hit:1d20 + 9 ⇒ (13) + 9 = 22(+1 Inspire courage, +1 Bless, +1 PBS)
Damage:1d8 + 3 ⇒ (8) + 3 = 11


Male Half-Orc Barbarian [Breaker/Mad Dog] 8 | HP 64/85 | AC 17, touch 11, flat-footed 16 (+1 Dex, +4 armor, +2 shield) -2 when raging

Garr'ak would try once more to get his horse under control so that he could enter into the fray.

Ride Check: 1d20 + 7 ⇒ (20) + 7 = 27

Forcing his mount to calm itself, Garr'ak lashes out at the nearest bandit with Old Rusty.

Power Attack with Height Advantage: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 1d6 + 12 ⇒ (1) + 12 = 13

If the bandit Geoffrey attacked is disposed of, he'll move in to flank with Garr'ak. If not, he will continue attacking the one he already hit.

Attack: 1d20 + 10 ⇒ (6) + 10 = 16 +4 if flanking with Garr'ak
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Trip: 1d20 + 12 ⇒ (5) + 12 = 17 +4 if flanking with Garr'ak

I adjusted Geoffrey's stats based off normal progression already and have been using that in determining my rolls. However I figured something extra was up with him so I'll just use what I have marked down in rolling and you can adjust accordinging.


Male Kobold (reincarnated as) Human level 6 DungeonMaster/Level 2 Munchkin

That's about right Garr'ak
Will save #5: 1d20 ⇒ 16Tulsinos rampage tears through the bandits in a bloody maelstrom. The man attacking Brennyn recovers quickly only to flinch away from, Thaleles blast of flame which sends his bandit to a fiery end. Jeremiahs shot quickly ends the bandits concerns.
Garr'ak staves in the skull of the nearest bandit as Geoffrey takes out his legs. Even Garr'ak's horse contributes as it kicks out the legs of the other bandit attacking Garr'ak.
Bandit Damage:
Wave 1
#1 Dead
#2 Dead
#3 Dead
#4 8 damage Prone
#5 Dead
#Pincushion Dead(on Fire)

The next wave of bandits comes running in although their morale is cearly shaken by the rapid deaths of their fellows.
7 Bandits arrive this turn, would have been 8 but Geoffrey took one down early. They will finish this turn by running up.
The archers deprived of easy targets focus their efforts on Garr'ak as his mounted position makes him the best target.
To Hit: 1d20 + 4 ⇒ (20) + 4 = 24
To Hit: 1d20 + 4 ⇒ (5) + 4 = 9
To Hit: 1d20 + 4 ⇒ (3) + 4 = 7
To Hit: 1d20 + 4 ⇒ (12) + 4 = 16
To Hit: 1d20 + 4 ⇒ (6) + 4 = 10
To Hit: 1d20 + 4 ⇒ (20) + 4 = 24
Only half of the shots make their mark however.
damage: 1d6 + 1 ⇒ (1) + 1 = 2
damage: 1d6 + 1 ⇒ (6) + 1 = 7
damage: 1d6 + 1 ⇒ (1) + 1 = 2
Damage to Garr'ak 11


M
Skills:
+9 Acrobatics, +6 Appraise, +7 Bluff, +4 Climb, +7 Diplomacy, +9 Disable Device, +6 Disguise, +7 Escape Artist, +7 Know(Local), +13 Perception, +8 Sense Motive, +8 Sleight of Hand, +9 Stealth, +9 Survival
Half-Elf
Vital:
HP: 24/24, - AC: 16/T: 13/FF: 13 – Perception +13 - Initiative: +4 - F: +3 / R: +6/ W: +3 - CMB: +2 - CMD: 15, Speed: 30
Rogue 3

Taka takes the opportunity to dive onto one of the archers.

Acrobatics: 1d20 + 9 ⇒ (4) + 9 = 13

Upon landing near/on one of them, he drives his wakazashi home to end the fellow.

Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 1 ⇒ (2) + 1 = 3 Sneak for Diving from Above? 2d6 ⇒ (4, 4) = 8


Aasimar Cleric 3 | HP: 13/13 | AC 19 (Armor, Dex, Shield) (ff 18, t 11) | Fort +3, Ref +3, Will +6 | Init +2, Perc +8 | Heavy mace +4 (1d8+2/x2), light crossbow +4 (1d8/19-20/x2)

Brennyn moves so she can cover as many of the party as possible in her channel and invokes the healing energies of Abadar to close the wounds of her allies.

"Lord of Vaults, I entreat you to heal my allies of their wounds," she says before she channels.

Channel: 2d6 ⇒ (6, 3) = 9

Sovereign Court

Male Half-Elf Bard 3

I will continue my oral performance while staying in cover.

Grand Lodge

Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7

Gigar cocks his bow to the side while reposisioning himself. With a quick chant fire sprays forth covering as many bandits as he can in the hot flames.

burning hands: 3d4 + 1 ⇒ (1, 2, 3) + 1 = 7 Reflex DC 16 save for half. Does not Include Bardic Performance or Bless Buffs.


Male Human Anti-Paladin 9 | Hp: 94/94 | AC: 22 | Touch: 13 | FF: 19 | CMD: 23 | Fort: +11 | Ref: +7 | Will +11 | Init: +1 | Perception: +1 | Sense Motive: +13

Tulsino watches as the appendages of the men he just slain fall to the ground separated from their body. The blood flying off the edge of his sword as it comes around to strike it's new targets.

Attack Sequence:

Power attack, Furious Focus, Human Bane, Bless, Bardic Performance

Attack 1: 1d20 + 18 ⇒ (13) + 18 = 31
Damage: 2d6 + 2d6 + 16 ⇒ (5, 3) + (4, 3) + 16 = 31

Cleaving Attack should a target die
Cleave Attack: 1d20 + 18 ⇒ (2) + 18 = 20
Damage: 2d6 + 2d6 + 16 ⇒ (4, 2) + (3, 3) + 16 = 28

Attack 2: 1d20 + 8 ⇒ (20) + 8 = 28
Confirmation: 1d20 + 12 ⇒ (10) + 12 = 22
Damage 2: 2d6 + 2d6 + 16 ⇒ (6, 2) + (6, 3) + 16 = 33
Crit: 2d6 + 18 ⇒ (4, 5) + 18 = 27

Tulsino feels energized as the attackers are slain before him.


Male Half-Orc Barbarian [Breaker/Mad Dog] 8 | HP 64/85 | AC 17, touch 11, flat-footed 16 (+1 Dex, +4 armor, +2 shield) -2 when raging

Ride: 1d20 + 7 ⇒ (17) + 7 = 24

Having calmed his horse, Garr'ak would quickly wrap his left hand in the animal's reigns to help him keep his balance as he strike out with Old Rusty. He would start with a powerful swing to the right before quickly reversing the wrenches momentum and bringing it back to the left.

Garr'ak's Attack Sequence:
Attack 1 with Power Attack, Bless, and Inspire Courage: 1d20 + 14 ⇒ (14) + 14 = 28 +4 if Geoffrey manages to flank with him.
Damage 1: 1d6 + 13 ⇒ (1) + 13 = 14

Attack 2 with Power Attack, Bless, and Inspire Courage: 1d20 + 14 ⇒ (18) + 14 = 32 +4 if Geoffrey manages to flank with him.
Damage 2: 1d6 + 13 ⇒ (4) + 13 = 17

As Garr'ak lashes out with his wrench, Geoffrey would swiftly move about to try and harry the bandits' defenses so to give him a better chance at landing his blows before trying to bite an trip any bandit that still remained standing.

Geoffrey's Attack Sequence:
Bite: 1d20 + 10 ⇒ (13) + 10 = 23 +4 if Garr'ak is flanking with him.
Bite Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Trip: 1d20 + 12 ⇒ (5) + 12 = 17 +4 if Garr'ak is flanking with him.


Male Kobold (reincarnated as) Human level 6 DungeonMaster/Level 2 Munchkin

After Brennyn's energy heals all allies save for Cato and Taka, Thaleles flaming palms scatter several enemies trying to avoid his wrath.
Reflex: 1d20 + 2 ⇒ (6) + 2 = 8
Reflex: 1d20 + 2 ⇒ (13) + 2 = 15
Reflex: 1d20 + 2 ⇒ (2) + 2 = 4
Two fail to stumble backwards and are caught fully by the flame.
Tulsino's blade is a thing of terror and death, as he cleaves through one foe the next has no chance to scream before his head is parted from his shoulders.
Geoffrey and Garr'ak attack three bandits. Garr'ak kills two and Geoffrey kills the third.
Bandit Damage:
Wave 1
#4 8 damage Prone

Wave 2
#1 7 damage
#2 3 damage
#3 7 damage
#4 dead
#5 dead decapitated
#6 dead
#7 dead
#8 dead


Male Half-Orc Barbarian [Breaker/Mad Dog] 8 | HP 64/85 | AC 17, touch 11, flat-footed 16 (+1 Dex, +4 armor, +2 shield) -2 when raging

Garr'ak would yell at the remaining foes, "Surrender now. If you choose not to, Geoffrey and I will hunt you down and see justice administered."

Grand Lodge

Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7

Thaleles takes aim for the bandit who made his save and unleashes an arrow
bow attack: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 2d6 + 3 ⇒ (1, 6) + 3 = 10
Oh lets just kill them and get it over with!


Aasimar Cleric 3 | HP: 13/13 | AC 19 (Armor, Dex, Shield) (ff 18, t 11) | Fort +3, Ref +3, Will +6 | Init +2, Perc +8 | Heavy mace +4 (1d8+2/x2), light crossbow +4 (1d8/19-20/x2)

Brennyn raises her crossbow and presses the trigger, aiming at a nearby bandit.

Attack (light crossbow): 1d20 + 4 ⇒ (7) + 4 = 11
Damage (light crossbow): 1d8 ⇒ 8


Male Human Anti-Paladin 9 | Hp: 94/94 | AC: 22 | Touch: 13 | FF: 19 | CMD: 23 | Fort: +11 | Ref: +7 | Will +11 | Init: +1 | Perception: +1 | Sense Motive: +13

Tulsino watches for how the bandits react to the commands given to them. He readies an attack should any approach him with harmful intent.


Male Kobold (reincarnated as) Human level 6 DungeonMaster/Level 2 Munchkin

Three of the next wave scatter, the other half slows. They seem to be waiting for the fourth wave to catch up so they can attack en masse'.
The incoming arrows seem to be fading in frequency.
To hit: 1d20 + 4 ⇒ (18) + 4 = 22 At Garr'ak
damage: 1d6 + 1 ⇒ (5) + 1 = 6
Thaleles hits one of the slowing bandits, while Brennyn misses.
The last two waves are coming as one with a tall dark skinned woman wielding to axes leading the charge. The last wave consists of 9 regular bandits, 2 orc bandits, 1 ogre bandit and Kressle the axe wielder.
They will arrive in melee range in one turn.

Last wave:
Bandit #1 10 damage


Male Human Inquisitor/3 | HP: 18/18 | AC: 20/13/17 | CMB/D: +3/16 | F/R/W: 5/4/7 | Init: +7 | Perc: +11

"Well. So much for that. Let the good times roll." As the bandits rush forward, he mutters, "Gods protect us from outlaws and fools." as a shield briefly glimmers into existence about him. He then swings his crossbow over a shoulder and draw a morningstar, the red light shifting to the new weapon.

"Let's just hope they ain't asking for favors too."

Actions: Cast Protection from Evil on self.


Male Human Anti-Paladin 9 | Hp: 94/94 | AC: 22 | Touch: 13 | FF: 19 | CMD: 23 | Fort: +11 | Ref: +7 | Will +11 | Init: +1 | Perception: +1 | Sense Motive: +13

Tulsino will try to move into a position to engage them and keep all allies out of range of his channel. He will try and get the attention of the Ogre and the Leader.

Led by a woman? No wonder they fell so easily! I bet she's sleeping with the Big stupid Ogre too, probably can't get a real man with a face like that!

Not sure of the position, but Tulsino will either take a swing at something or use his touch of corruption if the ogre or the woman don't engage.

Grand Lodge

Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7

Thaleles will posistion himself behind the rest of the party and launch an arrow at the lead woman.
bow: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 2d6 + 2 ⇒ (1, 3) + 2 = 6


Male Half-Orc Barbarian [Breaker/Mad Dog] 8 | HP 64/85 | AC 17, touch 11, flat-footed 16 (+1 Dex, +4 armor, +2 shield) -2 when raging

Seeing the approaching force, Garr'ak would try to quickly swing out of his saddle...

Ride to Swift Dismount: 1d20 + 7 ⇒ (17) + 7 = 24

...and with the skill of what might seem like an expert rider, Garr'ak would swing down from his saddle to land an his feet. Readying himself for the approaching onslaught, he would grasp Old Rusty in both hands.

"You know what to do boy," he would say simply to Geoffrey as the wolf stood next to him.

Garr'ak and Geoffrey will ready actions to attack anyone that gets into melee with them.

Sovereign Court

Male Half-Elf Bard 3

I will move closer to my companions but stay behind the melee people, continuing the Inspire Courage oral performance.

I will fire my shortbow once the woman bandit comes within my range.

Shortbow 1d20 + 4 ⇒ (19) + 4 = 23
Shortbow damage 1d6 ⇒ 2


M
Skills:
+9 Acrobatics, +6 Appraise, +7 Bluff, +4 Climb, +7 Diplomacy, +9 Disable Device, +6 Disguise, +7 Escape Artist, +7 Know(Local), +13 Perception, +8 Sense Motive, +8 Sleight of Hand, +9 Stealth, +9 Survival
Half-Elf
Vital:
HP: 24/24, - AC: 16/T: 13/FF: 13 – Perception +13 - Initiative: +4 - F: +3 / R: +6/ W: +3 - CMB: +2 - CMD: 15, Speed: 30
Rogue 3

Taka will dash into the brush and attempt to hide himself from the oncoming force.

Stealth: 1d20 + 9 ⇒ (12) + 9 = 21


Male Kobold (reincarnated as) Human level 6 DungeonMaster/Level 2 Munchkin

As the last wave approaches Kressle and the Ogre focus on Tulsino. Thaleles arrow flies wide but Cato's strikes true. The group comes into the fray in a rush.
To hit Regular bandit: 1d20 + 4 ⇒ (9) + 4 = 13At Garr'ak
To hit Regular bandit: 1d20 + 4 ⇒ (19) + 4 = 23At Jeremiah
To hit Regular bandit: 1d20 + 4 ⇒ (18) + 4 = 22At Brennyn
To hit Regular bandit: 1d20 + 4 ⇒ (10) + 4 = 14At Brennyn
To hit Regular bandit: 1d20 + 4 ⇒ (5) + 4 = 9At Thaleles
To hit Regular bandit: 1d20 + 4 ⇒ (20) + 4 = 24At Tulsino
To hit Regular bandit: 1d20 + 4 ⇒ (1) + 4 = 5At Geoffrey
To hit Regular bandit: 1d20 + 4 ⇒ (8) + 4 = 12At Geoffrey
To hit Regular bandit: 1d20 + 4 ⇒ (8) + 4 = 12At Vanira
Confirm on Tulsino: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm on Tulsino again: 1d20 + 4 ⇒ (13) + 4 = 17
Confirm on Jeremiah: 1d20 + 4 ⇒ (7) + 4 = 11
Confirm on Fail: 1d20 + 4 ⇒ (16) + 4 = 20
The bandits strike first. One lands a brutal blow on Tulsino and another strikes well on Jeremiah. One more lands a minor strike on Brennyn.
Damage to Tulsino: 16 = 16
Damage to Jeremiah: 1d6 + 2 ⇒ (5) + 2 = 7
Damage to Brennyn: 1d6 + 2 ⇒ (4) + 2 = 6
One of the bandits stumbles on the bodies of his fallen fellows and impales himself on his own sword.

The two orc bandits focus on Garr'ak. Each swinging a vicious barbed mace.
To hit: 1d20 + 7 ⇒ (13) + 7 = 20
To hit: 1d20 + 7 ⇒ (1) + 7 = 8
Confirm failure: 1d20 + 7 ⇒ (16) + 7 = 23
One hits while the other stumbles and falls prone.
Damage: 1d10 + 5 ⇒ (3) + 5 = 8

Kressle and the Ogre strike at Tulsino. The ogre swinging his club Kressle wielding her axes.
To hit Ogre: 1d20 + 7 ⇒ (17) + 7 = 24
To hit Kressle: 1d20 + 4 ⇒ (13) + 4 = 17
Kressle is unable to sink her blades into Tulsino however the ogre does beat him with his club.
damage: 2d8 + 5 ⇒ (2, 1) + 5 = 8

Grand Lodge

Male Elf Alchemist 1 | HP 8/8 | AC 16 flat 13 touch 13 | Fort 2 Ref 5 Will 1 | Init 3 | Perc 7

Ignoring the bandit that just attacked him, Thaleles takes a five foot step back and aims his bow at Kessel again. Another Flaming arrow strikes out from his hand and launches in the air towards her.
touch: 1d20 + 5 ⇒ (1) + 5 = 6
scorching ray: 3d6 ⇒ (5, 6, 6) = 17
confirm fail: 1d20 + 5 ⇒ (2) + 5 = 7
OK, Who is ready for a portal to another dimension! LMAO


Male Human Anti-Paladin 9 | Hp: 94/94 | AC: 22 | Touch: 13 | FF: 19 | CMD: 23 | Fort: +11 | Ref: +7 | Will +11 | Init: +1 | Perception: +1 | Sense Motive: +13

25% that the crit is ignored (Fortification from Unholy Resilience). Would I have been able to make a readied attack against any opponents last round?

Tulsino sees that this bandit might be more of a challenge and strikes at him first.

Attack Sequence:

Swift Action, Heal Self with Touch of Corruption
TOC: 5d6 ⇒ (5, 5, 2, 1, 5) = 18

Attack Bandit
Attack 1: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 2d6 + 2d6 + 16 ⇒ (1, 5) + (6, 6) + 16 = 34

If Bandit Target Dies, cleave to ogre
Cleave: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 2d6 + 14 ⇒ (1, 4) + 14 = 19

Second Attack on either bandit or Ogre
Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 2d6 + 14 ⇒ (1, 4) + 14 = 19


Male Half-Orc Barbarian [Breaker/Mad Dog] 8 | HP 64/85 | AC 17, touch 11, flat-footed 16 (+1 Dex, +4 armor, +2 shield) -2 when raging

Resolving readied actions on whichever enemy got into reach of Garr'ak and/or Geoffrey first, whether it was the Regular Bandit or one of the Orc Bandits.

As his enemy moved within striking distance, Garr'ak would lash out with Old Rusty with as much force as he could.

Power Attack with Bless and Inspire Courage: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d6 + 17 ⇒ (3) + 17 = 20 +1 from Inspire Courage for a total of 21

As his Garr'ak attempts to crush the head of their opponent, Geoffrey would attempt to bite and pull the legs out from underneath him/her.

Bite Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Bite Damage: 1d6 + 6 ⇒ (3) + 6 = 9 +3 since I forgot that a single natural attack gets 1.5x Str for a total of 12
Trip Attempt if Bite hits: 1d20 + 12 ⇒ (12) + 12 = 24

As the enemies start to lash out at Garr'ak, Geoffrey would start to push him out of the way. (Geoffrey expends two attacks of opportunity to increase Garr'ak's AC by 2 against the first two attacks.) As the second attack comes in, Geoffrey will move into the barbed mace's path and take the damage.

Garr'ak and Geoffrey's turn.

As the barbed mace is withdrawn from Geoffrey's flank, the sight of blood drives Garr'ak and Geoffrey into a rage.

Their attack will focus on the Orc Bandit that drew blood. If he falls, the rest of the attack will focus on the other Orc bandit. If he happens to fall, the last attack will go towards the prone, if not dead, bandit they attacked with their readied attacks.

Muscles bulging with the sudden wave of adrenaline, Garr'ak would lash out at the Orc Bandit with Old Rusty.

Power Attack 1 with Bless, Inspire Courage, and Rage: 1d20 + 16 ⇒ (3) + 16 = 19
Damage 1: 1d6 + 21 ⇒ (5) + 21 = 26

Power Attack 2 with Bless, Inspire Courage, and Rage: 1d20 + 11 ⇒ (11) + 11 = 22
Damage 2: 1d6 + 21 ⇒ (4) + 21 = 25

As Garr'ak lashed out, Geoffrey's furr would start to stand on end as the wolf's muscles started to bulge. With a ferocious growl, he would snap at the bandit with bone crushing strength before trying to pull his legs out from beneath him.

Bite Attack with Rage: 1d20 + 12 ⇒ (2) + 12 = 14
Bite Damage: 1d6 + 12 ⇒ (3) + 12 = 15
Trip Attempt if Bite hits: 1d20 + 14 ⇒ (19) + 14 = 33

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