Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein frowned as the lookout slumped in the lookout, One down... before feeling the impact of the bandits arrows as they loosed them from close range with their longbows, luckily they had deflected off his armor. He gives a low whistle at his good fortune, before Finnabar's shout reaches his ears.

"Aye Milord!" He slips his longbow back into its case and draws his longsword before giving Arundel a light tap in the ribs as he leans forward in anticipation for his destrier's lunge.

As they run towards the barrier of fallen logs Bein brings his shield to the fore as he prepares for the onslaught that awaits him on the other side. As Arundel leaps into the air Bein roars the battle cry of the wardens.

Bein: 2x Move Actions to sheath his longbow and draw his longsword

Bein: Ride check: Guide with Knees 1d20 + 5 ⇒ (4) + 5 = 9
Bein: Ride check: Leap (As Part of his mounts movement)1d20 + 5 ⇒ (17) + 5 = 22

Arundel: Move Action: Moving towards the fallen logs and attempting to leap over them and at bandit #2. Acrobatics check (+4 bonus for having speed over 30 but since it is reduced to 40ft I don't think he gets a full +8 upto you DM)1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14

Arundel: Standard Action Bull Rush1d20 + 5 ⇒ (13) + 5 = 18


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Finnabar d'Orlovsky wrote:


If Beim does that, Finnabar limps as fast as possible clockwise around the bushes to get close to the bandit 1, drawing his axe as he goes.

Takes a run action to get there

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Was just posting and realised that you can't do this: Drawing weapon is a move action so you can't run in addition to doing that. I'll let you retcon your action. (you also Bein, if you want, since your tactics were assuming these actions were OK.)


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Hymenopterix wrote:
Finnabar d'Orlovsky wrote:


If Beim does that, Finnabar limps as fast as possible clockwise around the bushes to get close to the bandit 1, drawing his axe as he goes.

Takes a run action to get there

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Was just posting and realised that you can't do this: Drawing weapon is a move action so you can't run in addition to doing that. I'll let you retcon your action. (you also Bein, if you want, since your tactics were assuming these actions were OK.)

Good point, I'll just run there and draw my weapon next round. I'm still armed with my shield.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Bein kicks Arundel forward, easily clearing the log and thudding into the bandit, who staggers backwards under the weight of the horse. Meanwhile Finnabar, hobbles forward around the undergrowth into hand-to-hand combat with the other outlaw.

Round 4

The bandit behind the tree (bandit 5) drops his bow, draws his sword and runs to flank Finnabar just as the first bandit (bandit 1) drops his bow and quickly draws his sword. He turns to confront Finnabar and slashes at him wildly...

Bandit 1:

To Hit: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23(flanking)
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

...viciously cutting into the gap between the scales of his armour and into his chest (7 HP)

Simultaneously the second bandit (bandit 2) steadies himself and also drops his sword and then slahes upwards at Bein...

Bandit 2:

To Hit: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

... but fails to hit the armoured cavalier.

As Finnabar clutches his side, a lithe female figure weilding two axes suddenly darts out of the bushes, hurdles the river and plows into Xerafine, lifting her twin axes as she prepares to strike.

Volpe, you're up, then the other two bandits, then everyone else.

Round 4 Map


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep
Hymenopterix wrote:
Finnabar d'Orlovsky wrote:


If Beim does that, Finnabar limps as fast as possible clockwise around the bushes to get close to the bandit 1, drawing his axe as he goes.

Takes a run action to get there

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Was just posting and realised that you can't do this: Drawing weapon is a move action so you can't run in addition to doing that. I'll let you retcon your action. (you also Bein, if you want, since your tactics were assuming these actions were OK.)

Clarification please: Per the combat rules, look at Table: Actions in Combat, and read footnote 3, related to the "Draw a Weapon":

PRD wrote:


3 If you have a base attack bonus of +1 or higher, you can combine one of these actions (((which includes Draw a Weapon))) with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

Is it that since running is a full-round action, you are ruling that is it not a "regular move"? (Which makes total sense--I just want to be clear on it!) Or is it a house rule that you cannot ever draw a weapon in combination with movement? (G%!+&&mit, I wish Paizo had made this clearer. If they said "move action" instead of "regular move" it would be clearer.)

We can take this to ooc, I just wanted to be sure the question was seen.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Round 4 action: (apply as appropriate in the intitiative order)

Xarafine withdraws (PFCR, p. 188), moving around the horses away from Kressele, then south towards the fallen trees, using her maximum amount of movement (60 ft - I assume some of this will be eaten up by difficult terrain). She continues to Inspire Courage (free action).

"The blades have crossed, the trumpets sound, once more unto the fray! The righteous fight with Belan's Might, fear not the grand melee!"


Male Human Rogue 1 (Swashbuckler)

Belam's Balls that got messy quick!
single move toward #3
Single Shot 1d20 + 4 ⇒ (3) + 4 = 7
Damage 1d6 ⇒ 6


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Is it that since running is a full-round action, you are ruling that is it not a "regular move"? (Which makes total sense--I just want to be clear on it!) Or is it a house rule that you cannot ever draw a weapon in combination with movement? (G++*$!mit, I wish Paizo had made this clearer. If they said "move action" instead of "regular move" it would be clearer.)

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I agree that its a bit unclear. - I think that running (4 x speed) is a full-round action and therefore prohibits drawing a weapon. Using two move actions (2 x speed) could be combined as you point out.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Volpe's shot from behind the cart streaks past bandit 3 just as the outlaw drops his bow, draws his sword, and steps forward to swing at Bein.

Bandit 3:

To Hit: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Somehow the blade finds a gap in Bein's armour and slices into his leg. (3 HP)

The remaining bandit (Bandit 4), atop the watchpost, aims and releases a shot from his bow at Volpe.

Bandit 3:

To Hit: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d8 ⇒ 2

The arrow flies forwards, striking Volpe in the shoulder. 2 HP

Everyone other than Volpe: you're up


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Finnabar grunts as the blade bite into him but he refuses to be . Drawing his axe in a smooth movement, he swings at the bandit 1.

Attack with inspire courage, 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13, damage 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

After his attack, Finnabar takes a 5 foot step south.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Bein, I'll need a "Stay in Saddle" check (ride DC 5) to avoid falling because of taking damage. If you fail you als need to make a "Soft Fall" (ride DC 15) to avoid taking falling damage (1d6).

(Just been reviewing how mounted combat works and i think this is right. - See HERE for the ride skill rules. - if you think i'm misinterpreting the rules let me know)


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein'Meleth roars in outrage, as he witnesses a bandit wound Finnabar, but when a blade bites into his leg it brings his gaze back to the enemies attacking from all around. Then came the grim realization that they had waded deep into the enemies’ lines, they had unknowingly forced the confrontation to a head. Too many bandits stood between him and Lord Finnabar and time was of the essence. Gripping his sword with a white knuckled grip Bein roared his battle cry as he began to show these cretins the meaning of true fury.

”Arundel Snake in the grass! HAKKAA PÄÄLLE!!"

Not using intimidate or anything, just roleplaying~

With his warcry still on his lips Bein brings his sword to bear on the man flanking Finnabar as Arundel screams in an almost feral way as he bites at the bandit who struck his rider. No arguments from me boss man it says whenever I take damage so i'm good with your ruling =) makes it realistic.

Ride Check: Stay in Saddle1d20 + 5 ⇒ (16) + 5 = 21

Ride Check: Guide with Knees1d20 + 5 ⇒ (3) + 5 = 8

Bein Attacks Bandit #1 with his Longsword +1(With inspire courage if applicable): 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Longsword Damage1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Ride Check: Attack with mount 1d20 + 5 ⇒ (16) + 5 = 21

Arundel; Attacks Bandit #2 with a ferocious Bite! (-1 to Attack w/ Power Attack) 1d20 + 3 ⇒ (12) + 3 = 15
Damage (+2 DMG w/ Power Attack) 1d4 + 5 ⇒ (3) + 5 = 8


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack looks to see the fight breaking into more chaos than even he expected, and curses at getting himself into this predicament. He could try to fall and land carefully enough to still shoot, or try to climb quickly at increased risk of falling... or climb back down.

Deciding he may need to get to his comrades quickly, he lets go of the tree and tries to control the 10 foot fall as best he can.

Acrobatics to ignore 10 feet of falling damage, DC 15 (it's better than my Climb check, I realized. Doh.) 1d20 + 2 ⇒ (12) + 2 = 14

... yeah. And I guess by 1 he's using his other move action to stand up from prone. I should have thought about that better.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Finnabar swings at the badndit (bandit 1) but his sword is deflected by the man's armour which absorbs the force of the blow. Immediately, however Bein's sword swings down cleaving into his head and dropping him just as Xerafine moves away from Kressele and begins splashing across th river. (you can only double move and withdraw)

Arundel bites at the other bandit (bandit 2) biting his ear clean off and causing a spray of blood but not dropping him.

Seeing the carnage Jack tries to drop to the ground however his leg becomes tangled in a hanging vine and he lands awkwardly on his shoulder. (1d6 ⇒ 4 damage)

The Bandit still confronting Finnabar (bandit 5) swings at him and..

Bandit 5:

To Hit: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

.. swings wildly through the empty space above Finnabar's head.

The Bandit confronting Bein, (bandit 2) blood dripping from the side of his head, swings and..

Bandit 2:

To Hit: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

.. The blow slides off his aroured leg.

Meanwhile, Kressele growls at Xerafine's retreating figure. "Come back here you stuck-up b1tc4" she shouts as she skips back over the river and runs around to cut her off. (see map)

ROUND 5 MAP

Volpe then bandits 3 and 4


Male Human Rogue 1 (Swashbuckler)

I'm having trouble opening the round 5 map, but I think this is still appropriate.
Single move to within 10' of bandit #3, south of him.
Drop my bow, draw my rapier.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Bandits 3 and 4 both pull back their bowstrings, aiming for Volpe...

Bandit 3:

To Hit: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d8 ⇒ 5

Bandit 4:

To Hit: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d8 ⇒ 5

both arrows streak forward but fly past without drawing blood.

Bandit 3 snarls and drops his bow, drwing his sword instead.


Male Human Rogue 1 (Swashbuckler)

I thought Bandit 3 was already in Melee with Bein from last round.

Hymenopterix wrote:

Volpe's shot from behind the cart streaks past bandit 3 just as the outlaw drops his bow, draws his sword, and steps forward to swing at Bein.

** spoiler omitted **

Somehow the blade finds a gap in Bein's armour and slices into his leg. (3 HP)

The remaining bandit (Bandit 4), atop the watchpost, aims and releases a shot from his bow at Volpe.

** spoiler omitted **

The arrow flies forwards, striking Volpe in the shoulder. 2 HP

Everyone other than Volpe: you're up

Can you clarify? Like I said, I can't see the map for round 5, and if #3 was still armed with a bow, I would have taken a shot instead.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

I can't see the Round 5 map, either. How close is Kressel to me, and where am I in relation to everyone else?


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Sorry, didn't change the sharing rules for that pic. - should work ok now.

NB. Volpe should be 20' closer to Bandit 3 (just next to the river).

Also, as you note, Bandit 3 should be in h2h with Bein. retcon that the shot at you didn't happen and that instead he swung at Bein but missed.

- Sorry :o


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Finnabar turns on his heels to face the bandit 5 and using the momentum of his movement, aims for the throat.

attack with power attack1d20 + 3 ⇒ (13) + 3 = 16, damage 1d8 + 4 ⇒ (5) + 4 = 9


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Looks like the pic is unavailable now ^^;

After pulling his blade free from the bandit, who had wounded Lord Finnabar, Bein turned his focus on the two bandits before him just as their blows were barely deflected by his armor. Turning Arundel so he could get closer Bein raises his blade to strike!

Ride Check: Guide with Knees1d20 + 5 ⇒ (4) + 5 = 9

Standard Action: Attack Bandit #2 (I'm assuming Xarafine is too far away for me to benefit from her inspire courage, so i'm just rolling normally.) 1d20 + 5 ⇒ (20) + 5 = 25

Damage 1d8 + 3 ⇒ (7) + 3 = 10

Confirm Critical w/ Longsword: 1d20 + 5 ⇒ (9) + 5 = 14

Additional Damage1d8 ⇒ 5

Did you want us to confirm crits or should we let you decide that Dm? Doesn't bother me either way I was just wondering >.>;


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

I still can't see the map. I will post based on my best guess.

Hearing the bandit leader closed behind her, Xarafine turns and assumes her stance from her morning martial practice, holding the Speaking staff horizontally at chest height. She holds her stance loosely, ready to flow and bend away from the woman's deadly axes Full Defense, +4 AC.

Fixing Kressel with a defiant stare, Xarafine continues to sing Inspire Courage (free action).

The Righteous Hand of Justice strikes the brigand's grasping claw. The gallows ropes await the necks of those who thwart the law!"


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack curses himself for his own clumsiness, but knows there is no time for self-pity.

Drawing an arrow, he moves toward the ford in the creek, aiming for the woman attacking Xerafine (i.e., Kressele). If he cannot see her, he will target a bandit not engaged in melee. Like everyone else I can't see the map so I'm guessing.

Attack (with FE bonus; add 1 if within 30 feet, subtract 4 if he ends up firing into melee) 1d20 + 6 ⇒ (13) + 6 = 19

Damage 1d8 + 2 ⇒ (7) + 2 = 9


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Bein'Meleth Rámalóce wrote:


Did you want us to confirm crits or should we let you decide that Dm? Doesn't bother me either way I was just wondering >.>;

It's OK for you guys to confirm crits. - and yor are in range of inspire courage.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Finnabar turn, swings at his attacker. His blade arcs around propelled by the force of his momentum. The bandit's eyes widen as he clutches his throat as blood spurts outward across Finnabar's face. The bandit drops to the ground, twitches and is still.

Bein reins Arubdel about and swings downward at one of the bandits confronting him (bandit 2), his blade slicing through the bandits shoulder and dropping him.

As Xerafine turns and takes up a defensive stance, Jack's arrow streaks in, striking the axe-weilding woman in the thigh. The woman grunts in pain and then swings both axes at the Teacher, hatred in her eyes.

Kressel:

To hit: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

To hit: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

6 damage. - I'll post a map later today. Hopefully everyone'll be able to access it!


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

ROUND 6 MAP

sorry for the abreviated post this morning, was in a bit of a rush. Hope everyone can access the map!


Male Human Rogue 1 (Swashbuckler)

Well, you're tenacious, aren't you!
Step up to flank bandit #3 with Bein
Rapier:1d20 + 5 ⇒ (8) + 5 = 13
Damage:2d6 + 2 ⇒ (3, 1) + 2 = 6


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine winces, and bites back a scream of pain as the axe blade slides across her ribs. Focusing on her opponent, she continues the flowing movement of her martial drill, using the Speaking Staff to fend off the woman’s strikes Full Defense, +4 AC.

Xarafine’s song continues, urging her companions to fight on continue Inspire Courage (free action). She stares defiantly into the vile woman’s eyes as she utters the verse:

”This up-jumped trollop’s arrogance has led her men to woe! Once more good men the truth defend, and lay the brigands low!”


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack grits his teeth and steps 5 feet closer to Xerafine. He mutters a prayer that the gods help him protect their priestess from Kressele, and in lieu of an "Amen" finishes the prayer with another fired arrow.

Attack, +2 FE, +1 Point Blank, +1 Inspire Courage, -4 firing into melee 1d20 + 4 ⇒ (6) + 4 = 10

Damage, +2 FE, +1 Point Blank, +1 Inspire Courage 1d8 + 4 ⇒ (4) + 4 = 8


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Volpes blade slashes inwards and runs through the bandit's shoulder. The bandit grunts in pain and then, in turn, slashes wildly back at his attacker....

Bandit 3:

To Hit: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

However, either from the pain of Volpe's blow or through basic incompetance the strike fails to draw blood.

The remaining bandit, still atop his lookout post, aims for Jack and releases another arrow towards him...

Bandit 4:

To Hit: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d8 ⇒ 6

.. The arrow pierces Jack's leg and, as blood pumps from the wound he slumps to the ground.

I think this puts you on 0 HP?


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

It puts him at exactly 0 HP, which--unless you rule differently--should make him staggered but not unconscious. If he takes any standard actions he immediately drops to -1 and falls unconscious and bleeding.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Oops sorry about the last post, wrong thread.

Finnabar rushes past Beim to attack the bandit (3)
"Beim, go and help the Teacher, we'll take care of this one"

attack and flank 1d20 + 6 ⇒ (19) + 6 = 25, damage 1d8 + 2 ⇒ (3) + 2 = 5


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein lets loose a loud cheer when Volpe suddenly rushes up and joins the fray. Bein looked around for a moment before he realized that the battle has starting to turn. Where once men on foot with bow and blade had surrounded them, now the dead strewn about or the sound of the low moans of wounded men graced his ears. So far they had prevailed against daunting odds and their opposition was flagging as their ranks began to fold.

As Bein prepared to strike down the bandit between him and Volpe, Lord Finnabar intervened issuing a command as he attacked the faltering bandit. By Finnabars command, Bein pushed by the bandit so Arundel could get enough room to run and jump back over the fallen logs. After he swiveled around he was able to see that the Teacher was confronted by a vicious looking bandit and Jack was looking worse for wear as well.

"Face my blade and FEEL MY WRATH! he roared his challenge as he came at bandit K with his shield poised and his longsword ready to strike.

Move Action with Arundel: Move past the bandit giving him 10ft between him and the log, then turn back and move/leap back over the log.
Ride Check: Guide With Knees1d20 + 5 ⇒ (11) + 5 = 16

Ride Check: Leap 1d20 + 5 ⇒ (13) + 5 = 18

If he makes it over the log, 2nd Move Action: Arundel will move towards the female bandit and Bein will engage her.

Swift Action: Challenge Foe = Bandit K.

Fighting Defensively = -4 to attacks +2 to Ac against Bandit K = 22 AC 20 AC against everyone else for the round.

Standard Action: Attack Bandit K with his Longsword 1d20 + 5 + 1 + 1 - 4 ⇒ (15) + 5 + 1 + 1 - 4 = 18

Damage 1d8 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Finnabar yells out to Bein as he strikes at the Bandit, his sword drawing blood. In reply to Finnabar's instructions Bein wheels his horse, moves away from the log, as he does so the Bandit strikes at him...

Attack of Oppportunity:

To Hit: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Confirm Crit: 1d20 + 2 ⇒ (7) + 2 = 9
Additional Damage: 1d6 + 1 ⇒ (2) + 1 = 3

somehow the wild slash bites into the warrior, drawing blood (2 damage). Bein expertly wheels again and clears the log easily.

Bein's sword bites into Kressele's back, causing a nasty, jagged wound but failing to drop the vicious woman who slashes at Xerafine.

Kressele:

To Hit: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

To Hit: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

One of the blades slashes Xerafine accross the chest, silencing her voice and dropping her to lie face up in the river. (6 Damage)


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

-3 HP, Roll to stabilize: DC 13 1d20 ⇒ 5


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Hymenopterix wrote:

Finnabar yells out to Bein as he strikes at the Bandit, his sword drawing blood. In reply to Finnabar's instructions Bein wheels his horse, moves away from the log, as he does so the Bandit strikes at him...

*

From my blow and Volpe's blow last round, this bandit should be down.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

With one hand pressed down on his bleeding thigh, fighting back unconsciousness, Jack staggers forward to stand protectively near Xerafine, and divide Kressele's attention between her and Bein. As he moves, he drops his bow (free action) and (part of regular move action) draws his sword, though he knows he has little hope of contributing much further to the fight.

That's his single move action he can safely take with the disabled condition; he will position himself to flank with Bein if he can do so safely (without provoking AOO). If he can't get into flanking position, he will just get as close to Xerafine as possible.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Finnabar d'Orlovsky wrote:
Hymenopterix wrote:

Finnabar yells out to Bein as he strikes at the Bandit, his sword drawing blood. In reply to Finnabar's instructions Bein wheels his horse, moves away from the log, as he does so the Bandit strikes at him...

*

From my blow and Volpe's blow last round, this bandit should be down.

Good point, - well made. retcon 0 damage to Bein (sorry for the mistakes, I'm trying to get a post off before work at the moment so i'm rushing a bit in some posts.)


Male Human Rogue 1 (Swashbuckler)

This was a bit messier than the first time.
Drop Rapier(free)
Move to recover bow (move action 1)Pick up bow(move action 2)


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Round 7?

When it becomes my initiative~

As Xarafine is felled by the Bandit's brutal slash, Bein sat frozen, watching as she fell back into the river. But as the blood swirled in the water, mixing with the slow flow of the current, Bein began to shudder beneath his heavy armor. Where once he felt the compunction to take this bandit women alive, he no longer cared about leaving her to rot with her vile comrades. As the thoughts of his previous hesitation caused a white hot fury to bloom in his chest, he lost himself to a moment of recklessness.

He grabbed up the reins with his free hand, he roared the command for Arundel to attack. With his anger powering his swing, he brought his longsword down on the bandit again.

Fight with combat trained mount 1d20 + 5 ⇒ (16) + 5 = 21

Arundel: Bite Attack (w/ Power Attack) 1d20 + 3 ⇒ (3) + 3 = 6
Arundel: Bite Damage 1d4 + 5 ⇒ (1) + 5 = 6

Bein: Attack Bandit K with his longsword1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Longsword Damage 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Current AC: 18 vs Bandit K, AC: 16 Vs everyone else (No Shield bonus since i'm taking hold of the reins, -2 from my challenge~)

Dm/Everyone If the bandit falls::

Bein reins in Arundel, to stand near Jack and Xarafine, at an angle and attempting to (hopefully) block the line of sight of the bandit in the watch tower. Bein hopes to provide cover for Jack and Xarafine. He sheathes his longsword and readies to pull his composite longbow out of its protective case.

Move Action Arundel: for Arundel to turn and have his side facing the bandit watchtower.

Move action Bein: sheath's his longsword.

"I will hold so long as I draw breath!"


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

The remaining bandit upon the lookout post, peering down at his fallen comrades and looking very scared, nevertheless aims his bow. An arrow streak towards Volpe,....

Bandit 4:

To Hit: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d8 ⇒ 4

,... However the arrow, caught in a sudden swirl of wind, misses, piercing the forest floor.

see previous map for bandit's positions


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

-4 HP. Roll to stabilize: DC 14, 1d20 ⇒ 15

The cold river water brings goose-flesh to Xarafine's skin. The blood stops gushing from the ragged wounds. Her breathing is shallow, but steady.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Finnabar is going to delay his action until he sees what is happening with Kressele. If Bein drops her, he will focus on the last bandit, otherwise, he will focus on her.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

The previous map still has Kressele and two bandits on them. It is not clear if Kressele is still standing or not. Please advise when you have time, Hymenopterix. Thanks! :)


Male Human Rogue 1 (Swashbuckler)

Alright, I'll learn better tactics for next time.
Fire an arrow toward the bandit in the lookout
1d20 + 4 ⇒ (2) + 4 = 6
Damage 1d6 ⇒ 1
30'move toward the bandit.

You might as well come down here and face us! Even with our wounded you're outnumbered now! Come down and face justice!


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Jack Ciarathan wrote:
The previous map still has Kressele and two bandits on them. It is not clear if Kressele is still standing or not. Please advise when you have time, Hymenopterix. Thanks! :)

ROUND 7, Kressele is still standing.

... waiting on Jack's action then i'll post the results of the round and Kressele's action.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Hymenopterix wrote:
Jack Ciarathan wrote:
The previous map still has Kressele and two bandits on them. It is not clear if Kressele is still standing or not. Please advise when you have time, Hymenopterix. Thanks! :)

ROUND 7, Kressele is still standing.

... waiting on Jack's action then i'll post the results of the round and Kressele's action.

If Kressele is still standing, Finnabar will drop his axe, move to have a clear shot at her and take out one of his javelin as his move action. As a swift action, he will declare her as his smite target and attack 1d20 + 1 + 3 - 4 ⇒ (16) + 1 + 3 - 4 = 16, damage 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

If she is down, he will focus on the bandit 4. same roll with +4 to the attack due to the bandit not being in melee.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack grits his teeth at the stubbornly standing woman. He weighs the odds: if he moves fast enough to hit her, he is likely going to aggravate his own injury. In fact even if he takes a defensive stance, he'd have to take his hand off the bleeding wound.

And if he does nothing, she'll likely take him down anyway. Oddly, he realizes he will still likely be less hurt if he acts.

With a pained cry, he gives one last desperate swing at Kressele before the wound in his thigh rips further open, and he passes out from the blood and pain.

Attack + Favored enemy + Flanking: 1d20 + 6 ⇒ (13) + 6 = 19
Damage+favored enemy: 1d6 + 3 ⇒ (6) + 3 = 9

He then falls unconscious and dying for taking a standard action while disabled. Fortitude save to stabilize: 1d20 + 1 ⇒ (1) + 1 = 2

Full defense? Is also a standard action and would still drop him. So I figured he may as well go down fighting.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Bein swings downward catching the woman in the shoulder and causing a nasty gash, she grits her teeth and prepares to swing back at him just as, in desperation, Jack summons the last of his strength and thrusts his sword into her belly. The two of them slump into the water, a red cloud of blood swirling and eddying in the stream. Simultaneously Finnabar's javelin takes the remaining bandit in the arm, he staggers backwards and falls from the lookout post landing with a sickening thud, his neck twisted at an impossible angle.

All seems preternaturally still in the misty spring rain as those of you still standing clutch at your wounds, shocked by the intensity of the battle and is sudden and bloody end.

Congratulations! - a difficult battle well fought!


Male Human Rogue 1 (Swashbuckler)

Excellent! Well fought by all! Sir Finnabar, I believe you have the most expertise in dealing with battle wounds, but if there is any way I can assist, I'd be glad for your direction.

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