HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2
Are all the new people on the map bandits? Like in the stables?
the fellow in the stables is Reynholt (agreed to fight with you) The fellow in the shed is Oleg, the 3 in the pit are Elset, his wife, and Benny (didn't note anyone actually releasing him as of yet lol)
the ones to the south are the bandits but they aren't actually there yet, I just got them ready heh
The nature of the surprise round is that the surprised group only gets a single action while the ambushers get to spring their plan. Any readied actions would happen on that characters initiative order.
Well, technically, I think only 1 of them get's to do anything. The lowest Stealth was 18, and only one of them got higher than 18 (the guy who got 22). So everyone else should be starting the combat round unaware of the enemies, and remain flat footed the entire round, yes?
Unfortunately, we only get one action as well.
EDIT : Ooops, I misread their rolls. None of them made their perception rolls. That means we all get a standard or move, and they get nothing this round.
A surprised opponent gets no actions, so they get no actions, none of them rolled high enough perception. Everyone else gets a move or standard action to enact their plan. just reread my post and I rolled a 1 on that explanation check lol
Male Elf Ranger 2/ rogue 2 HP 29/29 | AC 17;13 t ;14 ff | F: +3 R: +9 W: +2 || Skill:Perception +11,Stealth +10, Sense Motive +5,
I am trying to play up my recklass trait as much as i can and yeah i thought cinematically it would be great so i mean unless its an obvious this will fail i really want to do it *lawls*
Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)
Much appreciated. I was hoping it wouldn't be breaking any rules to ask for help. My eyesight is terrible and I'm using an old computer which leads to trouble sometimes.
Not that #'s are anything for Sleep, it only affects 4 HD worth of creatures. So the first 4 HD worth who fail, from the center. But if it knocks out 2 to 4 grunts that's good.
Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)
Well, the spell is cast and done. And I shall certainly be asking for tactical help in the future again. This group moves fast enough that it shouldn't slow things down :)
Can we have the bandits who are asleep marked with something, vs those who are just prone?
I did an example I think would work good (blue cloud over the sleeping guy). There's 6 people on their sides, but only 4 are asleep, so it's hard to tell which is which.
And, I hate to post it, given your personal life, but I will, and you can deal with it as you have time and energy...
Sleep can't knock out 6 people. It only affects up to 4 HD of creatures. Not up to 4 HD creatures, but up to 4 hit die of creatures.
First person is a 1st level character, they have 1 hd, they fall asleep. That's 1 of the four. Horse falls asleep, he's a 2 hd creatures, that's 3 of the four. Next guy is a 2 HD creature, he's not affected. Next guy is a 1st level character, he's 1 HD, he falls asleep. Nobody else is affected.
On a completely unrelated note,
Ravboom would have talked to the archers the night before. He has no plan to kill each and every person he attacks. Oh, he'll enjoy it if he can do so, but his rage is limited, and he intends to inflict maximum damage while he can. So he will hit each person once and move on, leaving any wounded survivors to be finished off by the archers.
The logic is, he's likely to kill anyone he hits, but if he doesn't, then they should be near death anyway. He can put out a lot more hurt if he hits 5 people in a row than if he stops to kill off someone who's barely alive.
He's already used 2 of his 6 rounds of rage. Once that's gone, he's fatigued for 12 rounds. So we have to get this done ASAP. Once he gets to the sleeping/downed people, CDGs will ensure instant deaths. But he has to get there first.
It's all good, I'm used to running big combats like this, most people aren't. Tracking all you guys isn't a task I'd wish on anyone who wasn't willing to (plus I enjoy it lol)
Larger ship has 40 crew (3 pcs)
Smaller ship has 25 crew (3 pcs)
The dragons are 2 75 ft longs, 6 45 ft longs, and the little multi-dragon icons represent 10 to 20 dragons that measure from 5 to 20 ft each So 60 to 120 smaller dragons. :)
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
One flying merchant ship (two large ballistas, four large cannons).
One flying stingship (two huge gatling guns, two large ballistas).
The dragons are going to be in for a surprise. They're use to black powder cannons and cap and ball rifles. The people on the ship finally got a gatling gun to work (sort of). So the gattlings will be firing 10 shells per round, 100 rounds per minute. Each shell is about the size of a soda can.
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2
I think my Handle Animal check is done appropriately. I'm not sure if its a move action or a standard action, but I only wanted to do an additional move action so we should be good.
Move action, since it's a trick that the horse already knows. It would be a standard action if it didn't know the trick. That would be called "pushing" the animal.
It was a little premature anyway, your next set of actions wont come until round 3. So you will have to repost once we get there anway (answering both posts here, pleeeeeease try and keep the ooc stuff here it makes my campaign log much easier to manage heh
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2
you can go ahead and post your round 3 now, only enemy before you is Karse and his actions won't be affected by what happens on the far side of the battle, he has his target.
Just remember, Ravboom doesn't actually go until 13. If someone kills baldy before 13 (not counting Ravboom's hit), then he didn't provoke and didn't take damage. :)
I moved you, Arilyth. For reference, you can't move in the same turn that you 5-ft step. But we could assume that you took the full-round action "Withdraw" instead (see link). Very useful action when you're trying to not die.