Jelani's Colonization:Aspis Rising (Inactive)

Game Master Brian Minhinnick


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Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Emerion, you can roll the saves yourself for the monsters, Jelani puts the monster stats in his profile.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Ok, so, we’re going to die here, aren’t we? We all agree on that, right?

Fearing for his life as he sees for the first time the onslaught of lizard-mounted fighters, Telemakos runs behind a tent, to give himself the illusion of cover. This is not good not good not at all. Oh Gods please let these things burn! His eyes barely emerge over the border of the tent as he peeks at the fight. The words of a protective spell start forming in his mouth.

Meanwhile, his elemental buddy is getting the hang of hitting lizards. It lashes perfectly at the reptile, quickly engulfing it in tongues of flame.

________

Move action to AO7
Standard action to cast shield

The elemental will attack the closest lizard.
elemental attack: 1d20 + 5 ⇒ (16) + 5 = 211d4 + 2 ⇒ (2) + 2 = 4
Lizard Ref save vs Burn: 1d20 + 4 ⇒ (3) + 4 = 7
burn damage; rounds: 1d4 ⇒ 21d4 ⇒ 2
Nice. So that’s 6 damage and 2 more next round.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Two lizards (5 and 6) and one armor guy (6) pass for now. ; )

Monsters:

1d20 + 4 ⇒ (12) + 4 = 161d20 + 4 ⇒ (6) + 4 = 101d20 + 4 ⇒ (20) + 4 = 241d20 + 4 ⇒ (20) + 4 = 241d20 + 2 ⇒ (5) + 2 = 71d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (4) + 2 = 61d20 + 2 ⇒ (17) + 2 = 19

Figures I get two nat 20 in a row. Which is why I avoid rolling for monsters. >.<

RPG Superstar 2015 Top 16

@ Telemakos: Oh ye of little faith. :P


Emerion - Web requires that "These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears." What is your web anchored to?

Iliante - It doesn't give full cover, no. Partial cover at best. Right now, it's essentially like this, just a physical barrier to passage. Eventually once it's finished it will be able to provide more cover. You can gunslinger's dodge one of the attacks. Only one because you only get one immediate action per round. So take off 11 of the 17 damage, luckily for you the first arrow was max damage.

Devram - No, no one attacked you, but good to know about the AOO.

Telemakos - I don't know, are you? You've got hero points and these guys have low HP. Many of them are already wounded. It might be best to get everyone together and working on focusing fire. I know tactics are hard in PBP because of no real time talking, but they are still necessary.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Sorry, it may have gotten lost in the big shuffle of questions everyone had there, especially since I spoilered it, but:

So, would it be a reasonable assumption for Penance to make that the lizard mount does not have reach, as it didn't bite him when he ran in to attack its rider? Because, if Penance thinks that he could take a 5-foot step back and be out of the mount's range, he would take a 5-foot step, and use his move action to draw a potion of Cure mod. But if he thinks, in character, that the lizard would still be able to bite at him 5-feet back, he'll just stay put.

On the topic of focusing fire, from a pure tactics standpoint I agree, that's nearly always the sounder course than splitting focus. From an RP perspective I have a hard time letting Penance more or less write off half the camp, and the NPCs, to the attackers. I'm basically hoping that once we get enemy leadership dropped, we may be able to more effectively turn the tide of battle.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Yeah, I'm hoping with most of us on one side, we can begin to take them out, then we can go help Penance.

The Aldori chuckles as neither the rider or the beast see fit to lash out at him. He steps up to close the distance with the invaders, lashing out quickly, but recovering in time to offer a parry from any expected attacks. Oddly, it seems like he was putting himself in harms way even more by his positioning.

Step to AM-2. Full Round Attack gives him +1 AC vs. melee. Attack Lizard to the west.
Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Bonus Attack via Haste: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

AC: 19+1(Haste)+1(Defensive Parry)=21 + 20% miss chance via Blur


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

Shinjuko should be four squares to the left, in the -2 spot. Will have actions posted in the morning; too tired to manage it tonight.


Penance - The lizards clearly only have 5' reach.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Awesome, TY.


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

A grunt of pain escapes Corridan's lips as the rider's sword finds its mark. Still, the tailor presses on, allowing himself a mere moment no longer than a breath to center himself before delivering a quick succession of strikes at the armored lizard's head, with the first, a left spear hand strike aimed at the beast's eye, and the third, a blow with his left knee at the side of its head, finding their target and inflicting a fair share of damage, especially considering the man's apparent lack of weapons. The last is directed at the rider, the roundhouse kick connecting solidly with his right side, cracking a rib.

Round 4

Hit Points 24/29
Ki Pool 2/3
AC 18/T 18/FF 11, CMD 22
Fort +4/Ref +11/Will +4 (+6 vs. charm and compulsion)
Effects: Combat Expertise (-1 on attack rolls, +1 dodge bonus on AC), Haste (+1 on attack rolls, +1 dodge bonus on AC and Reflex, speed increased by 30 ft., extra attack when making a full attack action)

Swift Action: Expend 1 ki point to make one additional attack.
Full Attack Action: Attack the adjacent enemy (Flurry of blows, haste, ki extra attack, Combat Expertise).
Flurry of blows (unarmed strike): 1d20 + 5 + 1 - 1 ⇒ (20) + 5 + 1 - 1 = 25 [Critical Threat]
Damage (bludgeoning): 1d6 + 2 ⇒ (1) + 2 = 3
Flurry of blows (unarmed strike): 1d20 + 5 + 1 - 1 ⇒ (2) + 5 + 1 - 1 = 7 [Critical Hit Confirmation Roll]
Damage (bludgeoning): 1d6 + 2 ⇒ (2) + 2 = 4

Flurry of blows (unarmed strike): 1d20 + 5 + 1 - 1 ⇒ (9) + 5 + 1 - 1 = 14
Damage (bludgeoning): 1d6 + 2 ⇒ (5) + 2 = 7

Flurry of blows (unarmed strike): 1d20 + 5 + 1 - 1 ⇒ (15) + 5 + 1 - 1 = 20
Damage (bludgeoning): 1d6 + 2 ⇒ (6) + 2 = 8

Flurry of blows (unarmed strike): 1d20 + 5 + 1 - 1 ⇒ (17) + 5 + 1 - 1 = 22
Damage (bludgeoning): 1d6 + 2 ⇒ (4) + 2 = 6

If the first and third attack are enough to drop the lizard, the fourth attack is directed at the rider. If not, then all attacks are against the lizard.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

The ground, it can be horizontal I figured.


Emerion "Nim" Nimlaidas wrote:
The ground, it can be horizontal I figured.

Unlinke previous editions, the spell basically only works indoors or in a forest or something where there are upright objects to anchor it to. The fence around camp would work as one. Hell, I'll even allow the tents to work as anchor points. But you need to be able to draw a straight line between them. If you want to change your action, that's also fine.


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

Much to the relief of the two sentries given the southwestern vigil over the campsite, Shinjuko appears suddenly at the right flank of the lizard and rider before them. Her blade is already in flight as she materializes before them, trailing a breathtakingly beautiful streak of blue and white energies behind it as it passes through the lizard's lower abdomen and out its stomach. Though blood begins to seep onto the sand of the beech beneath it, her blade remains impressively clean after the master stroke. Even before the momentum of the strike has finished, her left hand begins tracing bizarre patterns in the open air before her. The strangely-armored rider interrupts her efforts with an errant swipe of his own blade, however, and the magic of her spell fizzles and disperses before it can be fully realized.

Without turning her eyes to regard them, not wishing to give her foe any further opening, Shinjuko says to the pair that were on guard duty, "Surround and kill the lizard—the rider will soon follow it in death!"
______________________________

Round 4

Active Effects: vanish (Ending this turn) | Ancestral Boon (+1 weapon enhancement bonus; 3/10 Rounds) | cat's grace (+4 Dexterity; 2/40 Rounds) | icy assault (+1d6 cold damage; 1/4 rounds)

HP: 32/35 | AC 20 | Init +6 | Reflex Save +7 | CMD 22 | +3 Attack/Damage
 
 

Shinjuko is attacking the lizard in the southwestern scuffle. Attacking and Spellstriking with arcane mark. Though the fumble ruined any chance of it happening this time, I intend for arcane mark's effect to be her ancestral blade suggesting follow up attacks; basically magical markers placed there by the soul-amalgam to guide her hand. Maybe next time!

5-Ft. Step: to AT -3
Swift Action: Activating icy assault.
Primary Attack: 1d20 + 6 + 1 + 2 + 2 ⇒ (17) + 6 + 1 + 2 + 2 = 28
> Damage: 1d6 + 4 + 1 + 2 ⇒ (3) + 4 + 1 + 2 = 10
> Icy Assault: 1d6 ⇒ 2 (Cold damage)
Defensive Cast: 1d20 ⇒ 1 (Poop)

Spellstrike: 1d20 + 6 + 2 + 1 ⇒ (6) + 6 + 2 + 1 = 15

Total Damage: 10 physical, 2 cold

Keeping bonuses separate to make sure it's all accounted for: +2 from cat's grace, +2 for flanking, and +1 for the arcane pool ability.


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Scrapping that now useless spell as soon as I can. Guess I will use magic missile.

Magic Missile vs Armored Guy 6: 2d4 + 2 ⇒ (2, 3) + 2 = 7


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

It's not quite so bad, Nim. if there had been trees around, it would be easy. If they get into the interior of the camp, you can string it between tents too.


Not useless, just situational. In the jungle it would be great, because there are trees everywhere.

Update probably won't be coming until the weekend. Got a lot fo extra work this week, sorry guys.


Round 4

Penance's energies, so focused on the green-plumed rider, mean his guard is less than focused against the brutal animal beneath the rider. The bite is astonishingly savage. Pain drives through Penance like a thunderbolt. Mother of all the gods... His roar of agony rings across the camp. Abadar... a little... help? No, there's nothing left in that well. He's asked a lot from the god he sort-of-serves, over the last day and a half-- a lot of divine energy flowing to him, from him to others... all the godly power he'd called to heal his exhaustion earlier. Now he's just a man fighting on his own, no god in his corner. Fine. Suits me fine, he thinks through the reeling dizziness of blood loss.

Yet Abadar isn't quite done with him yet, maybe. The fire's still burning in his veins, leading him to lift his sword again even as he feels the blood running down inside his armor with each motion. He'd called this whoreson out, and damned if he won't finish that first, he thinks. His greatsword lashes out into the rider with brutal savagery as well, sending a spray of blood over the beach as the rider is cleaved in half. Penance grins, a bloody mouthful of teeth that makes him look very much like a full-blooded orc. "Bite me," he spits at the lizard mount.

Iliante backs up behind the barricade as more enemies begin to cross the ditch. He draws a bead on the armored creature fighting his men and fires, creating a bloody hole in its thick armor. The huamnoid tumbles over, dead. Then, Iliante snaps off another round at a lizard mount, exploding its neck.

With the arrows flying, Iliante is suddenly nervous that he is the biggest target, so drops prone and takes cover behind the barricade. He is not used to being surrounded like this. He prefers the cover of a crow's nest.

Fearing for his life as he sees for the first time the onslaught of lizard-mounted fighters, Telemakos runs behind a tent, to give himself the illusion of cover. This is not good not good not at all. Oh Gods please let these things burn! His eyes barely emerge over the border of the tent as he peeks at the fight. The words of a protective spell start forming in his mouth. Meanwhile, his elemental buddy is getting the hang of hitting lizards. It lashes perfectly at the reptile, quickly engulfing it in tongues of flame as Telemakos finishes his spell.

The Aldori swordsman chuckles as neither the rider or the beast see fit to lash out at him. He steps up to close the distance with the invaders, lashing out quickly, but recovering in time to offer a parry from any expected attacks. His slash leaves a red line of blood along the lizard's flank. Oddly, it seems like Devram is putting himself in harms way even more by his positioning.

A grunt of pain escapes Corridan's lips as the rider's sword finds its mark. Still, the tailor presses on, allowing himself a mere moment, no longer than a breath, to center himself before delivering a quick succession of strikes at the armored lizard's head. With the first, a left spear hand strike aimed at the beast's eye, and the third, a blow with his left knee at the side of its head, finding their targets. He crushes the lizard's skull like a rotten egg with a lightning fast roundhouse kick. Its rider tumbles to the ground at Devram and Corridan's feet as his mount twitches out its death throes.

Much to the relief of the two sentries given the southwestern vigil over the campsite, Shinjuko appears suddenly at the right flank of the lizard and rider before them. Her blade is already in flight as she materializes before them, trailing a breathtakingly beautiful streak of blue and white energies behind it as it passes through the lizard's lower abdomen and out its stomach. Though blood begins to seep onto the sand of the beech beneath it, her blade remains impressively clean after the master stroke. Even before the momentum of the strike has finished, her left hand begins tracing bizarre patterns in the open air before her. The strangely-armored rider interrupts her efforts with an errant swipe of his own blade, however, and the magic of her spell fizzles and disperses before it can be fully realized.

Without turning her eyes to regard them, not wishing to give her foe any further opening, Shinjuko says to the pair that were on guard duty, "Surround and kill the lizard—the rider will soon follow it in death!"

Emerion chants his favorite spell once again and two magical missiles spring forth from his hands, streaking out towards different targets. One streaks out to blow the head off the severely wounded lizard nearest to Iliante. The other strikes the burning lizard that is facing off with Telemakos's elemental. The missile punctures a smoking hole in the panicking animal's hide, causing it to thrash in pain

The guards on the western side of camp move to surrounding the remaining enemies now that the actions of the Agents are turning the tide in their favor. "ASSSPISSSSSSssss!" they shout furiously. Their longswords fall on the metal aliens with savagery that says they enjoy their butcher's work. One of the mercs, a dwarf, with Shinjuko finishes her work and cuts the lizard mount down. The two guards flanking with Devram and Corridan both slash the rider's back in between them wide open through his armor. Two more guards hack down the burning lizard, tumbling its rider to the elemental's "feet".

On Penance's side of the camp, the wounded guard's manage a small victory by cutting down one of the attacker's mounts before stepping back to join Penance in forming a line. They look to the bloody paladin as their leader. He can see the fear in their eyes as their friends' lifeblood leaks out into the sand at their feet.

Near the line of campfires several mercenaries stumble out of the tents into the night, finishing some straps on their hastily donned armor before drawing their shields and swords. They look about in confusion, unable to see what's going on and hearing battle all around them.

The riders on the west side of the camp press forward despite the loss of their leader and many of their mounts. Most of their attacks are ineffectual, but the rider lying in the sand at Corridan's feet slices the tailor's knee open with a prone longsword slash. Four more arrows fly towards Iliante, but between dropping prone and the cover of the fence, he's fine.

The situation on the eastern edge of the camp more resembles a butcher shop, as another two guards are cut down and a third is severely wounded by the onslaught of blade, bow and teeth. Penance himself catches two arrows in the chest, and tumbles to the ground, unconscious.

End of Round 4
______________________________________________

Changed your targets to make the damage more effective Emerion.

Mercs:

Longsword: 1d20 + 5 ⇒ (14) + 5 = 19 Hit
Longsword: 1d20 + 5 ⇒ (5) + 5 = 10
Longsword: 1d20 + 5 ⇒ (17) + 5 = 22 Hit
Longsword: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 Hit
Longsword: 1d20 + 5 ⇒ (19) + 5 = 24 Hit
Longsword: 1d20 + 5 ⇒ (10) + 5 = 15
Longsword: 1d20 + 5 ⇒ (13) + 5 = 18 Hit

Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Damage: 2d8 + 2 ⇒ (3, 5) + 2 = 10

Damage: 2d8 + 2 ⇒ (7, 5) + 2 = 14

Longsword: 1d20 + 5 ⇒ (5) + 5 = 10
Longsword: 1d20 + 5 ⇒ (3) + 5 = 8
Longsword: 1d20 + 5 ⇒ (20) + 5 = 25 Crit
Confirm: 1d20 + 5 ⇒ (11) + 5 = 16 Miss
Longsword: 1d20 + 5 ⇒ (11) + 5 = 16
Longsword: 1d20 + 5 ⇒ (18) + 5 = 23 Hit
Longsword: 1d20 + 5 ⇒ (4) + 5 = 9

Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Riders:

Longsword on Shinjuko (Prone): 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
Longsword: 1d20 + 4 ⇒ (1) + 4 = 5
Longsword on Corridan (Prone): 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20 Crit
Confirm: 1d20 + 4 ⇒ (4) + 4 = 8 Miss
Longsword: 1d20 + 4 ⇒ (8) + 4 = 12
Longsword: 1d20 + 4 ⇒ (9) + 4 = 13

Damage to Corridan: 1d8 + 4 ⇒ (2) + 4 = 6

Longbow on Iliante: 1d20 + 3 ⇒ (10) + 3 = 13
Longbow on Iliante: 1d20 + 3 ⇒ (8) + 3 = 11
Longbow on Iliante: 1d20 + 3 ⇒ (1) + 3 = 4
Longbow on Iliante: 1d20 + 3 ⇒ (10) + 3 = 13

Longsword: 1d20 + 4 ⇒ (8) + 4 = 12
Longsword: 1d20 + 4 ⇒ (20) + 4 = 24 Crit
Longsword: 1d20 + 4 ⇒ (15) + 4 = 19 Confirmed
Longsword: 1d20 + 4 ⇒ (4) + 4 = 8
Longsword: 1d20 + 4 ⇒ (18) + 4 = 22 Hit

Crit damage: 2d8 + 8 ⇒ (1, 8) + 8 = 17

Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Longbow on Penance: 1d20 + 3 ⇒ (18) + 3 = 21 Hit
Longbow on Penance: 1d20 + 3 ⇒ (18) + 3 = 21 Hit
Longbow on Penance: 1d20 + 3 ⇒ (12) + 3 = 15 Miss
Longbow on Penance: 1d20 + 3 ⇒ (8) + 3 = 11 Miss
Longbow: 1d20 + 3 ⇒ (12) + 3 = 15
Longbow: 1d20 + 3 ⇒ (4) + 3 = 7

Damage to Penance: 2d8 + 6 ⇒ (3, 7) + 6 = 16

Bite: 1d20 + 5 ⇒ (15) + 5 = 20
Bite: 1d20 + 5 ⇒ (4) + 5 = 9
Bite: 1d20 + 5 ⇒ (15) + 5 = 20

Damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11
Damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11

Damage to Corridan 6. Damage to Penance 16.

You guys are up for round 5!

Map


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

HP at start of round = -9/32
Penance has Orc Ferocity, so may act this round as though disabled. Per last round, he took a 5-foot step back and drew potion on last round, so starts turn with it in one hand.

Two arrows slam into Penance, puncturing his armor and adding to his already grievous injuries, and Penance staggers a step. For a moment, there's an odd lull of battle as the frightened mercenaries stare at their leader, and as the riders shoot glances to see if their enemy's going to drop.

Penance blinks slowly. The camp is spinning around him in sudden muffled silence, the fires a whirling blur reflected dully in the armor of his enemies. His own armor seems... really... heavy. Be easy to just... drop. Stop fighting.

One of the merc catches his eye. Georg One-tusk. Heh. He remembers Georg. Works hard. Respectful. He likes Georg. Georg is... shouting at him...

Noise rushes back in, almost overwhelming-- shrieks and screams and gunfire-- and Penance shakes his head. They're still in a battle. Get back into things. Maybe he's dead on his feet but he'll go out swinging.

"You think that's enough to kill me?" he shouts at the riders who put the arrows into him. The big half-orc laughs hoarsely, blood flecking from his lips. "Abadar won't let me die, yet! Got a gods-be-damned purpose!"

He staggers back another step from the lizard mount before him, and raises the hand holding the delicate glass vial he'd drawn a second before. He knocks the potion back, mouth tingling as the copper taste of his own blood is washed away by the healing energy.

5-ft step back, then drinks Cure Mod Potion: 2d8 + 3 ⇒ (4, 2) + 3 = 9 (....ha, well, I was hoping for better, but I'll take it.) Penance is now at 0 HP, and thus, continues to be disabled.

"Come on, men," Penance roars, shifting both hands back to his sword again and hefting it. "We're still standing!"

He's not actually sure he's up to the effort of swinging that blade, honestly, but... gotta make it look good for the troops. Heh. He really hopes they can hear him shouting over on the other side of the camp.

Abadar.... if you really do have a purpose for me... now would be... a great time... to make good on it... he thinks through the dizzy haze of blood loss and pain.

GM:
I'd like to cash in one of my Hero Points, if you'll allow it. One of the options is to regain the casting of a spell/special ability-- if permitted, I'd want to get back a single use of Lay on Hands, and have that be a little wave of divine energy that washes through him due to his desperate prayer, etc. Totally up to you if this is fair game. If so (and if it happens on this turn), then:

Lay on Hands: 2d6 ⇒ (4, 3) = 7

eta I was re-reading disabled, and technically, after he completes his standard action of drinking the potion, he takes 1 more point of damage, I... think. (His action did increase his HP, but not enough to put him into positives.) So, depending on whether or not the Lay on Hands is good, he's either at -1 or at +6 HP. If he's at -1, then yep, he falls unconscious. Clonk.

AC: 20 | HP: -1/32 (or 6/32 per note to GM)


Ah, forgot about that. Go ahead and kick ass then.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Devram sees several riders and mounts drop under the barrage of attack from his fellow agents. "Good! Drive them back! Nim, Telly, Penance may need help!" He steps around one of the armored riders and slashes at him with his Dueling Sword, cutting into him.

5 foot step to AM-1. Attack the armored guy.
Attack (Haste): 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Extra Attack (Haste): 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

AC 21, 20% miss chance


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

"Take one of the riders prisoner if you can."

He recast his spell, the last one he had memorized for the day. A pair of stars fall on to his enemies. As he moves westward.

Magic Missile vs Lizard 3 & 4: 1d4 + 1 ⇒ (2) + 1 = 31d4 + 1 ⇒ (3) + 1 = 4

Move to AM13. Feel free to reassign targets, miss my death watch glasses. : )


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Round 5

Iliante rolls on the ground and shoots an armored enemy between the eyes. He smiles at the perfection of the shot. He sits against the barricade and reloads.
_____________________________
Critical returns 1 Grit
move action to reload

ranged touch vs. guy #10: 1d20 + 10 + 1 + 1 ⇒ (20) + 10 + 1 + 1 = 32
damage to guy #10: 4d8 + 5 + 1 + 18 ⇒ (6, 8, 2, 4) + 5 + 1 + 18 = 44


You don't have to confirm the crit?


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Nah. It's too easy. Oops sorry. Got too excited.
confirm threat vs. guy #10: 1d20 + 10 + 1 + 1 ⇒ (19) + 10 + 1 + 1 = 31


Penance you can spend a hero point that way, sure.


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Penance’s mighty bellow as he’s about to go down grabs Telemakos’ attention. He turns his head, and sees, in the dim light of the fires, the paladin standing tall, a small group of mercenaries around him, against the waves of lizards and riders. “You can’t do anything for him” he thinks, trying to convince himself “he’s too far away”. A tingle in his neck reminds him of the quickening effect you know he’s really not. “Oh for Nethys’ sake!” he stands up from behind the tent and starts running, sand springing around as his feet quickly run towards the half-orc. “I’mcoming MasterPenance!” hastened by the spell, even his speech becomes blurry. He barely has time to turn his head and shout in Ignan to the elemental “Keepburning enemiesandlizards!”. The elemental is happy to oblige, and does so competently.

The gnome runs fast on the beach, and he gets as close as he can “This is new. Thisisnew. This is newohGods. Hopeit’sgoingtowork!” he extends his arm with a closed fist, then suddenly opens his hand. A large portion of beach disappears under the claws of the lizards facing Penance, and the beasts struggle to grab onto the borders. One is not so lucky, and falls down.
YES!” exclames Telemakos, galvanized by his spell “I mean yes, yesofcourse it worked. Iknewit… ehm… I knew it.

____________________

Ok, I calculated this and I should barely be able to pull it off.
Move action: AO7 to AO15
Standard action: create pit covering AM43, AM44, AN43, AN44. That is 135 feet away, barely into the 140 feet range of the spell. AL42, AL43, AL44, AL45, AN42, AN45, AM42, AM45, AO42, AO43, AO44, AO45 are considered slopes.

Lizard ref save: 1d20 + 4 ⇒ (8) + 4 = 12
Lizard ref save: 1d20 + 4 ⇒ (17) + 4 = 21
The riderless lizard falls down and gets 2d6 ⇒ (6, 3) = 9 damage. The other one is safe, but is still on a slope and if it doesn’t move next round has to save again.

The elemental will move to flank his opponent and attack
Acrobatics to avoid AoO: 1d20 + 5 ⇒ (8) + 5 = 13 damn
AOO Longsword: 1d20 + 4 ⇒ (5) + 4 = 9 whew!
elemental atk: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 231d4 + 2 ⇒ (2) + 2 = 4
armor guy Ref vs burn: 1d20 + 2 ⇒ (20) + 2 = 22


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

Has Devram's attack killed the prone armored guy at AN1 (at least I think that is the guy he attacked)? Or did he attack the mounted armored guy at the AM+AN squares?


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Devram attacked AN1. If he kills him, Corridan is free to move on and unleash the fury.


Yeah, Devram killed AN1.


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

With his previous foe dead, Corridan moves to flank the next closest opponent, ducking and weaving his way around him as best he can given his injured knee. As soon as he reaches his destination, he attempts a side kick aimed at the armored's figure's back, but the wound on his leg prevents him from maiking contact.

Round 5

Hit Points 18/29
Ki Pool 2/3
AC 18/T 18/FF 11, CMD 22
Fort +4/Ref +11/Will +4 (+6 vs. charm and compulsion)
Effects: Combat Expertise (-1 on attack rolls, +1 dodge bonus on AC), Haste (+1 on attack rolls, +1 dodge bonus on AC and Reflex, speed increased by 30 ft., extra attack when making a full attack action)

Move Action: Move to AQ-3.
Acrobatics: 1d20 + 13 ⇒ (7) + 13 = 20
Standard Action: Attack rider at AO+AP area from a flanking position.
Melee attack (unarmed strike): 1d20 + 6 + 2 + 1 - 1 ⇒ (9) + 6 + 2 + 1 - 1 = 17
Damage (bludgeoning): 1d6 + 2 ⇒ (3) + 2 = 5
Sneak attack: 1d6 ⇒ 4


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

Whirling around to avoid the death throes of the falling lizard, Shinjuko nimbly places herself at the strange rider's back. Her first strike lashes out quickly but is turned aside easily by the strange armor that encases her foe, glancing harmlessly off of its left pauldron. Even as the blow fails to visit injury, however, the amalgam of ancestors within her Noriki no meiyo trail an emanating flash of blue along a gap beneath the creature's left thigh. Recognizing and responding immediately, her sword thrusts forward a second time, drawing blood and trailing frozen vapors before whirling around in her hands to prepare for a followup attack.

Again, she offers direction to the two men standing across from her foe. "Excellent work! Put this beast down quickly so we can rout this paltry force."
______________________________

Round 4

Active Effects: Ancestral Boon (+1 weapon enhancement bonus; 4/10 Rounds) | cat's grace (+4 Dexterity; 3/40 Rounds) | icy assault (+1d6 cold damage; 2/4 rounds)

HP: 32/35 | AC 20 | Init +6 | Reflex Save +7 | CMD 22 | +3 Attack/Damage
 
 
Shinjuko is stepping behind the armored bugger and attacking twice via Spell Combat/Spellstrike. Casting arcane mark to deliver the Spellstrike.

5-Ft-Step: To AS -3 (now Flanking)

Cast Defensively (arcane mark): 1d20 + 8 ⇒ (16) + 8 = 24 (Success)
Normal Attack vs. AS-2: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 (Miss)
>Damage: 1d6 + 9 ⇒ (4) + 9 = 13
>>Cold Damage: 1d6 ⇒ 1
Spellstrike: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 (Hit)
>Damage: 1d6 + 9 ⇒ (2) + 9 = 11
>>Cold Damage: 1d6 ⇒ 1

Total Damage: 11 Physical; 1 Cold


Round 5

Two arrows slam into Penance, puncturing his armor and adding to his already grievous injuries, and Penance staggers a step. For a moment, there's an odd lull of battle as the frightened mercenaries stare at their leader, and as the riders shoot glances to see if their enemy's going to drop.

Penance blinks slowly. The camp is spinning around him in sudden muffled silence, the fires a whirling blur reflected dully in the armor of his enemies. His own armor seems... really... heavy. Be easy to just... drop. Stop fighting.

One of the mercs catches his eye. Georg One-tusk. Heh. He remembers Georg. Works hard. Respectful. He likes Georg. Georg is... shouting at him...

Noise rushes back in, almost overwhelming-- shrieks and screams and gunfire-- and Penance shakes his head. They're still in a battle. Get back into things. Maybe he's dead on his feet but he'll go out swinging.

"You think that's enough to kill me?" he shouts at the riders who put the arrows into him. The big half-orc laughs hoarsely, blood flecking from his lips. "Abadar won't let me die, yet! Got a gods-be-damned purpose!"

He staggers back another step from the lizard mount before him, and raises the hand holding the delicate glass vial he'd drawn a second before. He knocks the potion back, mouth tingling as the copper taste of his own blood is washed away by the healing energy.

"Come on, men," Penance roars, shifting both hands back to his sword again and hefting it. "We're still standing!"

He's not actually sure he's up to the effort of swinging that blade, honestly, but... gotta make it look good for the troops. Heh. He really hopes they can hear him shouting over on the other side of the camp.

Abadar.... if you really do have a purpose for me... now would be... a great time... to make good on it... he thinks through the dizzy haze of blood loss and pain. He touches himself, and from somewhere outside his body comes a jolt of power. Abadar must be listening.

Devram sees several riders and mounts drop under the barrage of attack from his fellow agents. "Good! Drive them back! Nim, Telly, Penance may need help!" He steps around one of the armored riders and slashes at him with his Dueling Sword, cutting through his spine and killing him.

"Take one of the riders prisoner if you can," Emerion says. He recasts his spell, the last copy of it he had memorized for the day. A pair of gleaming force stars fall from above onto the prone rider facing off with the elemental. Emerion begins to move towards the eastern side of the camp to check on Penance.

Iliante rolls on the ground and shoots one of the lizard mounts between the eyes. The lizard crumples immediately, flinging its rider off. He smiles at the perfection of the shot. He sits against the barricade and reloads.

Penance’s mighty bellow as he’s about to go down grabs Telemakos’ attention. He turns his head, and sees, in the dim light of the fires, the paladin standing tall, a small group of mercenaries around him, against the waves of lizards and riders. You can’t do anything for him, he thinks, trying to convince himself “he’s too far away”. A tingle in his neck reminds him of the quickening effect. You know he’s really not. “Oh for Nethys’ sake!” he stands up from behind the tent and starts running, sand splashing around as his feet quickly run towards the half-orc. “I’mcoming MasterPenance!” hastened by the spell, even his speech becomes blurry. He barely has time to turn his head and shout in Ignan to the elemental “Keepburning enemiesandlizards!” The elemental is happy to oblige, and does so competently.

The gnome runs fast on the beach, and he gets as close as he can “This is new. Thisisnew. This is newohGods. Hopeit’sgoingtowork!” he extends his arm with a closed fist, then suddenly opens his hand. A large portion of beach disappears under the claws of the lizards facing Penance, and the beasts struggle to grab onto the borders. One is not so lucky, and falls down.
“YES!” exclames Telemakos, galvanized by his spell “I mean yes, yesofcourse it worked. Iknewit… ehm… I knew it.”

With his previous foe dead, Corridan moves to flank the next closest opponent, ducking and weaving his way around him as best he can given his injured knee. As soon as he reaches his destination, he attempts a side kick aimed at the armored's figure's back. He hits the rider, but his kick does little against its heavy armor.

Whirling around to avoid the death throes of the falling lizard, Shinjuko nimbly places herself at the strange rider's back. Her first strike lashes out quickly but is turned aside easily by the strange armor that encases her foe, glancing harmlessly off of its left pauldron. Even as the blow fails to visit injury, however, the amalgam of ancestors within her Noriki no meiyo trail an emanating flash of blue along a gap beneath the creature's left thigh. Recognizing and responding immediately, her sword thrusts forward a second time, drawing blood and trailing frozen vapors before whirling around in her hands to prepare for a followup attack. The rider reels under the attack, badly wounded.

Again, she offers direction to the two men standing across from her foe. "Excellent work! Put this beast down quickly so we can rout this paltry force."

The mercenaries rally strongly under the leadership of the Agents, striking down foes left and right. Those near to Penance fight like demons, killing or badly wounding several of the riders and lizards attacking their struggling battle line. The human mercenaries who exited the tent moments earlier run to the edge of the firelight. "Bring 'em back into the light, we can't see!"

All but two of the assailants on the western side of the camp break off their attack. They wheel their mounts about and spur them towards the tree line with as much speed as they can muster over the broken ground. The two who are already in melee roar wordlessly, throwing themselves at the guards and agents to cover their escaping comrades. Their blades meet only armor and shield, but the last remaining riding lizard tears the head off another of the mercenaries.

On the eastern side of the camp the battle is less of a rout and more of a titanic struggle for survival. The melee range riders ignore Penance, and continue their butchery of the guards. All but two guards fall in melee. The other two become the targets of a half dozen arrows, but their shield and armor protect them.

___________________________________________________________________

Penance - Assuming you spent the hero point for the LoH.

Iliante - Moved your target. No need to waste a crit on someone who's about to get pounded into pulp.

Guards (holy sweet Jesus they got lucky!):

Longsword: 1d20 + 5 ⇒ (20) + 5 = 25Crit
Confirm: 1d20 + 5 ⇒ (20) + 5 = 25Confirmed
Longsword: 1d20 + 5 ⇒ (9) + 5 = 14
Longsword: 1d20 + 5 ⇒ (18) + 5 = 23 Hit
Longsword: 1d20 + 5 ⇒ (20) + 5 = 25Crit!
Confirm: 1d20 + 5 ⇒ (9) + 5 = 14 Miss
Longsword: 1d20 + 5 ⇒ (17) + 5 = 22 Hit
Longsword: 1d20 + 5 ⇒ (18) + 5 = 23 Hit
Longsword: 1d20 + 5 ⇒ (14) + 5 = 19
Longsword: 1d20 + 5 ⇒ (20) + 5 = 25 Crit!!
Confirm: 1d20 + 5 ⇒ (20) + 5 = 25 Confirmed
Longsword: 1d20 + 5 ⇒ (20) + 5 = 25 Crt!!!
Confirm: 1d20 + 5 ⇒ (17) + 5 = 22 Confirmed
Longsword: 1d20 + 5 ⇒ (20) + 5 = 25 Crit!!!!
Confirm: 1d20 + 5 ⇒ (19) + 5 = 24 CONFIRMED!!!!
Longsword: 1d20 + 5 ⇒ (7) + 5 = 12

Crit 1 dmg: 2d8 + 2 ⇒ (8, 3) + 2 = 13

dmg: 2d8 + 2 ⇒ (4, 1) + 2 = 7

Crit 2 dmg: 2d8 + 2 ⇒ (6, 2) + 2 = 10
Crit 3 dmg: 2d8 + 2 ⇒ (7, 6) + 2 = 15

Crit 4 dmg: 2d8 + 2 ⇒ (5, 3) + 2 = 10

Riders:

longsword: 1d20 + 4 ⇒ (9) + 4 = 13
longsword: 1d20 + 4 ⇒ (8) + 4 = 12

bite: 1d20 + 5 ⇒ (19) + 5 = 24 Hit

Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18

longsword: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
longsword: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
longsword: 1d20 + 4 ⇒ (16) + 4 = 20 Hit
longsword: 1d20 + 4 ⇒ (16) + 4 = 20 Hit

Damage: 2d8 + 8 ⇒ (1, 5) + 8 = 14

Longbow: 1d20 + 3 ⇒ (7) + 3 = 10
Longbow: 1d20 + 3 ⇒ (8) + 3 = 11
Longbow: 1d20 + 3 ⇒ (12) + 3 = 15
Longbow: 1d20 + 3 ⇒ (9) + 3 = 12
Longbow: 1d20 + 3 ⇒ (6) + 3 = 9
Longbow: 1d20 + 3 ⇒ (2) + 3 = 5

Map

Alright, Round 6, Go!


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Psst, Jelani. That link doesn't work.


Meh. Try it now.


Male Undine Gunfighter | HP 82/82 | Insanity 8 | Revolver 6/6 | Grit 3/3
Stats:
AC 20/16/14 | Fort +10 Ref +11 Will +5 | Init. +7 | Perception +14 (+1 vs suprises), 60-ft. Darkvision, 30-ft Water Sense | CM +5/20

Round 6

Iliante watches with a satisfying grin when the enemies turn tail and flee. Drop the captain, and they run. Although he can't see beyond his darkvision, he hears his comrades on this side holding firm. Penance sounds like he is alone, the fool. And the gnome is rushing to his aid. He unconsciously weighs his revolver in his hand with the comfortable heft that assures it's fully loaded. Let's go save the day.

He pops back up to a standing position in the sand and runs beside the barricade. The accelerating magic pushes him along like a strong tailwind. When he nears the other side, he slides prone into the sand looking for targets. Seeing the targets overwhelming this side, he sighs and starts picking targets.
___________________________________
move action to stand up
move action to run to either AI 39 or 40, whichever gives him the most cover bonus and prevents melee attacks
free action to drop prone
AC -5 run +1 Haste +4 prone +2 cover = +2


Telemakos:
AC 18, T 13, FF 16; Fort +5, Ref +9, Will +8; Init +2; Perc +6; low-light vision
Arasmes:
AC 18, T 12, FF 16; Fort +6, Ref +4, Will +5; Init +2; Perc +7; darkvision 60 feet

Looking behind himself Telemakos sees, in the dim light provided by his elemental, the camp almost cleared of enemies. The Agents are closing in to take down the last threats. “That’s wonderful! GoodjobAgents! Goodjobmen!”. His arsenal is running low however, and he needs to get closer to be of help. Running on his magically quickened but still quite short legs, he darts in the sand, ending his sprint behind the corner of a tent – hopefully drawing less attention from archers.

________________________

Full-round action: run to AL34. AC is now 21 (18-2 dex+1 haste+4 shield)
Elemental will charge the unmounted armor guy in N-1 (unless the ditch prevents that, then it will just move around positioning itself for a standard attack)

elemental atk: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 meh, it misses anyway.


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Yep, spent the Hero Point. 6/32.

"Holy..." Penance mutters as some of his wounds heal, and the second later, the ground literally opens in front of him and swallows a rider. Okay, Abadar was listening. (He'll realize later it was Telemakos, not Abadar-- blame the blood loss.)

For a moment, the men (his men) seem to catch their second wind-- they fight as if possessed, and Penance can't help a bloody grin. "That's right! Show these sons of--"

But the enemy riders drop guard after guard, felling the ones that just fought so fiercely, and again Penance is seized with a protective sort of fury. It isn't right. It isn't right the people following his orders should get cut down like that. Godsdammit.

With new life trickling through his veins, Penance wades forward again, teeth bared, sword raised. He holds the pitiful remnants of a "line" with the last two guards, standing between them. One of them is Georg One-Tusk.

"Hey look, Georg," he pants, still quite a lot of blood on his mouth. "We got a nice big grave-pit in the ground to toss these bastards into."

Move: S, S, SE, SE.
Swinging at Rider #12: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 2d6 + 6 ⇒ (3, 3) + 6 = 12

Sadly, his injuries are taking their toll-- Penance just misses the rider, by a hair.


The ditch is difficult terrain, and thus prevents 5' stepping and or charging, yes. As well as each swuare costing two for movement purposes. Without the ditch they would have all just rode straight past you and started breaking stuff.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Devram hears several of the others take off to the eastern side of the camp. Good, we'll have this side done in moments.

"They're routing! Press forward!"

The Aldori steps up beside the fire elemental, thankful for the glow it gives off. He steps down into the trench, trying to keep his footing light like his uncle taught him all those long years ago.

"Drop your weapon and surrender, you dog! Or I'll split you open and water the ground with you blood!" He yells into the face of the armored soldier. He didn't even know if the man understood him. At the same time, he drives his blade at the lizard mount.

Move to AM-1. Not a 5 foot step. Attack Lizard
Attack (SS): 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


Stats:
51/51 HP | AC 18; touch 17; flat-footed 11 | F: +7; R: +5; W: +6 | Init: +4 | Perception: +11

Shinjuko surges around Corridan to lend her assault to the nearly surrounded lizard and rider nearby. Fighting barefoot in the sand is not a handicap she is comfortable with, however. Her movements are somewhat hampered by the terrain, and the stroke misses the lizard by mere inches, though she is successful in surrounding the beast successfully.

______________________________

Round 5

Active Effects: Ancestral Boon (+1 weapon enhancement bonus; 5/10 Rounds) | cat's grace (+4 Dexterity; 4/40 Rounds) | icy assault (+1d6 cold damage; 3/4 rounds)

HP: 32/35 | AC 20 | Init +6 | Reflex Save +7 | CMD 22 | +3 Attack/Damage
 
 

Move Action: to AN -3.
Standard Action: Attack the lizard.
Attack: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 (miss)
>Damage: 1d6 + 7 ⇒ (6) + 7 = 13
>>Cold Damage: 1d6 ⇒ 5


Male Aasimar Void Elementalist 9
Stats:
HP 62/62 l AC 15/13/12 l Fort +6, Ref +7, Will +9 l Init +4 l Perception +2

Emerion keeps moving towards the other side of the camp.

Double move to AM 25 I believe.


Male Half-Elf Tailor; AC 14, touch 14, flat-footed 10, CMD 18; HP 10/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

Taking a single step to better position himself, Corridan once again unleashes a flurry of strikes, his target the armored lizard in an attempt to deprive the rider from its mount.

Round 6

Hit Points 18/29
Ki Pool 2/3
AC 18/T 18/FF 11, CMD 22
Fort +4/Ref +11/Will +4 (+6 vs. charm and compulsion)
Effects: Combat Expertise (-1 on attack rolls, +1 dodge bonus on AC), Haste (+1 on attack rolls, +1 dodge bonus on AC and Reflex, speed increased by 30 ft., extra attack when making a full attack action)

No Action: Take a 5-foot step to AP-3.
Full Attack Action: Attack the adjacent armored lizard from a flanking position (Flurry of blows, haste, Combat Expertise).
Flurry of blows (unarmed strike): 1d20 + 5 + 2 + 1 - 1 ⇒ (3) + 5 + 2 + 1 - 1 = 10
Damage (bludgeoning): 1d6 + 2 ⇒ (5) + 2 = 7
Sneak attack: 1d6 ⇒ 1

Flurry of blows (unarmed strike): 1d20 + 5 + 2 + 1 - 1 ⇒ (15) + 5 + 2 + 1 - 1 = 22
Damage (bludgeoning): 1d6 + 2 ⇒ (3) + 2 = 5
Sneak attack: 1d6 ⇒ 1

Flurry of blows (unarmed strike): 1d20 + 5 + 2 + 1 - 1 ⇒ (9) + 5 + 2 + 1 - 1 = 16
Damage (bludgeoning): 1d6 + 2 ⇒ (2) + 2 = 4
Sneak attack: 1d6 ⇒ 4


On vacation, update when I get home in a couple days.


Round 6

Iliante watches with a satisfying grin when the enemies turn tail and flee. Drop the captain, and they run. Although he can't see beyond his darkvision, he hears his comrades on this side holding firm. Penance sounds like he is alone, the fool. And the gnome is rushing to his aid. He unconsciously weighs his revolver in his hand with the comfortable heft that assures it's fully loaded. Let's go save the day.

He pops back up to a standing position in the sand and runs beside the barricade. The accelerating magic pushes him along like a strong tailwind. When he nears the other side, he slides prone into the sand looking for targets. Seeing the targets overwhelming this side, he sighs and starts picking targets.

Looking behind himself Telemakos sees, in the dim light provided by his elemental, the camp almost cleared of enemies. The Agents are closing in to take down the last threats. “That’s wonderful! GoodjobAgents! Goodjobmen!” His arsenal is running low however, and he needs to get closer to be of help. Running on his magically quickened but still quite short legs, he darts in the sand, ending his sprint behind the corner of a tent – hopefully drawing less attention from archers.

"Holy..." Penance mutters as some of his wounds heal, and the second later, the ground literally opens in front of him and swallows a rider. Okay, Abadar was listening. For a moment, the men (his men) seem to catch their second wind-- they fight as if possessed, and Penance can't help a bloody grin. "That's right! Show these sons of--"

But the enemy riders drop guard after guard, felling the ones that just fought so fiercely, and again Penance is seized with a protective sort of fury. It isn't right. It isn't right the people following his orders should get cut down like that. Godsdammit.

With new life trickling through his veins, Penance wades forward again, teeth bared, sword raised. He holds the pitiful remnants of a "line" with the last two guards, standing between them. One of them is Georg One-Tusk.

"Hey look, Georg," he pants, still quite a lot of blood on his mouth. "We got a nice big grave-pit in the ground to toss these bastards into."

Devram hears several of the others take off to the eastern side of the camp. Good, we'll have this side done in moments.

"They're routing! Press forward!" The Aldori steps up beside the fire elemental, thankful for the glow it gives off. He steps down into the trench, trying to keep his footing light like his uncle taught him all those long years ago. "Drop your weapon and surrender, you dog! Or I'll split you open and water the ground with you blood!" He yells into the face of the armored soldier. He didn't even know if the man understood him. At the same time, he drives his blade into the man's gut.

Shinjuko surges around Corridan to lend her assault to the nearly surrounded lizard and rider nearby. Fighting barefoot in the sand is not a handicap she is comfortable with, however. Her movements are somewhat hampered by the terrain, and the stroke misses the lizard by mere inches, though she is successful in surrounding the beast.

Emerion keeps moving towards the other side of the camp.

Taking a single step to better position himself, Corridan once again unleashes a flurry of strikes, his target the armored lizard in an attempt to deprive the rider of its mount. He breaks one of the mount's legs, but it doesn't go down.

The guards on the western side of the camp move to surround the remaining two combatants, attacking them with their swords. They cut down the lizard and rider, leaving only one attack surrounded on the western edge of camp. He shows no signs of surrendering or retreating.

On Penance's side of the camp Georg takes a swing at the soldier he's flanking with Penance, but the blow bounces off its armor. The other mercenary steps back from the lizards towards the human reinforcements waiting in the firelight.

The riders on the west side of the camp finish their retreat, disappearing into the jungle. The last dismounted one takes a feeble swipe at Devram, who easily parries the blow with his dueling blade. On the eastern side of the camp, the archers see resistance amassing and ride around towards the southern side of the camp, looking for easier targets. Penance watches in horror as a longsword erupts from Georg's chest and then one of the lizard mounts bites his legs off at the waist. Georg's eyes go wide for a instant before he gives Penance one last grin. The lizard in the pit climbs agilely up the side and pokes his head to see what's going on.
______________

Penance - Changed your move so you wouldn't provoke an AOO from that #7. I'm guessing you didn't see him there.

Devram - There is no lizard there, moved your attack to dude 14.

Guards:

Longsword: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 crit
Confirm: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 confirmed
Longsword: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Longsword: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 crit
confirm: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 miss
Longsword: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 Hit
Longsword: 1d20 + 5 ⇒ (11) + 5 = 16

Damage: 2d8 + 2 ⇒ (7, 5) + 2 = 14

Damage: 2d8 + 2 ⇒ (2, 7) + 2 = 11

Longsword: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

Riders:

Longsword: 1d20 + 4 ⇒ (11) + 4 = 15
Longsword: 1d20 + 4 ⇒ (16) + 4 = 20 hit
Longsword: 1d20 + 4 ⇒ (2) + 4 = 6
Bite: 1d20 + 5 ⇒ (3) + 5 = 8
Bite: 1d20 + 5 ⇒ (13) + 5 = 18 hit

Damage: 1d8 + 4 + 2d6 + 7 ⇒ (3) + 4 + (2, 2) + 7 = 18

Longsword: 1d20 + 4 ⇒ (6) + 4 = 10

Round 7, your turn.

Map


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

Devram gets an AOO against the rider (was it #14?) who tries to attack him via Snake Fang. He'll burn an immediate action to take a second attack if the first one hits.

Snake Style AOO: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Snake Style AOO: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

And nevermind. Doesn't hit.


Don't forget to take your action this round!


M Half-Orc Paladin 9 | HP 59/69 | AC 20(23)/T11(14)/FF19(22) | F+10/R+7/W+10 | CMD 27 (30) | Per +7 | Init +1

Georg! Noooooooo! *shakes fist at the heavens*
And yeah, didn't see the AoO. Thanks.

"No--" Penance says, dumbly, as Georg is brutally dropped right before him. No. Dammit, no--

He has nothing left for Georg-- no last bit of grace from Abadar, no chance to intervene and change fate. He'd gone and used it all on himself, and he doubts Abadar will answer him twice.

Taldane doesn't suit his mood now, thanks. Penance snarls vile curses in the tongue of the orcs as he tries to bring his sword down with brutal force on the enemy that just ran his soldier through.

(In Orc (Orcish? Orcese?))"Motherless whore-hopping pig-born jackal-loving pile of s%$&!"

Power attack vs whichever of the two enemies in front of him stabbed Georg (assuming those two were involved): 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
PA Damage: 2d6 + 12 ⇒ (2, 2) + 12 = 16

His greatsword slams solidly into the armored humanoid's body, sending a spurt of blood out to drench the sands.


Male Human Bloodrager (Aberrant) 1 [HP 13/13 | AC 18/13/15 | F+5 R+3 W+0 | Init +3 Percep +4 SM +5]

"Drop the sword and surrender!" Devram yells at the remaining rider. "You're surrounded and alone." He motions to the Aspis members surrounding the man and points with his sword at the man's sword. Even if he didn't speak the same language, Devram hopes the intent was clear.

Intimidate: 1d20 + 8 ⇒ (2) + 8 = 10

*sigh*


"讓一萬匹馬的蝨子居住你媽的屄!" the rider shouts into Devram's face.

Tien and DC 14 linguistics or Int check:
He is speaking an extremely archaic form of the Tien language. Something like "May the fleas of ten thousand horses inhabit your mother's c*+!!"

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