Justice League of Golarion

Game Master Nidoran Duran


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Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

Black Orchid starts moving left, around the room. And, whispered, "Is everyone alright ambushing these guys? I'll leave the decision/signaling to someone with more tactical experience."

As the least stealthy of the group, this might actually set them off, but maybe being able to hover slightly off the ground gives a bonus to this? Or not...

Stealth: 1d20 + 8 ⇒ (4) + 8 = 12


"What are we waiting for?'

"Boss has got a lot of killing to do, and it's hard when some of them keeping wakin' up before they're supposed to."

"They promised that spell was going to last."

"I'm getting antsy."

"If you want to go help kill a bunch of powerful wizards instead of lootin', be my guest."

The three don't even bother looking around, just watching the four already at work as they tear things apart, making such a ruckus that your footfalls don't even register to them.


Selina would have taken her armor and weapons out of her haversack and donned them before continuing into the Lodge.


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

After hearing the goons speak Daredevil nods toward Orchid. Selina is a scrapper, the quite one has the moves for an acrobat too. Storm I think is some sort of caster. Longshot has enough daggers on that bandoleer that he has to be a thrower.

Daredevil nods to Selina who he knows can be stealthy and to the mute teen who he figures can also.

stealth: 1d20 + 12 ⇒ (4) + 12 = 16

Daredevil makes his way quietly keeping to what shadows are there and heads in for the ambush.

Assuming there is a surprise round for those that are stealthy. Also is it safe to assume the room is less than 30 feet square?

Daredevil activates the meteor hammer button on his club in preparation. Daredevil moves into the room quietly he waits for those who are stealthily entering as well. He nods toward the enemy furthest into the room.

Meteor Hammer Attack: 1d20 + 13 - 3 ⇒ (13) + 13 - 3 = 23 (-3 from Power Attack)
Meteor Hammer Damage: 1d8 + 2d6 + 4 + 6 ⇒ (8) + (2, 4) + 4 + 6 = 24 (+6 from Power Attack, x1.5 STR from Dragon Style, & sneak attack assuming he is flatfooted.)

If I or someone else blows stealth. Same action but if they are not flat footed it won't be a sneak attack.

Initiative: 1d20 + 4 ⇒ (13) + 4 = 17

Edit: I forgot non-lethal damage no penalty thanks to Bludgeoner feat.


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

Ah, forgot that you can charge on the surprise round as long as you only move your standard speed.

In that case, Black Orchid will wait until everyone is ready to coordinate their surprise attack, then spend the surprise round charging the goon she is closest to, which will also be a sneak attack under the same circumstances.

Flying elbow to the sternum: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 1d10 + 1d6 + 8 ⇒ (1) + (6) + 8 = 15 +1 point of strength damage

Nonlethal damage, of course

Initiative: 1d20 + 3 ⇒ (12) + 3 = 15


Map Female Human
Vitals:
(HP 106/106 | Current AC 32 T 26 FF 21 CMD 26 [Normal: AC 24 T 22 FF 15 CMD 24] | Curren: Fort 11 Ref 16 Will 12 [Normal: Fort 9 Ref 12 Will 8] | Init +6 | Percept 13 (16 vs traps))
Monk (Martial Artist) 8 || Slayer 7/Serene Barbarian 1
Remaining:
Serenity: 5/7

After reaching her position on the other side of the enemies, she takes a moment to position herself, her body taking on a serpentine-like appearance. Waiting for everybody to likewise move into position, he studies her target, looking for possible weaknesses.

Snake style stance, make nearest goon favored enemy. If we can't do multiple things before combat starts, then just the favored enemy part.

When the signal is given to attack, she charges towards her foe, aiming a flying kick to his head.

PS = Piranha Strike = finesse version of power attack
To Hit (with PS): 1d20 + 15 + 2 + 2 - 3 ⇒ (13) + 15 + 2 + 2 - 3 = 29 +2 charge, +2 favored enemy, -3 PS
Damage (nonlethal): 2d6 + 8 + 6 + 2 + 2d6 ⇒ (3, 4) + 8 + 6 + 2 + (1, 1) = 25 +6 PS, +2 FE, +2d6 sneak attack

Init: 1d20 + 6 ⇒ (5) + 6 = 11

AC 26 until next round

Oh, also, knowledge check for defensive info
Know (local): 1d20 + 12 ⇒ (2) + 12 = 14
And unless they're CR4, I learn nothing about them.


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

Oh, right, and I'm at AC 23 from charging with mage armor


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

My temporary AC is 28. Thank you Storm.


Male Human Gunslinger (Mysterious Stranger) 8 | Bard 8
Spoiler:
HP 88/88 | DR 5/cold iron | AC 21, T 15, FF 16 | Fort 7 Ref 10 Will 10 | Init 3 (5 if at least one grit in pool) | Perception 11

I might be a bit late here, but I'd like to make a Knowledge (Local) check to see if I recognize these guys or their outfits. Assuming I use Lore Master to take 10, then add my Knowledge (Local) plus bonus from Bardic Knowledge, I should get 10 + 13 + 4 = 27 for the skill check.

As I currently possess grit points, my Gunslinger's Initiative deed grants me +2 Init.

Initiative: 1d20 + 5 ⇒ (4) + 5 = 9

I suppose I'll use the surprise round to commence my bardic performance (as a move action). Then, I'll shoot at the nearest guy:

First Shot: 1d20 + 8 ⇒ (18) + 8 = 26
First Shot Damage: 1d8 ⇒ 4

Second Shot: 1d20 + 3 ⇒ (17) + 3 = 20
Second Shot Damage: 1d8 ⇒ 2

I might be forgetting some secondary modifiers to the weapon damage, but I'm in a rush.


Surprise round is only a move or standard action. So, it's either fire or sing. Once we have Selina's post we'll start combat

Fantomex is able to recognize the outfits as belonging to the Schultz Mercenary Company, a fairly amoral group that takes a lot of illicit jobs; knocking over vaults, bodyguards for unsavoury folks, and the occasional village raid. A thoroughly nasty lot.

Really lame named group, or subtle hint as to who's running it?


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

Fantomex are following us stealthily yourself or have elected to come along openly? Earlier you said you were going to watch from "here" which was outside the complex. Honestly it won't matter much to me I was changing my outfit when you made the comment.


Male Magically Enhanced Halfling Gestalt Superhero: 8
Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

They work for Snoopy?!?!? ;)

As the others attack, Longshot (thanks to Swashbuckler's Initiative... Or Quick Draw...) pulls a knife from his bandolier and throws it at one of the larger-looking goons.

Modifiers:

Attack: -3 Deadly Aim, +1 Point Blank Shot
Damage: +6 Deadly Aim, +1 Point Blank Shot, +8 Precise Strike, +2d8 Sneak

Thrown Knife: 1d20 + 15 - 3 + 1 ⇒ (12) + 15 - 3 + 1 = 25 for 1d4 + 5 + 6 + 1 + 8 + 2d8 ⇒ (3) + 5 + 6 + 1 + 8 + (5, 3) = 31

Oh right! Init!

Initiative: 1d20 + 7 ⇒ (14) + 7 = 21


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Storm's eyes begin to softly glow as she murmurs and gestures with her hands and magic rod to focus her power.
There is no obvious effect, but the sensitive members of the team feel the hair on their body stand up as the electrical potential shifts around them. A faint tickle on their arms and necks betrays her power and perhaps the slightest scent of ozone.

Storm's surprise round is the start of the 1 round action of casting maximized call lightning. I assume I don't get to call a bolt until next round because we only have a standard action in a surprise round.

Initiative: 1d20 + 7 ⇒ (3) + 7 = 10


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

Assuming Longshot beat them for initiative, that's a full round of throwing knife sneak attacks, which is pretty hard to pull off... nice!


Enemy Initiative Batch 1: 1d20 + 4 ⇒ (19) + 4 = 23
Enemy Initiative Bathc 2: 1d20 + 1 ⇒ (8) + 1 = 9

Somehow forgot about Storm and Longshot because a seven player party is going to take some time for me to get used to tracking. Still waiting on Selina, though. I'll resolve the combat round once she's posted.

Which makes the resulting order so far:

Enemy Rogues - 23
Longshot - 21
Daredevil - 17
Orchid - 15
Batgirl - 11
Storm - 10
Enemy Sorcerors - 9
Fantomex - 9


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

did we in fact get the surprise round?


You did. Like I said, waiting for everyone to post before I write everything up, so all the details are in one concrete place.


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

I figured I just wanted to confirm.


For convenience's sake, can everyone format their race field similar to Storm, Flora, Fantomex, and Batgirl? It saves me a lot of tab management in having to check for peoples' stats when writing combat.

Selina's Initative: 1d20 + 13 ⇒ (1) + 13 = 14

Enemy Rogues - 23
Longshot - 21
Daredevil - 17
Orchid - 15
Catwoman - 14
Batgirl - 11
Storm - 10
Enemy Sorcerors - 9
Fantomex - 9

Daredevil's meteor hammer strikes one of the distant looters busy knocking over cabinets and pulling through them with the sort of aimless chaos of someone just looking for something pretty to steal. Flora rushes for one of the three gathered looters, driving her elbow hard into its side and making it howl in pain. It's swiftly followed up by Batgirl's swift strike to another of them. Fantomex's will be resolved once he says whether he was shooting or performing. Longshot's knife sinks into the back of one of the other distant goons, who yells in pain.

By this point, they all turn their masked faces to greet you. The four distant mercenaries draw their rapiers. Though scattered throughout the room they move with precision, swiftly moving up to flank Longshot and Storm, who they perceive as the easier threats.

Attack on Longshot 1: 1d20 + 10 ⇒ (12) + 10 = 22
Attack on Longshot 2: 1d20 + 12 ⇒ (11) + 12 = 23

Attack on Storm 1: 1d20 + 10 ⇒ (5) + 10 = 15
Attack on Storm 1: 1d20 + 12 ⇒ (9) + 12 = 21

The stabs miss Longshot, and while Storm is able to avoid the first, the second strikes true, stabbing her in the side.

Damage: 1d6 + 4d6 + 3 ⇒ (6) + (3, 5, 2, 1) + 3 = 20

Everyone but Fantomex is now up, turn-wise.


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

Okay, so my action will be pretty much the same regardless. I also forgot to say that I was entering Panther Style before combat started, but I'll assume I had time, since we ambushed them.

"I hope you lot know how to fight..."

Flora takes a second—and just a second—to shift energy to her fists, and then begins to charge past the enemies, arms up to block attacks, as she moves. Got enough movement speed to weave through each guy's reach, I believe. And since I can fly, I'm assuming there's some path past these guys if they're physically blocking.

Modifiers:

Panther Claw (6 retaliatory strikes)
Mage Armor (+4 AC)
Combat Expertise, Focused Defense (-3 to Hit, +9 AC)
Biofeedback (DR 3/-)
Grip of Iron 1 (+4 Grapple)

Current AC is 34.

This movement should provoke attacks of opportunity from everyone. After those attacks resolve, Black Orchid makes a retaliatory disarm against each one. As a greater disarm, this will send each weapon she disarms flying 15 feet in a random direction.

I get 6 of these retaliatory strikes, which will be against the four rogues (unless one of them drops) and then two of the sorcerers.

Disarm 1: 1d20 + 16 ⇒ (15) + 16 = 31
Disarm 2: 1d20 + 16 ⇒ (13) + 16 = 29
Disarm 3: 1d20 + 16 ⇒ (18) + 16 = 34
Disarm 4: 1d20 + 16 ⇒ (20) + 16 = 36
Disarm 5: 1d20 + 16 ⇒ (4) + 16 = 20
Disarm 6: 1d20 + 16 ⇒ (14) + 16 = 30

Random disarm directions, if it's important: 1=N, 2=NE, 3=E, 4=SE, 5=S, 6=SW, 7=W, 8=NW

Direction 1: 1d8 ⇒ 2
Direction 2: 1d8 ⇒ 8
Direction 3: 1d8 ⇒ 1
Direction 4: 1d8 ⇒ 4
Direction 5: 1d8 ⇒ 2
Direction 6: 1d8 ⇒ 2

Finally, Black Orchid uses her standard action to grab one of the sorcerers with an improved grapple.

Grapple: 1d20 + 13 ⇒ (8) + 13 = 21

CMD to break grapple is 27, concentration DC is 26+spell level


Map Female Human
Vitals:
(HP 106/106 | Current AC 32 T 26 FF 21 CMD 26 [Normal: AC 24 T 22 FF 15 CMD 24] | Curren: Fort 11 Ref 16 Will 12 [Normal: Fort 9 Ref 12 Will 8] | Init +6 | Percept 13 (16 vs traps))
Monk (Martial Artist) 8 || Slayer 7/Serene Barbarian 1
Remaining:
Serenity: 5/7

Cassandra focuses briefly on the thug attacking Storm before unleashing her martial arts prowess on the one next to her. She performs a roundhouse kick followed by a jab, uppercut, and a knee to the gut.

Swift action to make the goon next to Storm a favored enemy, and then flurry piranha against the one I'm next to. Not sure if he's a rogue or a sorcerer/if the person is still flatfooted. If so, there's an extra 2d6 damage on all attacks.

Flurry 1: 1d20 + 13 + 2 - 3 ⇒ (4) + 13 + 2 - 3 = 16
Damage 1: 2d6 + 8 + 6 + 2 ⇒ (2, 6) + 8 + 6 + 2 = 24

Flurry 2: 1d20 + 13 + 2 - 3 ⇒ (8) + 13 + 2 - 3 = 20
Damage 2: 2d6 + 8 + 6 + 2 ⇒ (6, 5) + 8 + 6 + 2 = 27

Flurry 3: 1d20 + 8 + 2 - 3 ⇒ (17) + 8 + 2 - 3 = 24
Damage 3: 2d6 + 8 + 6 + 2 ⇒ (6, 2) + 8 + 6 + 2 = 24

Flurry 4: 1d20 + 8 + 2 - 3 ⇒ (17) + 8 + 2 - 3 = 24
Damage 4: 2d6 + 8 + 6 + 2 ⇒ (5, 6) + 8 + 6 + 2 = 27

Oh, also, all attacks are non-lethal. And if she can, she 5ft steps to be next to an ally. And if anybody attempts to strike an ally next to her, she'll attempt to aid them for a +4 to their AC using an AoO.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Ouch! Storm got hit while casting a full round spell. Must make a concentration check to keep casting. Check DC should be: 10 + 20(damage) + 3(spell level) = DC 33

Concentration: 1d20 + 14 ⇒ (3) + 14 = 17 vs. DC 33


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

Daredevil moves to flank one of the goons attacking Storm. He moves in a red blur from shadows to light confusing his opponent acrobaticly flipping about. [B]"That's no way to treat a lady."[b]
Using Shadow Dodge
acrobatics: 1d20 + 18 ⇒ (11) + 18 = 29
punch: 1d20 + 11 + 2 - 3 ⇒ (20) + 11 + 2 - 3 = 30
damage: 1d10 + 4 + 6 + 2d6 ⇒ (7) + 4 + 6 + (1, 2) = 20


Male Magically Enhanced Halfling Gestalt Superhero: 8
Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

Spooky, Longshot can parry attacks against him as long as he has Panache and AoO's (it's why I took Combat Reflexes) -- he had no dagger in his had as they approached -- but he has Quick Draw -- would he be able to attempt a parry (and thereby possibly a riposte) one of his attackers (to demoralize 'em) as they attacked him, or would the need to draw the blade (free action) prevent that?


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Wind courses around Storm filling her cape and raising her into the air above the heads of her attackers. 5 foot step straight up.
Her glowing eyes focus on the group of attackers that have not yet reacted. She glides up swerving to avoid the blows of her attackers. Best to keep them out of the fight.
Casting Defensively vs. 23 (15+2x4): 1d20 + 18 ⇒ (1) + 18 = 19

Storm raises her arms and the temperature drops around the three members of the gang that have not reacted. ”Tempest! Howl!“ and nothing happens... "I can't seem to pull the spell together in this confined space..."

I am trying to catch the sorcerers and as many of the rogues as I can in a sleet storm without affecting my own team... but instead missed my combat casting roll.

Sleet Storm:

EFFECT
Range long (720 ft)
Area cylinder (40-ft. radius, 20 ft. high)
Duration 8 rounds
Saving Throw none; Spell Resistance no
DESCRIPTION
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).

The sleet extinguishes torches and small fires..


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

That's a pretty fun spell, since as far as I can tell nobody else in this group can fail a DC 10 Acrobatics check.


Map Female Human
Vitals:
(HP 106/106 | Current AC 32 T 26 FF 21 CMD 26 [Normal: AC 24 T 22 FF 15 CMD 24] | Curren: Fort 11 Ref 16 Will 12 [Normal: Fort 9 Ref 12 Will 8] | Init +6 | Percept 13 (16 vs traps))
Monk (Martial Artist) 8 || Slayer 7/Serene Barbarian 1
Remaining:
Serenity: 5/7

Plus a lot of us can move really quickly, so 1/2 speed is still pretty fast.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

I still try and keep it off my team, because of that pesky "blocks all sight (even darkvision) within it." But I can drop it on DD with impunity.

It's also a domain spell, so I can spontaneously cast it.


You don't get free actions outside of your turn, so from now on just note that in your turns when posting if you're going to be drawing a dagger for parrying, I guess.


Selina flanking with DD unleashes her claws.

Flank: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 1d6 + 7 + 2 + 4d8 ⇒ (1) + 7 + 2 + (7, 5, 1, 4) = 27

Flank: 1d20 + 16 ⇒ (14) + 16 = 30
Damage: 1d6 + 4 + 2 + 4d8 ⇒ (2) + 4 + 2 + (2, 5, 5, 1) = 21

Flank: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 1d6 + 7 + 2 + 4d8 ⇒ (1) + 7 + 2 + (6, 8, 5, 1) = 30


Male Magically Enhanced Halfling Gestalt Superhero: 8
Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

Will do.

Longshot draws upon his luck, causing a yellow star-shaped glow to come forth from his left eye as he draws the longknife from its sheath. He absently slashes the man to his left as he steps in that direction, allowing his luck to direct the attack and luckily catches the man's leg, knocking him off balance.

Targeted Strike: 1d20 + 15 + 3 ⇒ (7) + 15 + 3 = 25 for 1d4 + 5 + 8 + 3 ⇒ (2) + 5 + 8 + 3 = 18

He smiles at the other man and asks innocently, "I've got a good feeling about this, how about you?"

Status:

Swift Action: Activate Luck
Full-Round Action: Targeted Strike (Leg) [if it hits, does full damage + prone] + 5' Step out of flanking

Weapon in Hand: +1 Mithril Longknife
Panache: 4/5
Active Effects: Archaeologist's Luck (+3 to hit and damage)
[1/9 rounds used]


As Flora moved about, trying to disarm the mercenaries.

Attack of Opportunity 1: 1d20 + 10 ⇒ (14) + 10 = 24
Attack of Opportunity 2: 1d20 + 10 ⇒ (19) + 10 = 29
Attack of Opportunity 3: 1d20 + 10 ⇒ (8) + 10 = 18
Attack of Opportunity 4: 1d20 + 10 ⇒ (20) + 10 = 30
Attack of Opportunity 5: 1d20 + 7 ⇒ (4) + 7 = 11
Attack of Opportunity 6: 1d20 + 7 ⇒ (13) + 7 = 20

She pries the four rapiers and two falchions from their grasps, though one of the rapiers manages to pierce her.

Not bothering to confirm the crit since there's no way it's succeeding.

Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Nearby, Cassandra's blows drop one of the newly disarmed Rogues.

Daredevil, I'd say to confirm your crit and roll extra damage, but you and Selina just dropped that target pretty damn fast.

Though their attacks fail to fall as true as yours, they remain seemingly unperturbed. The two remaining sorcerors both move short distances to avoid the threat of blades and target their Fireball spells onto Flora.

Reflex 17 to half 1: 1d20 + 9 ⇒ (9) + 9 = 18
Reflex 17 to half 2: 1d20 + 9 ⇒ (6) + 9 = 15

Damage 1: 7d6 ⇒ (6, 2, 5, 5, 1, 2, 1) = 22
Damage 2: 7d6 ⇒ (2, 2, 6, 2, 4, 4, 2) = 22

So that's 33 damage, Flora.

The third merely struggles against Flora, trying in vain to wrest themself free from her grasp.

Fantomex, you're up.


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

confirm: 1d20 + 11 + 2 - 3 ⇒ (6) + 11 + 2 - 3 = 16
Probably not confirmed.


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

"Ugh!" shouts Black Orchid, feeling her plant cells wither and die, "Keep the fire off of me!"

Actually, I believe RAW states that I maintain Evasion during a grapple, which would make that only 22 damage.

Meanwhile, Fireball has a 20-foot radius. I'd suspect that a few other enemies/allies might be caught in the blast, but maybe not—the guy I'm grappling, though, is probably pretty roasted.


... I. Wow. I'm just a mess lately, sorry. My sleep's been so off lately that I've been sleepwalking through everything. The one who you're grappling definitely ate full damage. Since you're the only one in very close range to the mages, I imagine they're funneling the cones such that only you're getting roasted, to minimize their own casualties past the one who is very clearly f+!%ed in your arms.


Male Magically Enhanced Halfling Gestalt Superhero: 8
Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

The guy Longshot (presumably) knocked down would also be down... and somewhat likely to roast as well?


Map Female Human
Vitals:
(HP 106/106 | Current AC 32 T 26 FF 21 CMD 26 [Normal: AC 24 T 22 FF 15 CMD 24] | Curren: Fort 11 Ref 16 Will 12 [Normal: Fort 9 Ref 12 Will 8] | Init +6 | Percept 13 (16 vs traps))
Monk (Martial Artist) 8 || Slayer 7/Serene Barbarian 1
Remaining:
Serenity: 5/7

So status update: 2 of the rogues are down (the one next to me and one of the ones next to Storm), the other 2 are disarmed, 2 sorcerers are disarmed, and the third is grappled by Flora. Is this correct? Is the one next to Storm the one I made a favored target or is that the one that got taken down already?

Also, I made a map. Anybody should be able to add tokens by dragging from your desktop. If I should make it bigger or add something to the background, I can do that since I don't think I can make it so anybody can do that. Spooky, feel free to move anything about since I'm not entirely sure of the set up. Also, I put the disarmed swords on the map as well.


Selina grins at DD. It feels much better being on this side of a fight with you instead of the other.


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14

Batgirl, I'm seeing that as the Ankheg Battle map.

Spooky: roasted as in heavily injured, or roasted as in there's no point in grappling his corpse next turn?


Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Gestalt- Slayer/Monk (Weapon Adept)8

Daredevil returns Selina's grin but then looks puzzled. Oh know has she figured it out that she fought me as Mathias or does she mean on the right side of the laws can't worry about that now.

He clears the puzzled look. "Help Longshot I am going after flamo."


Map Female Human
Vitals:
(HP 106/106 | Current AC 32 T 26 FF 21 CMD 26 [Normal: AC 24 T 22 FF 15 CMD 24] | Curren: Fort 11 Ref 16 Will 12 [Normal: Fort 9 Ref 12 Will 8] | Init +6 | Percept 13 (16 vs traps))
Monk (Martial Artist) 8 || Slayer 7/Serene Barbarian 1
Remaining:
Serenity: 5/7

Hmmm, try this link then. It makes me sad that DungeonGrid is a pretty decent yet easy mapping tool, but it's just so poorly designed in many ways. Like the completely lack of any kind of documentation.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Those two mages moved apart.


That is correct, Cassandra. And yes, the one next to Storm is the one you made a favored target. "Roasted" means "hit by the full force of the attack"; he is currently still alive.


Male Human Gunslinger (Mysterious Stranger) 8 | Bard 8
Spoiler:
HP 88/88 | DR 5/cold iron | AC 21, T 15, FF 16 | Fort 7 Ref 10 Will 10 | Init 3 (5 if at least one grit in pool) | Perception 11

(So yeah, when I said I was beginning my performance earlier, I specifically meant Inspire Courage)

Fantomex (still in disguise as the fop) continues his performance, shouting whichever inspiring platitudes strike him as being in-character.

(# of perform rounds used up: 2/26)

He then proceeds to open fire, making a full attack on the closest one of the two fireball-casting sorcerers:

1st Revolver, 1st Attack: 1d20 + 8 + 3 + 2 + 2 - 2 ⇒ (12) + 8 + 3 + 2 + 2 - 2 = 25
Damage Thereof: 1d8 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12

1st Revolver, 2nd Attack: 1d20 + 3 + 3 + 2 + 2 - 2 ⇒ (3) + 3 + 3 + 2 + 2 - 2 = 11
Damage Thereof: 1d8 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11

2nd Revolver, 1st Attack: 1d20 + 8 + 3 + 2 + 2 - 2 ⇒ (3) + 8 + 3 + 2 + 2 - 2 = 16
Damage Thereof: 1d8 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7

2nd Revolver, 2nd Attack: 1d20 + 3 + 3 + 2 + 2 - 5 ⇒ (4) + 3 + 3 + 2 + 2 - 5 = 9
Damage Thereof: 1d8 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7


Two of Fantomex's bullets shots strike the Sorceror, who howls in pain as they go right through his uniform.

The two Rogues still standing quickly draw their daggers as per Quick Draw and turn in on Longshot, trying to cut him down with their blades. They don't seem shaken even by the carnage going on around them and several of their dead or unconscious comrades.

Attack 1: 1d20 + 12 ⇒ (15) + 12 = 27
Attack 2: 1d20 + 12 ⇒ (14) + 12 = 26

Ouch.

Damage 1: 1d4 + 3d6 + 2 ⇒ (4) + (6, 2, 5) + 2 = 19
Damage 2: 1d4 + 3d6 + 2 ⇒ (2) + (5, 1, 5) + 2 = 15


Male Magically Enhanced Halfling Gestalt Superhero: 8
Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

If Longshot hit, one of those should be prone, per the targeted strike to the leg. (In fact, I didn't see any narrative about Longshot's actions in the GM's post?)

Longshot will spend a panache to opportune parry and ripsote the first shot (hopefully it's the only one, or there's at least a nice AoO coming?


Selina shifts 5 feet (under Storm) and then slices the enemy she is flanking.

Flank/IC: 1d20 + 16 + 2 + 2 ⇒ (13) + 16 + 2 + 2 = 33
Damage: 1d6 + 7 + 2 + 4d8 + 2 ⇒ (5) + 7 + 2 + (5, 7, 8, 3) + 2 = 39

Flank/IC: 1d20 + 16 + 2 + 2 ⇒ (5) + 16 + 2 + 2 = 25
Damage: 1d6 + 4 + 2 + 4d8 + 2 ⇒ (2) + 4 + 2 + (3, 5, 6, 2) + 2 = 26

Flank: 1d20 + 11 + 2 + 2 ⇒ (5) + 11 + 2 + 2 = 20
Damage: 1d6 + 7 + 2 + 4d8 + 2 ⇒ (6) + 7 + 2 + (1, 5, 5, 8) + 2 = 36


Current disguise: Alandre (Disguise Check: 33)
Vital Stats:
HP 90/100 | PP 12/23 | AC 21 T 19 FF 12 | Fort 9 Ref 9 Will 12 | Init 3 | Percp 14
Flora Black, "Black Orchid" wrote:


On her turn. Black Orchid will attempt to tie up the sorc she's grappling as a standard action.

Maintain grapple/Tie up: 1d20 + 11 ⇒ (6) + 11 = 17

DC to escape ropes is 31.

Regardless of whether or not this is successful, she'll release the sorcerer, then, making whooshing noises, fly in a path that takes her past every surviving rogue. If any of them are dumb enough to attack her again (here's hoping!) that's another defensive disarms (can't fight defensively this turn.

Current AC is 25.

Disarm 1: 1d20 + 19 ⇒ (19) + 19 = 38
Disarm 2: 1d20 + 19 ⇒ (10) + 19 = 29

Using her last few feet of movement, she should land up threatening one of the other sorcerers, who is backed up against a wall and thus cannot 5-foot-step away.


Oh, right, whoops, missed that. Haven't yet committed everything about Swashbuckler to memory, my bad. Take an AOO on it for standing, then.


Male Magically Enhanced Halfling Gestalt Superhero: 8
Vitals:
(HP: 96/96; AC: 24/18/19 (+1 vs. light blades); Percep: +15; Init: +7 ; Fort +7, Ref: +15 [+2 vs. traps], Will: +8 [+2 vs. fear]; CMD: 24[25 v trip]; Speed: 40])

No problem, thought I'd mentionned it in the post... (in the status spoiler) -- will call out with ooc text in the future.

Opportunity Attacks/Parrying
AoO: 1d20 + 15 + 3 + 2 ⇒ (20) + 15 + 3 + 2 = 40 Threat
Confirm: 1d20 + 15 + 3 + 2 ⇒ (16) + 15 + 3 + 2 = 36 Seems likely- +1 Panache!

Critical Damage: 2d4 + 10 + 8 + 6 + 4 ⇒ (3, 1) + 10 + 8 + 6 + 4 = 32 Sadly, the 8 from precise doesn't double, but the other bonuses do..

Longshot jabs the man as he tries to stand, then turns on his heel and spins, bringing up his dagger to parry the other attacker's dagger, then turns the knife and jabs him with it.

Opportune Parry: 1d20 + 15 + 3 + 2 ⇒ (9) + 15 + 3 + 2 = 29 Success - Negates hit

Since I have more than 1 panache remaining, successful parry allows an attack as an immediate action:

Riposte: 1d20 + 15 + 3 + 2 ⇒ (18) + 15 + 3 + 2 = 38 Threat
Confirm: 1d20 + 15 + 3 + 2 ⇒ (5) + 15 + 3 + 2 = 25 Maybe?

Regular Damage: 1d4 + 5 + 8 + 3 + 2 ⇒ (2) + 5 + 8 + 3 + 2 = 20 Plus, if needed,Critical Damage: 1d4 + 5 + 3 + 2 ⇒ (4) + 5 + 3 + 2 = 14

Round 2 (At his turn)

His eye still glowing, Longshot smiles and springs back, leaping up into the air and and drawing a dagger from his bandolier in his left hand during the arc, landing on a bookshelf, where he waits to hurl it at one of the sorcerers the moment he begins to cast a spell.

Acrobatics (Avoid AoO): 1d20 + 18 + 3 ⇒ (3) + 18 + 3 = 24
Acrobatics (Jump): 1d20 + 22 + 3 ⇒ (4) + 22 + 3 = 29

Throw Dagger (Readied): 1d20 + 15 + 3 + 2 ⇒ (13) + 15 + 3 + 2 = 33 for 1d4 + 5 + 8 + 3 + 2 ⇒ (3) + 5 + 8 + 3 + 2 = 21

Status:

Free Action: Maintain Luck
Move Action: Tumble and then leap up onto a bookshelf
Weapon in Hand: +1 Mithril Longknife / Throwing Dagger (#29)
Panache: -1 to parry, +1 for critical hit = 4 (Maybe 5 if: Longshot dropped either opponent or confirmed critical)
Active Effects:
- Archaeologist's Luck (+3 luck to hit, damage and skills) [2/9 rounds used]
- Inspire Courage (+2 Morale bonus to hit and damage) [from Fantomex]

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