Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Tyrel drops the horrible weapon and hilt in hand, free acion, and takes the offered scimitar, move action, after moving up beside the cleric, move action. Tyrel is ready for the fight to come to him.

No readied action though. :( You could take it as a swift action, though you would need to do a DC 12 Dex check. Not a good idea.


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

That's fine at least Tyrel is holding a real weapon, not something that will break easily lol


Tyrel, you can hold the scimitar with both hands! +6 damage!

Hemmings moves off the stage, and moves towards the inn's doors. He shoots a goblin, once much closer to the door.

1d20 + 7 ⇒ (12) + 7 = 19 Acrobatics to not take an attack and jump off the stage. He is very successful at it, tumbling as he goes.

One of goblins is close enough to get one strike at you Hemmings, 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23 dogslicer with rage, 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4 damage with rage, the three goblins seem to be foaming at the mouth, all of them chanting, "Giv, giv, giv, giv it giv giv giv giv it giv giv giv it." It got a good slice on your arm, just a small cut. Though you feel warmth coming from that pocket.

Hemmings feel free to Recon your round 7 action, or withdraw into the Dragon's Draught.

Arsil, you can tell that the suit of armor is distracting the goblin, thus aiding you, +2 to attacks. It should get into flanking position next round.

How are you able to intimidate as a free action?


*****Round 8*****
21 Ash*
21 Segregius Balatorius
20 Goblin Leader* 10
17 Goblins
18 Locke
11 Tyrel
8 Hemmings
8 Arsil
4 Vuvu

Ash having had enough and hurt. Full withdraws from the battle in the South.


4 attacks on Vuvu, and only one gets through, a slice of 4 damage to the back of your leg. With so many attacks many of them just failing and others just knocking off your protections you can't tell which one did it. They all foam at the mouth in their rage, singing or more like humming.

Just be glad they are not barbarians, they would all get an attack on you, speed boost.

Rolls of doom...:

1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 dogslicer attack with flanking, 1d4 + 1 ⇒ (4) + 1 = 5 damage.
1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 dogslicer attack with rage, 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4 damage with rage.
1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10 dogslicer attack with rage, 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7 damage with rage.
1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10 dogslicer attack with rage, 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7 damage with rage.

Blue boxes waiting on Seg and Hemmings.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Well someone tried to bite more goblin then they could chew. But he should be able to pull trough now that backup is coming. Well these goblins are numerous but relatively easy.

I'll get those off you no worries Hemming .


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 8

5ft step toward next target, Fighting defensively, Spellstrike Rimed Frostbite,

Perception: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 171d6 + 3 + 1d6 + 3 ⇒ (3) + 3 + (5) + 3 = 14 (8 points are subdual damage)

Intimidate : 1d20 + 8 ⇒ (10) + 8 = 18 shaken 8rd

Current target is Fatigued (takes a –2 penalty to Strength and Dexterity until healed), Entangled (1rd) (takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity) and possibly shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)

Current AC 21


Male Human Cavalier2/Fighter1
Status:
Hp 19/33 AC 18 Touch 12 FF 18 Fort +8 Ref +2 Will +1 Perception +0 Init +2

Round 8

The cavalier shields his eyes from the flames.

Where did it learn to do that?

power attack: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d8 + 9 ⇒ (7) + 9 = 16

Stepping next to the fracas he swings his blade from top to right, the blade cuts into the belly of the creature.


Healer! I will be needing you right now! Please keep Ash safe...please!

Reflex1d20 + 5 ⇒ (11) + 5 = 16

Bomb1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 Vuvu slams a bomb at his own feet blasting all the goblins around him 8,7,6,5,9,2 for 6 or 3

Vuvu manages to avoid the worst of it, but falls into unconsicenceess

HOW EPIC WAS THAT!


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Making himself explode while in the middle of combat surrounded by goblin, does that guy has a death wish? all it would take now to put him out of his misery would be for one or two goblin to stab him now to truly finish him off. Oh well.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

I have a round 7 action which consisted of taking my round 6 move, running off the stage stairs, no acrobatics needed, and withdrawing to the doors of the Dragon. See below

Hemmings wrote:

Apologies, but I couldn't get to the map this afternoon when posting, part of Hemmings Round 6 action after shooting was to retreat off the platform towards the Dragon's door. He should be where I marked before the goblins can close, so no AoO. I realize they will probably chase me instead of going up the platform.

Round 7

Hemmings begins backing away from the oncoming goblins to the stairs of the dragon, hoping that Locke or Arsil or one of these suits or armor, will help protect him from the menacing goblins.

Withdraw to to the indicated square as full round action.

Hope that makes your catch up okay. I get that I took a hit and am at 17/21 HP.

Round 8
Hemmings continues his withdrawl to the doors of the Dragon, sighing as Arsil drops one and entangles another. He shuts the door, and reaches into his pocket, letting his bow fall to the ground. "The warmth in my pocket, what could that be?" He reaches into his pocket and withdraws the object and examines it.

(I am assuming it's the jade skull-like jewel from the fortress)

Perception: 1d20 + 8 ⇒ (15) + 8 = 23


Round 8
Seg ends the goblin in front of him, nearly slicing it in two.

The goblins charge! The two goblins that were next to Hemmings should have a new target the lady in the gown. Though they just run past her after Hemmings taking AoO on the way.

The Rolls:
1d20 + 7 ⇒ (8) + 7 = 15 falchion attack, 2d4 + 3 ⇒ (4, 2) + 3 = 9 damage. AoO on Goblin.
1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9 dogslicer attack with rage, 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5 damage.
1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 dogslicer attack with rage, 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6 damage. 1d20 ⇒ 10 confirm fail, 1d20 + 5 ⇒ (14) + 5 = 19 Acrobatics DC 15.

The goblin takes another AoO for his even worse performance than his companion, though he also almost falls to the ground.
Both missing miserably, they seem to be all worked up.

Arsil one if not two AoO as well on the goblins.

Arsil, takes a mighty swing and with a few words the goblin she strikes freezes and curls up on the ground. Hemmings moves back taking his time and closes the door.

Hemmings:
Yup and it glows with eerie green lines.

Vuvu goes takes the punishment of his own bomb taking down most of the goblins next to him, luckily dropping a bomb does not provoke.

Just need Tyrel's action then we can move to round 9.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

***Round 8***

Locke raises his scimitar, touching his other hand to his throat, and the symbol glows under his garments.

Selective Channeling 2d6 ⇒ (5, 2) = 7 To only allies.

Vuvu will not fall!


Vuvu breathes in sharply, and shouts as he comes to. Ash I am coming boy.


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

-------------
Round 8
-------------

"Master Alchemist! Watch my back Locke!" Tyrel rushes in forward so he can give the alchemist some room to move back, he grabs his scimitar with both hands aiming for the goblin's skull.

5 ft step towards the goblin.
Fight Defensively,Power Attack: 1d20 + 7 - 4 - 1 ⇒ (19) + 7 - 4 - 1 = 21
Confirm: 1d20 + 7 - 4 - 1 ⇒ (15) + 7 - 4 - 1 = 17
Damage: 1d6 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Crit: 1d6 + 6 + 3 ⇒ (1) + 6 + 3 = 10

+2 AC for the next round, did I do the damage right for holding the scimitar with 2 hands? Now I'm pretty sure I splattered that goblin for Vuvu.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 8 Aoo

Arsil only has one

Spellstrike Frostbite Scimitar: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 171d6 + 3 + 1d6 + 3 ⇒ (4) + 3 + (5) + 3 = 15 (8 damage are subdual)

Free Intimidate: 1d20 + 8 ⇒ (20) + 8 = 28 or shaken 8 rd

Fatigued (takes a –2 penalty to Strength and Dexterity until healed), Entangled (1rd) (takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity) and possibly shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

When you use the spellstrike, shouldn't you have 1 more attack? Like 1 for melee, 1 more for melee, then if 1 of them hits, the frostbite damage?


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Round 9

"Never any magick types aroun' when ya need 'em," Hemmings says shaking his head. "It seems like them gobs have come 'ere lookin' for this rock, but I hate to part wit' it. What if it drives 'em even crazier? Guess I'll jest have ta try it and fin' out. Maybe there'll be some reward in it fer me if'n I chase them all out o' here."

"Awright, here goes nothin'" he says aloud before drawing his rapier and re-opening the door, quickly raising the glowing jade skull rock aloft in his off hand.

"Listen up, gobbies! You all came here for this trinket, didja? Well I'll agree to give it to ya, s'long as you agree to cut out o' this place and never come back. Deal?"


Male Human Cavalier2/Fighter1
Status:
Hp 19/33 AC 18 Touch 12 FF 18 Fort +8 Ref +2 Will +1 Perception +0 Init +2

Can I still hear the people in distress? Are they much further?


The spell is put on the weapon. If the weapon hits the spell discharges.

Yup, Tyrel you got the damage correct.

As I have been saying, do a perception check at the beginning of your turn.

Seg 1d20 ⇒ 13 Perception check for Round 9.

Seg Perceives:
There does not seem to be any more screaming, more like singing, the different chants of goblins coming from the North East, they all seem to be coming this way.

***Round 9***
21 Ash*
21 Segregius Balatorius
20 Goblin Leader* 10
17 Goblins
18 Locke
11 Tyrel
8 Hemmings
8 Arsil
4 Vuvu

Ash runs behind Locke, near Vuvu.


Rd 9

Stay away from Ash! Vuvu shouts at the Goblin boss. Vuvu loses site of common sense in concern for his friend. He stands up That will provoke an AOO from #9. Then he pulls another vial which he violently shakes and launches at the goblin boss also provokes but unless he has Combat Reflexes I should be fine.

vs touch 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 for 2d6 + 4 + 1 ⇒ (5, 5) + 4 + 1 = 15

to confirm vs touch1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 fpr 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10 yes only the first d6 of a bomb doubles
Total Damage to boss is 25

This will splash anyone around him for 6 or 3 w a reflext 16


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

----------
Round 9
----------

"Go get your Ash, I'll take care of things around here,"

Tyrel jumps in and stopped the goblin (#9) cold with a terrifying slash in the head, splitting the goblin's body in two.

Fight Defensively, Power Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm Crit: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 6 + 3 ⇒ (4) + 6 + 3 = 13
Crit Damage: 1d6 + 6 + 3 ⇒ (6) + 6 + 3 = 15

Can't access the map from here, Tyrel will 5 ft step into the square where goblin (#2) used to stand, +2 AC next round

Perception: 1d20 + 2 ⇒ (13) + 2 = 15


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 9

Fighting on the defensive, Spell combat, casting Arcane Mark. Attack the less wounded goblin first from the 2 in front of her

Spellstrike Frostbite Scimitar: 1d20 + 6 - 2 - 4 ⇒ (20) + 6 - 2 - 4 = 201d6 + 3 + 1d6 + 3 ⇒ (6) + 3 + (1) + 3 = 13 (4 points are subdual damage)

Concentration casting on defense: 1d20 + 12 ⇒ (8) + 12 = 20

Crit conf : 1d20 + 6 - 2 - 4 ⇒ (16) + 6 - 2 - 4 = 161d6 + 3 + 1d6 + 3 ⇒ (5) + 3 + (6) + 3 = 17 (9 points are subdual damage)

Free intimidate: 1d20 + 8 ⇒ (12) + 8 = 20 ( 4+9 possible rounds)

Goblin 1 is Fatigued (takes a –2 penalty to Strength and Dexterity until healed), Entangled (1rd) (takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity) and possibly shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)

Spellstrike arcane mark Scimitar: 1d20 + 6 - 2 - 4 ⇒ (19) + 6 - 2 - 4 = 191d6 + 3 ⇒ (5) + 3 = 8 on second goblin

crit conf: 1d20 + 6 - 2 - 4 ⇒ (19) + 6 - 2 - 4 = 191d6 + 3 ⇒ (1) + 3 = 4

Current AC 21, 5ft steep where my arrow is pointing

I'll clean out those goblin for you Hemmling


Tyrel I moved you to the spot with the dead goblin as you requested. DM I had to move off the dead goblin and his number to the side. hope that is ok


Male Human Cavalier2/Fighter1
Status:
Hp 19/33 AC 18 Touch 12 FF 18 Fort +8 Ref +2 Will +1 Perception +0 Init +2

Round 9

This is not good' I need to hurry

Perception check to see if the stables are still safe: 1d20 ⇒ 10

Segregius looks towards the stables, a worried look on his face. Then at the goblin in front of him.

I'll kill every single little mongrels in your tribe, you little s***.

He then charges at the goblin' an epitome of fury.

Power attack charge: 1d20 + 9 ⇒ (19) + 9 = 28
crit confirm: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d8 + 9 ⇒ (5) + 9 = 14

The sword would have caught the goblin at the throat but he ducked just in time to avoid decapitation, instead he was brained to death.


Round 9

Seg:
Yes, the stable looks fine, it is not on fire and the main doors are shut.

Seg's attack hits the goblin, though only a nasty gash appears on it's head. It appears to go into rage and attack back.

At this point all goblins go into rage, unless not directly in combat.

One of the leaders charges forward at Locke, "Kill the healer!"

1d20 + 9 ⇒ (5) + 9 = 14 horsecutter, 1d8 + 7 ⇒ (1) + 7 = 8 damage.

The other goblins attack Locke and Tyrel...

1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 dogslicer, 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4 damage.
1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14 dogslicer, 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4 damage.
1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14 dogslicer, 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5 damage.
1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 dogslicer, 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7 damage.
Both attacks on Tyrel are deflected or dodged, while the other three attacks hit Locke hard, taking 16 damage, blood flows freely.

The one with the gash and a new goblin both attack Seg.

1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 dogslicer, 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4 damage.
1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 dogslicer, 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5 damage.
The goblin Seg already hit has too much blood in his face to hit properly, but the other one gets a hit in nicely.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Locke takes a step back and casts a spell, "By the power of healing restore my friends and myself" He channels again 2/9 used, healing 2d6 ⇒ (4, 2) = 6 to all allies within 30 feet.


Round 9
Tyrel slices the goblin down in size, it lays there in a mess of flesh and blood.

Hemmings yells out to the goblins, they all seem to get even more riled up now able to see the object of their attention.

Arsil lays both goblins next to her to the ground in an icy grip.

Vuvu you hit the leader in the head with your bomb, and he goes down in a blast of fire!

Round 10
21 Ash*
21 Segregius Balatorius
20 Goblin Leader
17 Goblins
18 Locke
11 Tyrel
8 Hemmings
8 Arsil
4 Vuvu

Ash moves in front of Locke and bites at the gobin in front of him. Taking a chunk of flesh from the beast, combined from the splash damage from Vuvu last round the goblin falls.


Male Human Cavalier2/Fighter1
Status:
Hp 19/33 AC 18 Touch 12 FF 18 Fort +8 Ref +2 Will +1 Perception +0 Init +2

Round 10
Power attack: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d8 + 9 ⇒ (8) + 9 = 17

Kicking the goblin down, he brings the blade crashing down on the blinded goblin.

Stay Kick DOWN! Shlack


Male Human Cavalier2/Fighter1
Status:
Hp 19/33 AC 18 Touch 12 FF 18 Fort +8 Ref +2 Will +1 Perception +0 Init +2

Round 10

forgot to roll my perception

perception: 1d20 ⇒ 19


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

-----------
Round 10
-----------

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

"Go get the others, I can manage these ones"

Tyrel steps forward blocking the remaining goblins from reaching Vuvu, Locke and Ash

Fight Defensively, Power Attack: 1d20 + 7 - 4 - 1 ⇒ (12) + 7 - 4 - 1 = 14
Damage: 1d6 + 6 + 3 ⇒ (3) + 6 + 3 = 12

+2 AC next round


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Round 10

Hemmings goes and tries to stick one of the goblins near him.

Rapier: 1d20 + 6 ⇒ (4) + 6 = 10
Dmg: 1d4 ⇒ 3


Seg & Tyrel:
You can hear a bunch of goblins coming around the house. The screaming has stopped for a while now, though you don't hear much, which should be a good sign. Tyrel you know that the goblins are coming from the North.

A whole bunch of goblins charge towards Seg... Including a nasty looking one that is bigger than the others holding two bloody cleavers. Also a goblin with a longbow riding a ratdog also known as a goblindog.

The other goblin still on Seg tries to attack him going into a rage.
1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 dogslicer attack with rage, 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5 damage with rage.
It licks its bloody blade then slices Seg's leg, an evil grin on its face, knowing that the swarm is here.

Two goblins attack Tyrel.
1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 dogslicer attack with rage, 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6 damage with rage.
1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 dogslicer attack with rage, 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5 damage with rage.
Confirm Crit, 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 dogslicer attack with rage, 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6 damage with rage.
Confirm Crit, 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 dogslicer attack with rage, 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6 damage with rage.
The two goblins get good shots at your legs, leaving grievous wounds, Tyrel you can only move at 1/2 speed now.

*Edited


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

And just like that I'm almost dead again, btw what's that +2 for? They're not flanking me.

hp 6/35


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Round 10

"Oh crap look at all of them!" Locke yells while he points to the North. Seeing that the paladin is now very hurt, "By the powers of light and healing, take his pains," he casts a cure moderate spell on Tyrel. 2d8 + 7 ⇒ (5, 1) + 7 = 13


RD 10

1d20 + 6 ⇒ (12) + 6 = 18 for 2d6 + 4 ⇒ (3, 5) + 4 = 12 and splash the others for 6 or 3 reflect 16

Come on Ash!


Round 10

Tyrel slashes down on one of the foul beasts that hit your leg. A slash across its chest.

Hemmings moves forward and attempts to stick the goblin near him. Though the goblin hops to the side dodging the attack.

Still to go Arsil and Vuvu. Go ahead and post for the next round as well.

Round 11
21 Ash*
21 Segregius Balatorius
20 Goblin Leader
17 Goblins
18 Locke
11 Tyrel
8 Hemmings
8 Arsil
4 Vuvu

Ash misses his next bite attack, staying next to Tyrel.


Rd 10 directly above your post DM. Fixed the damage roll as well I had marked the square i blasted on the map, but it is gone. 3 down and 6 from the right side


RD 11

Seeing that Ash did not follow Vuvu moves back down to him. He throws an acid flask at #7

1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 for 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10 splash of 5 damage no save

Heads up! Ash get out of there! You too paladin!


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

-----------
Round 11
-----------

"Got it!"

Tyrel holds his scimitar firm and thrusts it into the goblins skull,

Fight Defensively, Power Attack: 1d20 + 7 - 4 - 1 ⇒ (16) + 7 - 4 - 1 = 18
Damage: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11

Tyrel attacks 9 then 5 ft steps back to avoid Vuvu's bomb.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 10

Fighting on the defensive, Spell combat :casting Arcane Mark. Attack the goblin first in front of her

Concentration: 1d20 + 12 ⇒ (1) + 12 = 13 Failed so no Spell strike scimitar Arcane mark attack

Spellstrike Scimitar Arcane Mark: 1d20 + 6 - 2 - 4 ⇒ (19) + 6 - 2 - 4 = 191d6 + 3 ⇒ (1) + 3 = 4

Scimitar: 1d20 + 6 - 2 - 4 ⇒ (11) + 6 - 2 - 4 = 111d6 + 3 ⇒ (3) + 3 = 6

Current AC 21,


Arsil you mean current AC of 16, +4 for Dex, +2 for defensive fighting?
Everyone please post your current AC when posting each round too, Perception check if you want to know what is going on around you, and your actions.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 11

Seeing that she missed during her previous flurry of swings arsil decided to focus her concentration

Fighting on the defensive, Spell combat :casting Arcane Mark. Arcane Accuracy (swift) Attacking the goblin first in front of her that she failed previously to wound

Concentration: 1d20 + 12 ⇒ (12) + 12 = 24

Spellstrike Scimitar Arcane Mark: 1d20 + 6 - 2 - 4 + 5 ⇒ (17) + 6 - 2 - 4 + 5 = 221d6 + 3 ⇒ (3) + 3 = 6

Scimitar: 1d20 + 6 - 2 - 4 + 5 ⇒ (7) + 6 - 2 - 4 + 5 = 121d6 + 3 ⇒ (6) + 3 = 9

Current AC 21


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Round 11

Seeing another wave of goblins arrive, Hemmings is filled with desperation. "I thought they wanted this gem thing, but none are acting like it."

Filled with an idea, he launches the gem towards the crowd of goblins as far as his little arms can fling it.

He takes a defensive stance and watchs to see what happens next.

Five foot step to the stairs. Not sure how far, that throw could be. Fight defensively gives a +2 to AC so AC18 this round.


Hemmings you cant fight defensively if you arent fighting i think, but you could go full defense with a standard action and get even more bonus!

AC 18


Male Human Cavalier2/Fighter1
Status:
Hp 19/33 AC 18 Touch 12 FF 18 Fort +8 Ref +2 Will +1 Perception +0 Init +2

Round 11

Panic threatens to take hold of his mind when this sudden rush of goblinoids arrives upon him. He sucks in his breath, takes a few steps more towards the stable and swings at his next ennemy.

I need Priest or they'll cut me to pieces

Power attack: 1d20 + 7 ⇒ (20) + 7 = 27
critical threat confirm: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 2d8 + 18 ⇒ (4, 1) + 18 = 23

The blade slices the entire arm off the small warrior, he falls to the ground spurting blood and obscenities

I put a counter on the targetted goblin(didnt know how to make it red). If you find I take too many liberties in the flavor txts let me know, i'll tone it down. Also this dice roller is very friendly to me.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

I will do as Vuvu Suggests and take SA total Defense if possible.


***Round 11***

I like the flavor!

Seg takes another goblin down in a small spout of blood.

The goblins all surround their foe or head towards Hemmings!

Arsil gets one AoO.

Three of the goblins put away their dogslicers towards Hemmings then attempt to grapple him to grab the gem.
1d20 + 3 ⇒ (20) + 3 = 23 Grapple Hemmings gets an AoO if he wants, or can give the gem.
1d20 + 3 ⇒ (10) + 3 = 13 Grapple
1d20 + 3 ⇒ (18) + 3 = 21 Grapple
Only two of them can be successful for the grapple, depending on Hemmings AoO or other action.

One of the goblins just tries to hit you...
1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10 Dogslicer with rage, 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4 damage with rage. He misses.

Two goblins are still on Seg's heels they go into rage, as the rider shoots Seg with two arrows.
1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 Dogslicer with rage, 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4 damage with rage.
1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 Dogslicer with rage, 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4 damage with rage.
1d20 + 6 + 2 - 2 ⇒ (2) + 6 + 2 - 2 = 8 small longbow, 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5 damage .
1d20 + 6 + 2 - 2 ⇒ (9) + 6 + 2 - 2 = 15 small longbow, 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4 damage .
All of the attacks are dodged or deflect off your armor.

Two raging goblins attack Tyrel.
1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10 Dogslicer with rage, 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5 damage with rage.
1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 Dogslicer with rage, 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4 damage with rage.
One of the goblins just get past his defenses slicing him on the leg once more.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Hemmings will indeed attempt to give the gem to whatever goblins want it.

"No need to be grabby, I've been trying to give this to you for a while now."


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Round 11

Lock keeps touching his neck as his holy symbol lights up once more, "By the powers of healing and light, restore Vuvu." He touches Vuvu and heals him 2d8 + 7 ⇒ (6, 1) + 7 = 14. "We should get up there and help the others." He says concerned.

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