Kingmaker AP with GM Mustache (Inactive)

Game Master Mustachioed

Start: Pharast 1, 4710
Current Day: Gozran 10, 4710

Kingmaker Stats
Kingdom Building: City Buildings and Terrain Improvements
Mass Combat
Roll20 link


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Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Seeing her allies lay into the big green monster with acid and fire, Arlen throws back her head and cackles. "Perfect! We can deal with this little meanie." She glares at the creature and steps back behind her tougher allies.

DC 16 will save for the troll against evil eye -2 penalty on his attack rolls for 8 rounds. If he makes his save, then it lasts for one round. Either way, I'm cackling to extend it for a round. 5 ft stepped back behind my tough buddies.

K Local: 1d20 + 6 ⇒ (12) + 6 = 18


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

Brokk'r settles into a comfortable rhythm as Sigurd begins his song. He grunts as he charges forward hoping to distract the beast from his... softer allies.

Current AC: 17

Shield Bash Attack: 1d20 + 3 + 4 + 1 + 2 ⇒ (4) + 3 + 4 + 1 + 2 = 14 BAB+STR+CC+charge
Shield Bash Damage: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11 1.5xSTR+CC

Spirit Totem Slam: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 BAB+CHA
Spirit Slam Damage: 1d4 + 2 ⇒ (4) + 2 = 6 CHA

Diceros, yes casting it is your standard action and moving it is a move action for you, but it is a medium range spell so you could have actually just cast it in the troll's space and used your move for something else.


ROUND 1 SUMMARY

Sigurd sings and calls forth the spirits of his ancestors! They swirl about you!

The troll dodges the flaming sphere! Remember Diceros you purposely went low on wisdom when you made you character and said you wouldn't use DC based spells. If you are starting to want to different things with Diceros now that you understand the game or the class better, it would be okay to rework him. But I thought you were going more of a healer/buffer/melee combatant with him

The troll does his best to ignore Arlen, but she still catches him in the corner of his eye.

As Brokk'r swings his shield and spirits swirl, he has a hard time connecting with the troll. Arlen recognizes what is going on-- this is a bigger, meaner, and faster troll than the standard garden variety! knowledge check reveals it is a advanced troll, so high AC

Thankfully for the party, Rai throws a bomb spot on and it smacks right into the troll's head. [critical card= power surge: +1 multiplier] The grenade does an amazing 35 damage! The troll reels back in pain!

Seeing Rai and the source of his pain, the troll rushes forward, heedless of Brokk'r (who can do an AoO on his turn). He bites at Rai. It is a grisly blow, doing 15 points of damage!

gm screen rolls:

reflex vs dc 14 flaming sphere: 1d20 + 6 ⇒ (9) + 6 = 15
will vs dc 16 evil eye: 1d20 + 5 ⇒ (15) + 5 = 20
yet more crit damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13
troll bite on Rai: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 271d8 + 7 ⇒ (8) + 7 = 15

ROUND 2 GO! Everyone attacks, Ike can go twice.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai's eyes go wide as the bomb completely explodes right on the giant creatures head but then the smoke clears and Rai is left standing there dumbfounded as the thing runs straight at him and proceeds to maul him like a little child hugging its stuffed doll.

This wakes Rai up soon enough, since he doesn't want to be this particular creatures stuffed dolly. Thinking that not moving is for sure going to get him dead, Rai will attempt acrobatics to move out of the creatures reach fifteen feet back and then attempt to throw another bomb at the damned thing if he is still awake.

acrobatics: 1d20 + 3 ⇒ (18) + 3 = 21

fire bomb: 1d20 + 7 ⇒ (2) + 7 = 9

damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13

DC 16 reflex for splash damage 6 if it missed range touch

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

Sigurd, still singing, takes a step forward and brings the hammer to bear on the troll, aiming for the head.

Earthbreaker hit: 1d20 + 2 + 3 + 1 + 1 ⇒ (12) + 2 + 3 + 1 + 1 = 19 BAB + STR + weapon focus + song
Earthbreaker damage: 2d6 + 4 + 1 ⇒ (2, 5) + 4 + 1 = 12 2 handed + song

The spirits swirling around him also get a chance to attack the troll, slamming themselves into body of the beast.

Lesser Spirit Totem Slam: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11 BAB + CHA
LPT Damage: 1d4 + 2 ⇒ (3) + 2 = 5 CHA, neg energy


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Arlen continues to penalize the troll with her maniacal laughter while taking a careful step back. She then evokes a cloud of bright sparkles in the air above the troll's head.

5 ft stepped away. Can I put the glitterdust up in the air so it doesn't blind my allies? DC = 10+5 int +2 spell level =DC 17 will or be blinded.


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

Brokk'r roars as the troll ignores him, dropping its guard, to go for Rai. "Get back here, you!" He swings his shield again as it moves past him.

Shield Bash Attack: 1d20 + 3 + 4 + 1 ⇒ (9) + 3 + 4 + 1 = 17 BAB+STR+CC
Shield Bash Damage: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11 1.5xSTR+CC

Then, the dwarf shuffles closer and unleashes his fury.

Shield Bash Attack: 1d20 + 3 + 3 + 1 - 2 ⇒ (11) + 3 + 3 + 1 - 2 = 16 BAB+STR+CC-TWF
Shield Bash Damage: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10 1.5xSTR+CC
Cestus Attack: 1d20 + 3 + 3 + 1 - 2 ⇒ (12) + 3 + 3 + 1 - 2 = 17 BAB+STR+CC-TWF
Cestus Damage: 1d4 + 2 + 3 ⇒ (3) + 2 + 3 = 8 1.5xSTR+CC

Spirit Slam Attack: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 Sigurd's BAB+CHA
Spirit Slam Damage: 1d4 + 2 ⇒ (1) + 2 = 3 negative energy Sigurd's CHA

I don't think I could flank from anywhere, so I figure Sigurd and I can move into a flank with Pygmy next turn.


Arlen, I think exploding spells in the air to avoid hitting friends is a bit too powerful. I don't think that is in the rules... others feel free to correct me.


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

It has to target a grid intersection. The question, then, is "does the grid extend vertically?" I would say that it has to in order to account for climbing, creatures that fly, tall creatures, etc.


Ehh... ok, it is a gray area then. I think it makes glitterdust to powerful, if you can cast it the middle of your friends and not hit them. The same thing would come up with fireballs (exploding it in the air to hit a giants head and avoid the shorter people by mere inches). I'm going to rule it a little too unrealistic to do in the heat of battle and keep things 2D unless there is someone in the air. So Arlen, you can pick a new action...


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

we house rule on large creatures you cannot get the spell above the fight but on huge creatures you can because its two hexes up instead of one. So the Glitterdust still touches from his head to the top of our space we are in still effecting us


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

It does seem to be a bit of a grey area, so we'll play it however you rule it of course, but it doesn't seem that powerful to me. It happens to work in this case because the troll is large, but it wouldn't work to single out a smaller target in melee. Then there's the question of a huge sized tall creature. Can its head be targeted or does hitting its feet with the spell blind it? It seems more verisimilitudinous to just allow spells to work in three dimensional space the way you would expect.


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Ok so we'll stick to 2d combat unless there are flying enemies? I'm ok with that simplification. Can I center the explosion where I placed it on the map to avoid hitting my buddies? If not, I'll just evil eye his armor class.


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

Sigurd, I didn't notice Ike on the map when I moved this way (though it may have worked out for the glitterdust placing) so we're going to end up blocking him if we both try to flank with Pygmy and Diceros. But if you and I both move east/right next turn, we can flank with each other so Ike can flank with Pygmy and Diceros and the troll is surrounded allowing Rai and Arlen to stay safe.


Arlen you can target the spell in 2D if you can get it to fit! That is normal activity. If we were to play with 3D targeting, you lot are clever enough to figure out how explode everything in the air and even get medium creatures while they are surrounded by allies. I don't want to go down that road.


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Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

gm torture phase of combat by clever players never ends

Grand Lodge

Male HP 7/22 | AC: 21 Touch: 12 FF: 14 CMD:15 | F:+5 R:+5 W:+1 | Init: +2 Per: 7 Current Buffs: None | Current Debuffs: none

Pygmy, after being commanded by Diceros, does a small 5 foot move to get out of the way of Diceros and then attacks with all the fury of Sigurd's ancestors driving him on.

Rhino Horn Goring: 1d20 + 2 + 3 ⇒ (5) + 2 + 3 = 10 BAB+Str
Rhino Horn: 1d8 + 4 ⇒ (5) + 4 = 9 Strx1.5

Lesser Spirit Totem Slam: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7 BAB + CHA
LPT Damage: 1d4 + 2 ⇒ (3) + 2 = 5 CHA, neg energy

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

No need to reroll. Diceros had no move to make at the time, figured it was a troll so it was time to throw some fire. if it doesn't work...shrug.

Diceros laughs as he feels the effects of Sigurd's song and his ancestors. It reminds him of Jimeros, his uncle, who used to sing a similar song as his tribe's ancestors flew about on particularly crazy Saturday nights.

He swings his spear at the troll.
Spear Jab: 1d20 + 2 + 3 ⇒ (3) + 2 + 3 = 8 +2 BAB +2 Dex w/finesse
Spear Damage: 1d8 + 4 ⇒ (7) + 4 = 11 Strx1.5

Lesser Spirit Totem Slam: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 BAB + CHA
LPT Damage: 1d4 + 2 ⇒ (4) + 2 = 6 CHA, neg energy

wow, rolling great...
Meanwhile, the flaming ball moves over to the troll again. That troll better have good reflexes!

Flaming Sphere: 3d6 ⇒ (5, 3, 2) = 10

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

I think I could have added flanking bonus for both my characters, but I doubt +2 would help either of them make contact.


Male Human/Ooze Shifter 1 (Oozemorph)

Ike sits a bit stunned by the sudden appearance of the troll and the ensuing chaos of the fight unfurling. He really needed to get better at getting his mushy head in the game! But when the troll goes after Rai, despite its grievous fire injuries, Ike springs into action!

Shaping himself into a hulking, orc-ish form, Ike lets out a bellow to match the troll, before reaching into his stomach... and producing a scythe! Covered slime, but most certainly a credible weapon! How had he forgotten that he had THAT lumping up inside of him!? Gripping it in both hands, Ike roars a challenge back and charges forward, leaping into the air and slashing for the big troll! Frankly, it was more of an excuse to close the gap between them, because whether it finds purchase in the troll or not, he drops the weapon and leaps for the troll's head, aiming to put the big brute in a headlock!

Sorry for the delay! First round actions, draw scythe (which I legitimately forgot I had in my inventory!) and charge attack on the troll. Second round actions, free action to drop the weapon, standard action to grapple.
Charge Scythe Attack: 1d20 + 4 + 3 + 1 ⇒ (14) + 4 + 3 + 1 = 222d4 + 6 ⇒ (4, 1) + 6 = 11 +4 strength, +3 base attack bonus, +1 from Sigurd's song
WRESTLEMANIA HEADLOCK!: 1d20 + 4 + 3 + 2 + 1 ⇒ (7) + 4 + 3 + 2 + 1 = 17 +4 strength, +3 base attack bonus, +2 Improved Grapple, +1 from Sigurd's song


Rai steps away, but gets a bite in return! Thankfully, the bite goes wide. Shaken, Rai throws a bomb but he is also off target! The bomb falls right next to Brokk'r, whose eyes get big right before it blows. The bomb splashes on him, dealing 6 damage. The troll dodges the splash damage.

The melee fighters do their best, but can't get a bead on the fast, thick-skinned troll. The trolls manages to avoid the glitterdust blinding and fire sphere, as well. No one hits and no spirits do either.

Hope seems lost until Ike steps up and manages a cut with his sythe, doing 11 damage. Ike tries to grab the troll in an oozy headlock, but can't do it against the powerful monster.

With the bomb thrower out of reach, the troll roars and lashes out randomly at those near him. Brokk'r gets a bite! He hits for 12! Then the troll lashes out two claws at Pyg! But he can't connect!

The trolls wounds mysterious begin to knit together.

Random PC:

d5 roll: 1d5 ⇒ 4
1. Ike
2. Pyg
3. Sigurd
4. Brokk'r
5. Diceros

Random PC:

d5 roll: 1d5 ⇒ 2
1. Ike
2. Pyg
3. Sigurd
4. Brokk'r
5. Diceros

gm screen:

bite rai AoO: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 131d8 + 7 ⇒ (1) + 7 = 8
bomb miss: 1d12 ⇒ 2
brokk'r reflex: 1d20 + 3 ⇒ (8) + 3 = 11
troll reflex bomb: 1d20 + 6 ⇒ (16) + 6 = 22
troll reflex glitterdust: 1d20 + 6 ⇒ (15) + 6 = 21
troll reflex firesphere: 1d20 + 6 ⇒ (14) + 6 = 20
bite brokk'r: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 261d8 + 7 ⇒ (5) + 7 = 12
claw pyg 1: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 151d6 + 7 ⇒ (2) + 7 = 9
claw pyg 2: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 151d6 + 7 ⇒ (4) + 7 = 11

EVERYONE GO! Don't forget flanking bonuses. Brokk'r took 18 this past round. Ike, remember it takes a move action to change shape.


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

FYI, glitterdust is a will save, which the troll is slightly worse at? But I think he still saved anyhow.

Seeing how dodgy the nasty beast is, Arlen decides that the easiest way to help her allies is to lower its defenses. She glares at the troll with her most vicious look. "You've been a bad greenie!"

Evil eye: -2 to ac and I'm cackling to continue it. 5 ft stepping further away. Only need to be within 30 feet.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

being upset at splashing his friend instead of foe Rai switches to the third bomb he has thrown being precise without splash and he tosses the fire bomb imbuing it with acid and attempts to blast the troll.

range touch: 1d20 + 7 ⇒ (2) + 7 = 9

fire damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14

acid damage: 1d6 ⇒ 3

I would start copiously swearing but I cant roll better then a 2 now

splash 6 dc 16 reflex to avoid


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

Despite the monstrous humanoid's vicious bite, Brokk'r continue's his assault, sliding over to help Sigurd press his advantage.

"Get on the other side of 'im, lad! Diceros, get yer rhino ta move across from Ike ta box 'im in!"

Shield Bash Attack: 1d20 + 3 + 3 + 1 - 2 + 2 ⇒ (16) + 3 + 3 + 1 - 2 + 2 = 23 BAB+STR+CC-TWF+flanking
Shield Bash Damage: 1d6 + 3 + 3 ⇒ (5) + 3 + 3 = 11 STR+CC

Cestus Attack: 1d20 + 3 + 3 + 1 - 2 + 2 ⇒ (14) + 3 + 3 + 1 - 2 + 2 = 21 BAB+STR+CC-TWF+flanking
Cestus Damage: 1d4 + 1 + 3 ⇒ (2) + 1 + 3 = 6 .5xSTR+CC

Spirit Slam Attack: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 Sigurd's BAB+CHA
Spirit Slam Damage: 1d4 + 2 ⇒ (3) + 2 = 5 negative energy Sigurd's CHA


Male Human/Ooze Shifter 1 (Oozemorph)

...Right you are. I forgot about that!

Ike fails to get a good grip on the big brute, but with his friends in jeopardy, he refuses to give up! Reaching up and extending his slimy arms, he aims to latch them over the trolls face and drag him down to him before putting him into a headlock.

Slime Wrestling!: 1d20 + 4 + 3 + 2 + 1 ⇒ (15) + 4 + 3 + 2 + 1 = 25
Reflex Save: 1d20 + 5 ⇒ (5) + 5 = 10

He had this! He had to get pumped! "OOOOOZE YEAHHH! YOU THINK YOU'RE BIG! BUT IT'S TIME TO FACE THE SLIME! THE TOUTIN' MOUNTAIN! THE KING OF SLIME PSYCHOSIS!!!"


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Rai, I think that bomb might hit due to the troll's -2 penalty to AC right now, which should apply to both touch and flat-footed AC. Maybe also to CMD? Unsure about the CMD.

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

Sigurd takes a quick step to the side, in order to get into a flanking position with Brokk'r. While still continuing to sing to Gorum, he brings his hammer down on the troll once again.

Earthbreaker hit: 1d20 + 2 + 3 + 1 + 1 + 2 ⇒ (4) + 2 + 3 + 1 + 1 + 2 = 13 BAB + STR + weapon focus + song + flank
Earthbreaker damage: 2d6 + 4 + 1 ⇒ (6, 1) + 4 + 1 = 12 2 handed + song

Spurred on by the the song, the spirits slam into the troll as well.

Lesser Spirit Totem Slam: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20 BAB + CHA
LPT Damage: 1d4 + 2 ⇒ (3) + 2 = 5 CHA, neg energy


Rai, just remember that a precise bomb isn't precise when you miss. Also you can only avoid 3 targets with a precise bomb when you have an intelligence of 16, but that won't be an issue here since you friends are pretty spread out. And you missed anyway, so... but just fyi.

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

Flanking questions:
-does Diceros still get flanking even though he is using reach and not right up against the monster? Does Ike get flanking back with Diceros 5 feet away on the other side?
-do you need to be directly across a monster or just in a position so that any straight line between 2 characters must pass through the monster?

Diceros is still hoping that as the flaming sphere dies out, it manages to hurt the troll.
Flaming Sphere: 3d6 ⇒ (6, 1, 5) = 12

But regardless, he spins around and slashes his spear at the trolls legs.
Spear Jab: 1d20 + 2 + 3 + 2 ⇒ (5) + 2 + 3 + 2 = 12 +2 BAB + Dex w/finesse + flanking
Spear Damage: 1d8 + 3 ⇒ (5) + 3 = 8 Strx1.5

and he is glad to despite his wild slashings, maybe a spirit will manage to lay a finger on this miraculous troll.
Lesser Spirit Totem Slam: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20 BAB + CHA
LPT Damage: 1d4 + 2 ⇒ (3) + 2 = 5 CHA, neg energy

Grand Lodge

Male HP 7/22 | AC: 21 Touch: 12 FF: 14 CMD:15 | F:+5 R:+5 W:+1 | Init: +2 Per: 7 Current Buffs: None | Current Debuffs: none

Pygmy sees troll dodging and having tough skin. Pygmy decides to ram horn up troll's big foot.

Rhino Horn Goring: 1d20 + 2 + 2 + 2 + 1 ⇒ (11) + 2 + 2 + 2 + 1 = 18 BAB+Str+song+flank
Rhino Horn: 1d8 + 4 ⇒ (6) + 4 = 10 Strx1.5

Pygmy watch ghosty try slam troll too, but ghosty not even close.
Lesser Spirit Totem Slam: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5 BAB + CHA
LPT Damage: 1d4 + 2 ⇒ (3) + 2 = 5 CHA, neg energy


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

If this is a normal troll, Rai's bomb hits, right?. Normal troll touch AC is 11-2=9.


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

Flanking requires that you be threatening the creature in melee and then that you be able to draw a line from the center if your square to the center of an ally's square that passes through opposite ends of the enemy square. So, yes, you and Ike are flanking it. I was trying to get Pygmy to the square in front of yoy because your reach gives the troll room to slip between us. with Pygmy there, it can't go anywhere and you can still flank from a square down. The only concern is that from those positions, Pygmy might still provide soft cover. Cover from ranged is determined by the ranged attacker (you) choosing a corner of your square and drawing a line to each corner of the enemy's. I think one of those would pass through Pygmy's square still if you both moved down one.

edit: @Arlen, GM said before that it's advanced.

@Diceros, the spirits only attack adjacent enemies, and you're not adjacent to the troll.


Arlen, don't you be metagaming. If you guys look up monsters on me, I may decide to change its stats entirely. :D :D I say this lighthearted but I'm not joking!


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Haha. Ok! I wasn't influencing my decisions but I can wait to read things after the fight. I love knowing random monster details. And it's cool with me whenever you want to change monster stats! Makes things interesting!


ROUND SUMMARY

Arlen again fixes his best librarian eye on the troll... The troll has reduced AC for a long, long time. 1d20 + 5 ⇒ (7) + 5 = 12

That doesn't help Rai, who launches another bomb only to miss again. 12 = 12 Thankfully, it splashes off in the corner, away from allies, and only the troll is hit. 1d20 + 6 ⇒ (8) + 6 = 14

Ike can't get a grip on the troll. It is too big, too strong! and has a really high CMD

The fire sphere cooks away...1d20 + 6 ⇒ (14) + 6 = 20.. the troll dodges!

Pygmy hits! Sigurd's spirits hit! Brokk'r hits twice!

The troll falls! It is down and dying!


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

Brokk'r looks down at the troll unconscious and dying before him. Mumbling a quick prayer of thanks to the dwarven gods that that didn't go much worse, Brokk'r pulls off his shield and uses both hands to bring it down as hard as he can on the creature's neck.

Coup de Grace Damage: 2d6 + 18 ⇒ (2, 6) + 18 = 26

So if that 26 damage doesn't kill it outright, it makes a DC 36 Fortitude save or dies.


The troll twitches and dies.

No regenerative power can save it from this kind of death.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

you will have to compose a song about that fierce foe Sigurd


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Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Arlen smiles at everyone. "Well done! That was an excellent pile of teamwork we heaped on his face!" She sidles over to Rai and lies a kind, grandmotherly hand on his shoulder. "It's very hard to throw accurately when a monster like that is taking pieces out of you" she says consolingly.

CLW: 1d8 + 3 ⇒ (1) + 3 = 4

She then moves over to the troll and inspects it for anything valuable. After that, she hums and smiles and begins cutting small key chunks out of it with her dagger. With black ichor dripping off her hands, she turns and smiles at everyone else while humming. "This is fascinating! The regenerative powers seem to be still present in some tissues but are shutting down! If only I could find a way to harness this!"

K nat to learn stuff from dissection?: 1d20 + 11 ⇒ (13) + 11 = 24

When she's done, Rasputin hops over to her and nudges her. It takes her a little while but then she comes to understand him and pries out some of the troll's teeth. "Rasputin wants a necklace. Will anyone help me drill holes in these for him?"

I'm happy to roll a different knowledge check if appropriate.


Arlen gains +2 knowledge skill bonus on any foe that has fast healing or regenerative powers!

This one will be easily forgotten... make a note of it somewhere!

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

"Yes! A mighty battle it was. As you suggest, Rai, it should be immortalized in song. I'll set to it as soon as we return to Oleg's. Decapitation by shield will be hard to rhyme, though."

Sigurd says that last part tongue-in-cheek, looking and grinning at Brokk'r.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

hmm... Shield, let me see... Yield, peeled, field... Not alot of choices but one of those might work. Like the bell peeled as his head was lost by shield? Rai offers helpfully.


EXPLORATION PHASE!

With your explorations so rudely interrupted by the random wanderings of a troll, it is now time to get back to business and explore this area for the the mite's nest.

Rai's bad poetry rings around your head as you move on to map the crags of this hilly terrain.

Three exploration checks for three days in this area!


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

K local: 1d20 + 6 ⇒ (6) + 6 = 12
K Geo: 1d20 + 6 ⇒ (4) + 6 = 10
K hist: 1d20 + 6 ⇒ (15) + 6 = 21

As the group of lyrical explorers explores the hilly area, she wonders about the possibility of Giants in the area and, surveying the region, concludes that regions such as this definitely always have lots of Giants. "We better watch out. I'm certain there are Giants around here!!" She then ponders her knowledge of how humanoids have dealt with Giants in the past, which she actually knows a bit about.a

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

Diceros is left realizing that he hasn't been able to make contact in many battles recently. He wonders about a Ballad of the Inept Diceros, and what might rhyme with "whiff" or "missed again."

But exploring, that's what he is good at and what he loves! So he gets excited to run all over the place searching for everything and anything that might be of interest.

"Oooo, maybe in this field we can start a daisy farm!" he says just about any time he sees a lot of flowers.

But except for that, he does study terrain deeply, and scout for likely sources of fresh clean water, native species of rodents, and any hidden glens or burrows.

Survival Check: 1d20 + 2 + 2 + 3 + 3 ⇒ (13) + 2 + 2 + 3 + 3 = 23 +WIS +Nature Sense +Class skil +rank
Perception: 1d20 + 3 + 2 + 2 + 3 ⇒ (14) + 3 + 2 + 2 + 3 = 24 rank +2 Wis +2 Keen Senses +3 class
Natural Knowledge: 1d20 + 1 - 1 + 2 + 3 ⇒ (14) + 1 - 1 + 2 + 3 = 19 1 rank -1 int +2 Nature Sense +3 class

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

For most of the rest of the day, Sigurd is able to think on Rai's suggestion and laugh. I wonder if I could make that work

Sigurd puts a lot of time into thinking about how that song would go. He writes down a few things and scratches out others. At the end, he thinks this might work into something big. He takes his notes and puts them in his pack.

The rest of his time is spent focusing on matters closer at hand. He keeps his eyes peeled in case more trolls are in the area. He also, as always, keeps his eye out for something that would go well in a new brew. He'd like to start a large brewing operation at some point; some way to bring the style of beer he knows how to make to the people of the Greenbelt. It should have a local flavor to it though.

Preform(Sing): 1d20 + 8 ⇒ (9) + 8 = 17 To write a song?
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Profession(Brewer): 1d20 + 6 ⇒ (19) + 6 = 25


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai continues humming horribly off tube muttering shield and trying to make it rhyme with something

perform oratory: 1d20 - 2 ⇒ (9) - 2 = 7

In the meantime he will keep an eye open for any fresh dinner

perception: 1d20 + 9 ⇒ (14) + 9 = 23

And findly he will see about what he can find for alchemical regents

alchemy: 1d20 + 9 ⇒ (15) + 9 = 24


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

Brokk'r keeps a close eye on his non-dwarven companions as they move through this hilly terrain prepared to assist any of them should the climbs and descents prove too difficult.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Climb: 1d20 + 7 ⇒ (14) + 7 = 21

Suddenly the dwarf remembers that they were supposed to be hunting a boar as well, and, while he doubts they'll find it in these hills, he decides to take a look around the area for tracks to see what does roam these parts.

Survival: 1d20 + 5 ⇒ (12) + 5 = 17


As you explore the hills, a huge tree catches your eye. Looming over the hills, a graying hulk of a 100 foot sycamore tree clings precariously to its last years of life.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai peers over at the tree looking it up and down and wondering if there is anything interesting or different about it besides its age.

know nature: 1d20 + 8 ⇒ (1) + 8 = 9

"Well that certainly is a large, beautiful tree to be here in these hills. Want to go take a look at it?" Rai says

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