Keith S. |
Wow, what a poor damage roll!
The cultist is stabbed but not dead.
Trevor is up! He is a move action away from the action.
Jean-Philippe St.Onge |
Divine favor swift action
Positioning himself behind the brute, he aims the pistol and fires at the bag-lady!
pistol: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 1 ⇒ (4) + 1 = 5
Keith S. |
The bullet clips the bag lady in the shoulder. She shrieks Get 'em, boys, or I will get you! but she doesn't move from her position, rather she rummages in a tattered handbag.
The cultists kick back their chairs, ready to fight. The one next to Lazare swings a short truncheon at the halfling.
attack Lazare: 1d20 + 1 ⇒ (3) + 1 = 4, missing
One other charges Trevor!
charge Trevor: 1d20 + 3 ⇒ (20) + 3 = 23, hitting for damage to Trevor: 1d6 + 1 ⇒ (3) + 1 = 4
(this one's AC is 9 due to the charge, the others are AC11
The other two spread out, readying weapons and snarling at the players.
The players are up, Trevor and Lazare are engaged. Lazare's is wounded, and the Bag Lady is wounded.
Jean-Philippe St.Onge |
Placing his hand on the brute's back, "Mistress will protect you, crush the all!"
Protection from Evil on Trevor
-Posted with Wayfinder
Keith S. |
OK, someone give a rounds worth of actions for Lazare.....
Keith S. |
Lazare moves to flank the cultist by Trevor, who is pretty dinged up.
The one in front of Trevor swings
attack Trevor: 1d20 + 1 ⇒ (3) + 1 = 4
The other 3 cultists hurl bottles at the halfling!
bottle attack: 1d20 + 1 ⇒ (15) + 1 = 16
bottle attack: 1d20 + 1 ⇒ (18) + 1 = 19
bottle attack: 1d20 + 1 ⇒ (7) + 1 = 8
Everything is a miss! The cultist in front of Trevor is flanked.
The Bag Lady pulls a dirty bottle out of her handbag and takes a long swig on it, pulling it down with a smile and a smack of her lips.
Players may go.
Jean-Philippe St.Onge |
He moves away from the melee to the side and fires again at the bag-lady.
pistol: 1d20 + 6 ⇒ (6) + 6 = 121d8 + 1 ⇒ (5) + 1 = 6
Keith S. |
Trevor kills the one he is facing, and Lazare whirls, stabbing another in the calf. This happens to be the one he backstabbed to start this whole mess.
JP shoots the Bag Lady and hits - but the bullet seems to do no damage.
The three cultists charge in - 2 on Trevor and 1 on Lazare.
the Bag lady moves up to support but is behind their row of fighters. Get'm Boys! she hollers out.
attack Trevor: 1d6 + 1 ⇒ (2) + 1 = 3, missing
attack Trevor: 1d6 + 1 ⇒ (1) + 1 = 2, missing
attack Lazare: 1d6 + 1 ⇒ (6) + 1 = 7, missing
The players are up. The fight is in a line across the room. Three cultists facing Trevor and Lazare. JP and the Bag Lady are each 10 feet back from the line.
Lazare |
Hey I'm still alive somehow... thank you for bot'ing friends
Lazare comes to life and pivots around a cultist to bring up an advantageous position with Trevor (i.e. flank if able).
Attack: 1d20 + 9 ⇒ (6) + 9 = 15Damage: 1d3 ⇒ 3Flank Damage: 2d5 ⇒ (4, 4) = 8
Jean-Philippe St.Onge |
Hurling daggers at the bag lady, he watches carefully for anenchantment.
flurry of daggers: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 221d6 + 1 ⇒ (2) + 1 = 3. flurry of daggers: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 101d6 + 1 ⇒ (1) + 1 = 2
-Posted with Wayfinder
Jean-Philippe St.Onge |
confirming crit: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9
-Posted with Wayfinder
Jean-Philippe St.Onge |
I think my question is, is it innate Dr against piercing/bludgeoning, or something like Protection from Arrows?
-Posted with Wayfinder
Keith S. |
@ JP .... Make a DC 15 spellcraft check to identify the type of protection that is being used.
Trevor hits one hard in the shoulder, probably dislocating it, but the man is still up. He stabs back at Trevor with a dagger.
attack Trevor: 1d20 + 1 ⇒ (5) + 1 = 6, missing!
Lazare puts one down; the second one clubs at him!
attack Lazare: 1d20 + 1 ⇒ (20) + 1 = 21, hitting for 1d6 + 1 ⇒ (3) + 1 = 4
The Bag Lady moves in next to Trevor, handbag slung over her shoulder, punching at Trevor!
attack Trevor: 1d20 + 7 ⇒ (7) + 7 = 14, missing.
Players are up!
Jean-Philippe St.Onge |
Don't have spellcraft. did the slashing damage her?
Keith S. |
JP's opinion is that the protection is a spell similar to protection from arrows, but he cannot be certain. She did not appear hurt by the daggers.
Trevor puts down another cultist; one more yellow robed man and the Bag Lady still face you.
JP and Lazare get to go.
Jean-Philippe St.Onge |
Moving up to the bag lady the Lord of cats opens with a claw strike to the chest.
unarmed power attack Swift action divine favor: 1d20 + 5 ⇒ (13) + 5 = 181d6 + 4 ⇒ (1) + 4 = 5
-Posted with Wayfinder
Keith S. |
The cultist and Bag Lady remain standing, although they are both wounded.
The cultist stabs at JP
attack JP: 1d20 + 1 ⇒ (15) + 1 = 16
The Bag Lady tries to punch Lazare!
attack Lazare: 1d20 - 4 + 7 ⇒ (13) - 4 + 7 = 16
but both miss.
Players are up!
Jean-Philippe St.Onge |
Striking again at the Bag lady, he pulls the darkness from around her towards himself and creates a shadowy form. He then shifts his position to give his companions an advantage.
unarmed strike, power attack, divine favor, two more if flanking: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 4 ⇒ (5) + 4 = 9
Cast Double as a move action, five foot step to attempt an eventual flank.
Double (Su) (blessing) : At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn't stack with the additional images from the mirror image spell.
Keith S. |
The last cultist drops! Lazare is up!
JP (everyone) is flanking because Mouser is in her square, doing that Mouser thing (or at least as I understand that Mouser thing).
Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.
While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.
Keith S. |
I believe 19 is a crit threat for a dagger...
confirm crit: 1d20 + 9 ⇒ (7) + 9 = 16, which confirms so I will just double the damage to 12.
The Bag Lady shrieks in pain and cries out in a booming voice Ulver! Tatterman! They come to kill you!
She punches back at the wee warrior.
attack Lazare: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18, which misses.
Players are up.
The Bag Lady is the only opponent standing and she is pretty badly damaged.
Jean-Philippe St.Onge |
Unleashing a furry of strikes, he attempts to silence her.
-Posted with Wayfinder
Jean-Philippe St.Onge |
flurry, flanking, divine: 1d20 + 5 ⇒ (19) + 5 = 24 damage : 1d6 + 4 ⇒ (6) + 4 = 10
flurry, flanking, divine: 1d20 + 5 ⇒ (18) + 5 = 23damage : 1d6 + 4 ⇒ (6) + 4 = 10
-Posted with Wayfinder
Keith S. |
JP will, indeed, silence her. She falls to the ground, unmoving.
Out of combat time.
You are in room F1 of the second floor map link (in my posting title bar).
The table has some cards on it, along with a scattering of copper coin.
There is one pallet toward the west (the Bag Lady's).
Holes in the northern wall allow yellow mist to flow into the room, and it swirls about, although there is no wind.
Keith S. |
As a note, since you will check, the old woman has a pair of sparkly wrist bangles (that look like cheap jewelry) that are magical.
Jean-Philippe St.Onge |
"Sure," as he simply puts them on.
-Posted with Wayfinder
Keith S. |
JP looks stylish in his flashy new bangles.
bracers of armor +2
Lazare |
Lazare fingers a healing injection, then thinks better of it. He does take some time to look around the bag lady and the rest of the room, particularly those holes along the northern wall.
perception: 1d20 + 7 ⇒ (14) + 7 = 21
Keith S. |
Peeking through the holes in the wall, you see a rubble filled room with lots of yellow fog. Looking alongside the wall (the north wall of F1, or the south wall of F2), you see various pieces of paper stuck to the wall via pins or tape. From your angle, you cannot see them without going into room F2.
You hear shuffling in room F2, and you can occasionally see the vague shape of a person moving about slowly.
Keith S. |
The only hole big enough to step through is to the west, you can wiggle through the hole in the middle ish of the wall.
Who goes first, second, etc.
Any special precautions?
Keith S. |
Guys - we are down to one reliable poster / player.
So I am calling it quits. We made our first post on March 28, and ended with 1,249 posts roughly 7 months later.
Thanks for the game.