
Grigore the Grim |

Grigore the Grim wrote:Two out of Seven natural 20s rolled--not bad.Now that you've done it in the OOC thread, we'll expect it everytime in the IC thread too. ;)
I can state strongly that there is a good chance I will roll a 20 approximately 5% of the time ;-)
I'd think so too, but my +7 is for any knowledge skill aside from the three mentioned. Those three have an additional +4. Just being thorough really.
The Naturalist bonus will apply only against them.
Ah, yep. I see it now. Missed the +4 to the right at first. My bad.

DM_MadGoat |

@ everyone - while placing your characters, you can and should declare actions and roll any needed dice. It will help!
Everyone is hiding behind the columns :-)
Two people have yet to place themselves - Thorjar and Calkin. I'll give em a little while longer, then I'll place them on the map, probably behind a column, if you guys have left any space for them :-)
In your heads, Digger and Erynion hear an indignant voice: Raving anti-goatites! It shall be my brood who feed, on your undearwears! HAH HAH HAH

DM_MadGoat |

Okay! Everyone is set - here's the order of action, the letters indicate if you're in a cluster, where first to post equals first to act:
A) Brevyre 20
B) Alpha Goat 17
C) Erynion 16
C) Grigore 15
C) Thorjar 15
D) Goats A-D 10
E) Calkin 9
E) Scoria 5
E) Digger 5
Brevyre is up first, and hasn't declared his action yet.

Scoria the Stalwart |

Brevyre draws his sword and casts bless
That was his declared action, I believe.
Scoria will approach whichever goat comes closest to her during her turn and punch it. Hard.
Unarmed Strike: 1d20 + 3 ⇒ (19) + 3 = 22
Unarmed Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Edit: Forgot to add the +1 to attack from bless, but I think it would hit regardless.

DM_MadGoat |

Durrr, missed Brevyre's action.
Brevyre casts bless (just reaching Digger) giving everyone a +1 to hit and +1 vs fear (morale bonus).
Next up ...... Alpha Goat!
The Alpha Goat moves forward 30 feet (occupying J 12 and 13) and roars! It readies and action against approach.
Clump C is up next. Scanning thread for declared actions.....

DM_MadGoat |

@ Thorjar - you don't detect any evil in the creature! It's either of animal intelligence, or a non-evil entity that has somehow been turned aggressive.
The goats are up!
Goat A makes a double move to E18.
Goat B moves to I16 and readies an action against approach.
Goat C makes a double move to O18.
Goat D makes a double move to N22.
Calkin casts mage armor upon himself, getting a +4 bonus to AC
Scoria moves to N23, confronting Goat D. She then punches him!
Unarmed Strike: 1d20 + 3 ⇒ (19) + 3 = 22
Unarmed Damage: 1d6 + 3 ⇒ (3) + 3 = 6
The goat is momentarily knocked to its knees, before getting back up and shaking itself off!
Digger disappears into the shadows, having gone into stealth mode.
Round One is done!
Time to start round two! Brevyre is up!

Scoria the Stalwart |

If goat D is still standing by Scoria's turn, she'll attack it with a full round Flurry of Blows:
Flurry 1: 1d20 + 2 ⇒ (14) + 2 = 16
Flurry 2: 1d20 + 2 ⇒ (10) + 2 = 12
Flurry 1 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Flurry 2 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
If the goat has been eliminated beforehand, Scoria will approach and attack the nearest goat - charging if possible (Remember, she has a 20ft land speed currently - Add +2 to the next attack roll if she can charge):
Unarmed Strike: 1d20 + 3 ⇒ (6) + 3 = 9
Unarmed Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Edit: Forgot to add in the +1 to hit from bless and the +1 insight from the Naturalist performance. So, Flurry 1 is 18, Flurry 2 is 14, and the charge/regular attack is 11 or 13, depending on if she can charge or not. Adding +1 to her AC from Naturalist, that makes her AC a total of 17 now.

Erynion Orvir |

Erynion will continue his Naturalist performance as a free action. "That's it! Keep hitting them in the face!"
He'll take a 5-foot step to I24 and then loose an arrow at Goat B.
attack: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d6 ⇒ 3
"But not like that!"

Grigore the Grim |

Hmm, he's cautious. Talking, cautious goats. What sorcery is this?
Grigore circles around in a defensive stance, jabbing with his cestus at the advancing goat. C'mon, let's see what ya got, Shaggy.
Move--around to D-19 such that there is no AoO, straight west then north.
Standard: Attack Goat A with cestus, Bardic Music, Bless, fighting defensively 1d20 + 5 + 1 + 1 - 4 ⇒ (18) + 5 + 1 + 1 - 4 = 21
Damage 1d4 + 3 ⇒ (3) + 3 = 6
Effects: Bardic Music +1 AC, Fighting Defensively +2 Dodge bonus, 23 AC vs normal goats, 22 AC vs Big Guy.

Grigore the Grim |

Brevyre takes a 5 foot step to the right, behind Scoria. "Iomedae protect you Scoria!" Cast shield of Faith for +1 shield bonus to AC on Scoria
It's actually way better than that, a +2 Deflection bonus to AC. Awesome spell, IMO. These goats don't stand a chance! ;-)

DM_MadGoat |

Okay round two so far:
Brevyre acts first, casting shield of faith on Scoria, who now has an AC of 17 vs the regular goats.
The Alpha Goat is up next! Snorting like a bull, it charges forward at Thorjar, trying to use his large, curved horns to gore you!
Attack roll: 1d20 + 7 ⇒ (4) + 7 = 11
Damage roll: 1d8 + 5 ⇒ (3) + 5 = 8
Thorjar stops the Alpha Goat cold, bringing his shield up and meeting it's horns with a deafening CRACK! The Alpha is -2 to AC until his next turn.
Erynion makes a 5 foot step to I24, but his bow attack on goat B misses. The goat gives you a long, wet raspberry in response!
Grigore takes a trained fighter's route to D19, then lays a heavy clout to the side of Goat A's head!
Standard: Attack Goat A with cestus, Bardic Music, Bless, fighting defensively 1d20 + 5 + 1 + 1 - 4 ⇒ (18) + 5 + 1 + 1 - 4 = 21
Damage 1d4 + 3 ⇒ (3) + 3 = 6
Goat A is now the proud owner of a big goose egg, but is still standing!
Thorjar is up next!

DM_MadGoat |

Okay, I'm going to post for Thorjar, just to keep things moving.....
Thorjar yells something appropriately Dwarvish and belligerent, then brings his waraxe down on the Alpha Goat!
Attack roll: 1d20 + 3 ⇒ (20) + 3 = 23
Damage roll: 1d10 + 2 ⇒ (4) + 2 = 6
Crit confirm: 1d20 + 3 ⇒ (10) + 3 = 13
The crit does not confirm, unfortunately :-(
Thorjar's axe catches the Alpha Goat on the head, but is only a glancing blow against it's thick skull.
Next up: the goats strike back!

DM_MadGoat |

Goat A goes after Grigore with it's sharp-ish teeth!
Attack roll: 1d20 + 1 ⇒ (3) + 1 = 4
Damage roll: 1d4 + 1 ⇒ (2) + 1 = 3
The goat's attack fails miserably!
Goat B moves up to I20 and tries to bite Thorjar!
Attack roll: 1d20 + 1 ⇒ (14) + 1 = 15
Damage roll: 1d4 + 1 ⇒ (3) + 1 = 4
Thorjar wards off the blood-mad beast with his shield!
Goat C moves up to O22 to help his friend! He bites at Scoria...
Attack roll: 1d20 + 1 ⇒ (5) + 1 = 6
Damage roll: 1d4 + 1 ⇒ (2) + 1 = 3
....who counters deftly with an Osae Uki, easily deflecting the goats head.
Seeing his friend fail, Goat D decides to try his luck against the strange, salt-lick looking biped.
Attack roll: 1d20 + 1 ⇒ (5) + 1 = 6
Damage roll: 1d4 + 1 ⇒ (1) + 1 = 2
Scoria easily blocks the second goat attack, pushing it's clumsy attack away.
Clump E (Scoria, Calkin, and Digger) are up next!

DM_MadGoat |

If goat D is still standing by Scoria's turn, she'll attack it with a full round Flurry of Blows:
Flurry 1: 1d20 + 2 ⇒ (14) + 2 = 16
Flurry 2: 1d20 + 2 ⇒ (10) + 2 = 12
Flurry 1 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Flurry 2 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Goat D drops to the ground, a little marching band of stars parading around his head. He's out cold, and done for this fight!
Since goat D has dropped, Scoria's second blow is directed against Goat C, but he shows a little dexterity of his own, moving out of the way of her punch!
Digger goes next.....
Digger pops out to take a shot at the goat nearest him. (To do that, you'll need to take a 5 foot step to D25 to target Goat A)
Shot: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d6 ⇒ 6
sneak attack damage: 1d6 ⇒ 1
Digger's arrow flies high, and to the left, and keeps going, hitting nothing of note :-(
Calkin is up next!

DM_MadGoat |

Heads up that Thorjar's confirmation roll is actually a 14 with Bless, 15 with the Monster Hunter trait if Alpha is a magical beast or aberration. Does that confirm?
Blast! All these bonuses! Still, a 14 would miss, even with the Alpha at -2 due to his charge. Good call though, thanks. Need to think of a way to ensure I'm not missing bonuses, like the bless and bonuses to your AC, like in Scoria's case. Ideas are welcome!

DM_MadGoat |

If goat D is still standing by Scoria's turn, she'll attack it with a full round Flurry of Blows:
Flurry 1: 1d20 + 2 ⇒ (14) + 2 = 16
Flurry 2: 1d20 + 2 ⇒ (10) + 2 = 12
Flurry 1 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Flurry 2 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Goat D drops to the ground, a little marching band of stars parading around his head. He's out cold, and done for this fight!
Since goat D has dropped, Scoria's second blow is directed against Goat C, but he shows a little dexterity of his own, moving out of the way of her punch!
Digger goes next.....
Digger pops out to take a shot at the goat nearest him. (To do that, you'll need to take a 5 foot step to D25 to target Goat A)
Shot: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d6 ⇒ 6
sneak attack damage: 1d6 ⇒ 1Digger's arrow flies high, and to the left, and keeps going, hitting nothing of note :-(
Calkin is up next!
EDIT: With the naturalist bonus from Erynion, Scoria's second flurry attack against goat C hits! Now he's a poor little goat with a bloody nose! Hope you feel proud of yourself now, biped!!! screams a voice in your head.
Calkin is still up next.

DM_MadGoat |

Well, I like the format Ive been using, which is move, standard, then effects or something like that. If you want, people could post their effects on their square on the map, under their name in the comments tag
Yeah, if everyone would emulate that style, it would help. Could everyone check out Grigore's format and see what you think? Thanks :-)

DM_MadGoat |

Okay, I'm going to act for Calkin....
Calkin 5 foot steps to P24. He then casts Ear-Piercing Scream (DC 17) at Goat C!
Damage: 1d6 ⇒ 2
Goat's fort save vs daze effect and for half damage:1d20 + 5 ⇒ (10) + 5 = 15
The save fails! Goat C stumbles around a bit, clearly disoriented. He'll miss his next turn due to the dazed condition. He also looks like he's on his last legs.

DM_MadGoat |

Okay, I'm going to act for Calkin....
Calkin 5 foot steps to P24. He then casts Ear-Piercing Scream (DC 17) at Goat C!
Damage: 1d6
Goat's fort save vs daze effect and for half damage:1d20+5The save fails! Goat C stumbles around a bit, clearly disoriented. He'll miss his next turn due to the dazed condition. He also looks like he's on his last legs.
Round two is done!

Grigore the Grim |

I don't think my turn affects Brevyre's or the Alpha goat's, so I'll just post it now.
How far have I fallen in the public eye, reduced to fighting goats? Stay down, Bessie!
Grigore throws his efforts into taking down his foe, then hurries over to help Thorjar.
Punch Goat A, Bless, Naturalist 1d20 + 7 ⇒ (14) + 7 = 21
Damage 1d4 + 3 ⇒ (4) + 3 = 7
Standard: Punch Goat A
Move: To H-20, flanking with Thorjar. (If Goat A isn't dead, this provokes an AoO)
Effects: Bless (+1 morale to attack and fear saves), Naturalist (+1 to attack, saves, and AC vs regular goats). AC: 21 vs regular, 20 vs Alpha).
Edited to fix ooc tags

Scoria the Stalwart |

Scoria will punch Goat C then move to K19 to get into melee with the Alpha Goat. Should Goat C still be up, she'll make an Acrobatics check to avoid an AoO.
Acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18
Unarmed Strike, Bless, Naturalist: 1d20 + 3 + 1 + 1 ⇒ (14) + 3 + 1 + 1 = 19
Unarmed Damage: 1d6 + 3 ⇒ (6) + 3 = 9
If Goat C is down before Scoria can punch it, she'll still move to the Alpha Goat, and punch it instead.
Unarmed Strike, Bless: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Unarmed Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Bonuses: Bless, Naturalist, Shield of Faith. AC 18 to Alpha Goat, AC 19 to regular goats.
"This is curious. How did I get here in the first place, anyways?" Scoria ponders aloud.

Grigore the Grim |

Whoa, that's crazy-high bluff skill. Hey Digger, since you took Skill Focus at first level anyway, thought I'd show you this alternate Human trait that replaces the human bonus feat, in case you hadn't seen it. It's just entirely better.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Grigore the Grim |

I took something like that already, that's where one of his +2's come from ...ah, here we go, "Silver Tongued." And I'm pretty proud of his ridiculous bluff score. His ambition is to be a God of Stories (Lies).
Right, it's kind of misleading that they're called "Racial Traits", because then it sounds like you have to waste a trait to get it. Just like "Class Features", let's call them "Racial Features" for a moment. The two human racial features are "Skilled" and "Bonus Feat". Since you used your bonus feat to get Skill Focus (Bluff), instead you might as well exchange your "Bonus Feat" Racial feature with the "Focused Study" racial feature, which gives you Skill Focus (Whatever) at level 1, then another Skill Focus feat at 8th and 16th level. Pretty awesome.
I personally don't think Silver Tongued is worth it, as you're getting +2 to two skills instead of 20 skill points down the road (and skill points are awesome), but as a Rogue you're probably not hurting on skill points. Still, to play Devil's Advocate--if you didn't take Silver Tongued and instead kept skilled, you'd still have a +15 Bluff skill (ridiculously high at lev 1, haha) and now you get another skill point. Take a rank in UMD (Best Skill in the game, IMO) and with you having 18 Cha you now get +8 UMD at level one, not too shabby. Then take the Advanced Rogue Talent Skill Mastery (linkified for your convenience) at level 10 and you can pick 5 skills to automatically take 10 on, even when stressed (and you could take for Digger Bluff, Diplomacy, UMD, etc). Now you're pretty much auto-succeeding. But now I digress, hehe.