Kingmaker

Game Master Galahad0430

Expanded Kingmaker campaign


401 to 450 of 2,984 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Male Human Wizard (Transmuter)-2 - | AC: 16/ Flat: 14/Touch: 12 | HP: 15| F: +2 | R: +2 | W: +4 | Init: +2| Perc: +0 | SM: +0

Let's see if I can actually knock someone down with this

Kern takes aim at one of the bandits (G12) and casts a Magic Missile.

Actions:
Swift - Arcane Strike
Standard - Cast Toppling Magic Missile at the bandit at G12

Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Trip Attack: 1d20 + 6 ⇒ (18) + 6 = 24 vs CMB - Unless he's unusual, he's down

Current Status:
HP 15/15,
AC 16, Touch 14, Flat-Footed 12 (+4 armor, +2 Dex)
Conditions: None

Current Spells:
Bonded Staff
0-Acid Splash, Mending, Prestidigitation
1-Mage Armor, Magic Missile (Toppling)(x2)(x1)
(Specialized: Enlarge Person)


Female Human Inquisitor (Sanctified Slayer) 4 / Swashbuckler (Rostland Bravo) 1| HP: 45/45 | AC: 19 (T: 13, F: 16) | CMB: +6, CMD: 19 | F: +6, R: +6, W: +6 | Init: +7 | Perc: +10, SM: +8 | Speed 30'| Panache 1/1

As the sole bandit on her side of the courtyard approaches, Signy tosses aside her bow and draws her rapier. She decides to hold her ground since she figures the man is offering decent cover against his bow-armed friends.

As he comes within reach she lunges at his with her blade. After she tags him she withdraws into a defensive stance guarding herself and waiting to parry an attack from him if she needs to.

Attack: 1d20 + 6 ⇒ (20) + 6 = 26

Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Attack (Crit?): 1d20 + 6 ⇒ (8) + 6 = 14

Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Parry: 1d20 + 6 ⇒ (4) + 6 = 10

Free action to drop bow, Move action to draw rapier, Standard action to attack, AoO for Parry.

Sovereign Court

Kern's bolt of force knocks down one of the archers while Signy just narrowly misses a crippling thrust on her opponent.


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim will fire his crossbow again at the nearest bad guy.

attack: 1d20 + 1 ⇒ (15) + 1 = 16

damage: 1d8 ⇒ 2


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

Halden takes a step back and returns fire against Haps, trying to hit a vital spot.

Actions: 5-foot step back, Rapid Shot (Both vs. Haps)
Modifiers: Point Blank Shot, Favored Enemy (Human), Deadly Aim

Attack 1: 1d20 + 7 ⇒ (18) + 7 = 25
Damage 1: 1d8 + 7 ⇒ (7) + 7 = 14

Attack 2: 1d20 + 7 ⇒ (9) + 7 = 16
Damage 2: 1d8 + 7 ⇒ (4) + 7 = 11

Status:
HP 14/20
AC 19 Flat-Footed 15 Touch 15

Sovereign Court

Halden, Haps is more than 30' away (so no Point Blank modifier) and you are shooting through others so he has cover.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Ironskin (5 mins), Bull's Strength (6 mins), Bear's Endurance (5 mins)

Chanting as she draws a thorn from a pouch in her belt, Faerin draws it out to the length of a barbed javelin, hurling it the archer on her right, another immediately appearing in her hand.

Thorn Javelin: 1d20 + 3 ⇒ (17) + 3 = 20
Piercing: 1d6 + 1 ⇒ (2) + 1 = 3
DC Fort save or sickened for 1 round

Targeting archer in (G,12)

Sovereign Court

Fort sv: 1d20 + 2 ⇒ (17) + 2 = 19


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

In that case, can I have targeted those attacks against the guy in space F13.

Sovereign Court

Oops, didn't notice that I was up, sorry, :)

Sovereign Court

Kern's volley drops one of the archers.

fire: 1d6 ⇒ 3
Ref sv: 1d20 + 10 ⇒ (15) + 10 = 25
The bandit that was still on fire finally puts out the flames and stands up.

The two bandits that are entangled attempt to break free as does Haps.

3d20 ⇒ (13, 8, 12) = 33

Haps and one of the bandits succeed. The one that failed makes another attempt.

3d20 ⇒ (8, 10, 11) = 29
Haps avoiding entangle: 1d20 + 8 ⇒ (16) + 8 = 24

Three swordsman are able to attack.

att v Pyros: 1d20 + 5 ⇒ (20) + 5 = 25
confirm crit: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d6 + 2 ⇒ (6) + 2 = 8
att v Harrim: 1d20 + 5 ⇒ (10) + 5 = 15
att v Signy: 1d20 + 5 ⇒ (1) + 5 = 6

Pyros can't seem to catch a break as his opponent gets in another hard hit.

The prone archer gets up, and then both archers fire at Halden.

att v Halden: 1d20 + 6 ⇒ (9) + 6 = 15
att v Halden: 1d20 + 6 ⇒ (4) + 6 = 10

But both miss.

The bandit that is still entangled makes another attempt.
1d20 + 5 ⇒ (8) + 5 = 13
But he remains stuck.

OK, everyone can go.


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

Uttering a few choice words as he misses his first shot, Teryll again aims at the bandit nearest to Signy; this time firing two arrows in rapid succession.

Mwk Composite Longbow Attack, Deadly Aim, Rapid Shot 1: 1d20 + 3 ⇒ (19) + 3 = 22
Mwk Composite Longbow Attack, Deadly Aim, Rapid Shot 2: 1d20 + 3 ⇒ (2) + 3 = 5
Damage - Arrow 1: 1d8 + 5 ⇒ (2) + 5 = 7
Damage - Arrow 2: 1d8 + 5 ⇒ (8) + 5 = 13

Actions:
Standard - Full Attack on bandit at K-18

Current Status:
HP 19/19,
AC 20, Touch 13, Flat-Footed 17 (+6 armor, +1 Shield, +3 Max Dex)
Spells Remaining: (Lvl 1) 1/2
Judgment Remaining: 1/1
Martial Flexibility Remaining: 3/4
Current Buffs: Divine Favor, Martial Flex - Rapid Shot
Conditions:


Male Human Wizard (Transmuter)-2 - | AC: 16/ Flat: 14/Touch: 12 | HP: 15| F: +2 | R: +2 | W: +4 | Init: +2| Perc: +0 | SM: +0

Stupid, Kern, stupid. Knocking them down is a waste if you can't take advantage of it.

Kern shrugs, and is about to begin casting when he realizes the battle has come to him. Arcane energy flows along his staff as he strikes.

Actions:
Swift - Arcane Strike
Standard - Attack bandit at F10

Staff Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Current Status:
HP 15/15,
AC 16, Touch 14, Flat-Footed 12 (+4 armor, +2 Dex)
Conditions: None


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Ironskin (5 mins), Bull's Strength (6 mins), Bear's Endurance (5 mins)

Faerin attempts another throw at the same bandit, missing terribly in the chaos of the battle as she consumes the spell.

Thorn Javelin: 1d20 + 3 ⇒ (1) + 3 = 4
1d6 + 1 ⇒ (2) + 1 = 3


Female Human Inquisitor (Sanctified Slayer) 4 / Swashbuckler (Rostland Bravo) 1| HP: 45/45 | AC: 19 (T: 13, F: 16) | CMB: +6, CMD: 19 | F: +6, R: +6, W: +6 | Init: +7 | Perc: +10, SM: +8 | Speed 30'| Panache 1/1

Signy easily avoids her opponents poorly aimed attack and responds with another of her own.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16

Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Swift action for Arcane Strike, Standard action to attack. Bandit at K-18. If K-18 is down because of Teryll's shot, she will close on the bandit at K-15 and attack.


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim fires at the nearest bad guy

attack: 1d20 + 1 ⇒ (6) + 1 = 7

damage: 1d8 ⇒ 8

Sovereign Court

Harrim, you have a guy right next to you, are you sure you want to do a ranged attack? That would provoke an AoO


Male Half-Elf Fighter (Aldori Defender/Steelbound) 1 VMC Magus Fighter (Aldori Defender/Steelbound) 1 VMC Magus

Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Weaving a net of defensive bladework, Pyros is unable to find an opportunity to attack his opponent. Instead he steps back from his opponent sightly.


Standard Action: Attack
5-foot step

6/20 HP
AC: 21, Touch 17, Flat-footed 14


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

Halden takes two shots at the archer directly across the crates from him.

Actions: Rapid Shot vs. G12
Modifiers: Point Blank Shot, Favored Enemy (Human), Deadly Aim

Attack 1: 1d20 + 7 ⇒ (18) + 7 = 25
Damage 1: 1d8 + 7 ⇒ (4) + 7 = 11

Attack 2: 1d20 + 7 ⇒ (8) + 7 = 15
Damage 2: 1d8 + 7 ⇒ (4) + 7 = 11

Status: HP 14/20
AC 19 Flat-Footed 15 Touch 15

Sovereign Court

I'll assume Harrim takes 1 5' step back.

Oleg steps back and fires at the bandit n=engaged with Signy.

1d20 + 7 ⇒ (3) + 7 = 10

Unfortunately his shot goes astray.

Sovereign Court

2d20 ⇒ (12, 17) = 29

The bandit that was burning drinks a potion as does the bandit fighting Signy after he steps back. Also, the one that had closed with Harrim.

3d8 ⇒ (2, 6, 3) = 11

The last entangled bandit attempts to break free again.

1d20 + 5 ⇒ (15) + 5 = 20

Finally breaking free, he moves out of the grasping vines.

Haps tries to take out Teryll.

1d20 + 10 ⇒ (2) + 10 = 12
But he misses badly.

The two in melee attack their targets.

att v Pyros: 1d20 + 5 ⇒ (6) + 5 = 11
att v Kern: 1d20 + 5 ⇒ (20) + 5 = 25
confirm crit: 1d20 + 5 ⇒ (4) + 5 = 9
damage v Kern: 1d6 + 2 ⇒ (4) + 2 = 6

The bandit's luck against Pyros finally runs out, but Kern gets hit, narrowly avoiding a serious injury.

One archer continues to fire at Halden, but the other switches to Signy as he has a clear shot.

att v Halden: 1d20 + 6 ⇒ (8) + 6 = 14
att v Signy: 1d20 + 6 ⇒ (1) + 6 = 7

And both archers continue their habit of missing.

Ok, everyone can go.


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

Ducking to avoid the incoming arrow, Teryll calls upon Erastil to help him punish the attackers; then sends two more arrows at the bandit threatening Signy and Harrim.

Mwk Composite Longbow Attack, Deadly Aim, Rapid Shot, Judgement 1: 1d20 + 4 ⇒ (3) + 4 = 7
Damage 1: 1d8 + 4 ⇒ (5) + 4 = 9
Mwk Composite Longbow Attack, Deadly Aim, Rapid Shot, Judgement 2: 1d20 + 4 ⇒ (12) + 4 = 16
Damage 2: 1d8 + 4 ⇒ (7) + 4 = 11

Actions:
Swift - Judgement - Justice +1 to hit
Standard - Full Attack on bandit in K-17

Current Status:
HP 19/19,
AC 20, Touch 13, Flat-Footed 17 (+6 armor, +1 Shield, +3 Max Dex)
Spells Remaining: (Lvl 1) 1/2
Judgment Remaining: 0/1
Martial Flexibility Remaining: 3/4
Current Buffs: Divine Favor, Martial Flex -Rapid Shot, Judgement
Conditions: None

Sovereign Court

Did you forget to add Divine Favor for your hit and damage, Teryll?


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

I did, thanks for catching that. I was rushing to post before work. Please add a +1 to the hit/damage numbers for each roll.


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim drops his crossbow and grabs his flail and attacks the guy near him

attack: 1d20 + 3 ⇒ (15) + 3 = 18

damage: 1d10 + 3 ⇒ (2) + 3 = 5


Male Half-Elf Fighter (Aldori Defender/Steelbound) 1 VMC Magus Fighter (Aldori Defender/Steelbound) 1 VMC Magus

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Gotta finish him before he gets lucky again. Pyros thinks, feeling blood running down his leg. He drops his defensive swordplay, hacking brutally at the bandit. If that drops him, I'll draw a potion of CLW.


Standard Action: Attack
(Possible) Move Action: Draw Potion

6/20 HP
AC 18 (Touch 14, Flat-footed 14)

Sovereign Court

Everyone, please tell me what combat options you are using (PA, DA, CE, etc.) when you use them. For instance, Pyros, why is your to hit so low and your damage so high? You should have any buffs listed as well, look at Terryl's post as an example.

Sovereign Court

Seeing Pyros bleeding so profusely, Linzi rushes out from the building and heals him.

CLW: 1d8 + 2 ⇒ (5) + 2 = 7


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Ironskin (5 mins), Bull's Strength (6 mins), Bear's Endurance (5 mins)

Seeing those who managed to escape the entanglement closing in, Faerin runs her hand along her staff speaking to the wood, reminding of the power of the tree from whence it came, instilling it with power.

Cast Shillelagh


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

Halden continues to fire at the archer across from him.

Actions: Rapid Shot vs. G12
Modifiers: Point Blank Shot, Favored Enemy (Human), Deadly Aim

Attack 1: 1d20 + 7 ⇒ (4) + 7 = 11
Damage 1: 1d8 + 7 ⇒ (5) + 7 = 12

Attack 2: 1d20 + 7 ⇒ (4) + 7 = 11
Damage 2: 1d8 + 7 ⇒ (6) + 7 = 13


Male Half-Elf Fighter (Aldori Defender/Steelbound) 1 VMC Magus Fighter (Aldori Defender/Steelbound) 1 VMC Magus
Galahad0430 wrote:
Everyone, please tell me what combat options you are using (PA, DA, CE, etc.) when you use them. For instance, Pyros, why is your to hit so low and your damage so high? You should have any buffs listed as well, look at Terryl's post as an example.

My attack is low because I just copied from my last attack and forgot that I was dropping Fighting Defensively. It should be +9, for a 16. Damage is +4 from Slashing Grace, +1 from Possessed Hand. I don’t think I have any buffs running right now, unless Linzi’s been using Inspire Courage and I didn’t notice.


Male Human Wizard (Transmuter)-2 - | AC: 16/ Flat: 14/Touch: 12 | HP: 15| F: +2 | R: +2 | W: +4 | Init: +2| Perc: +0 | SM: +0

Grunting in pain, Kern sidesteps to get directly in front of his opponent before charging his staff and striking out.

Think, Kern. Use him for cover if you can't take him down

Actions:
Swift: Arcane Strike
Standard: 5' Step to F9 and attack bandit at F10

Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Current Status:
HP 9/15,
AC: 16/ Flat: 14/Touch: 12

Current Spells:
Bonded Staff
0-Acid Splash, Mending, Prestidigitation
1-Mage Armor, Magic Missile (Toppling)(x2)(x1)
(Specialized: Enlarge Person)


Male Human Wizard (Transmuter)-2 - | AC: 16/ Flat: 14/Touch: 12 | HP: 15| F: +2 | R: +2 | W: +4 | Init: +2| Perc: +0 | SM: +0

Can we get an indication on how badly our opponents are hurt? In the long run, it may be smarter for Kern to work on taking out someone else's opponent who can do more damage in the long run.

Sovereign Court

Pyros Aldori wrote:


My attack is low because I just copied from my last attack and forgot that I was dropping Fighting Defensively. It should be +9, for a 16. Damage is +4 from Slashing Grace, +1 from Possessed Hand. I don’t think I have any buffs running right now, unless Linzi’s been using Inspire Courage and I didn’t notice.

Thanks, your character isn't updated, so I didn't see the Slashing Grace.

Sovereign Court

Kern Therensgard wrote:
Can we get an indication on how badly our opponents are hurt? In the long run, it may be smarter for Kern to work on taking out someone else's opponent who can do more damage in the long run.

The enemies' damage is under their tokens

Sovereign Court

Oleg reloads quickly and shoots the bandit closing with Harrim.

1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d10 + 5 ⇒ (3) + 5 = 8

He hits and drops the advancing bandit.

Sovereign Court

Signy is the only one left.


Male Human Wizard (Transmuter)-2 - | AC: 16/ Flat: 14/Touch: 12 | HP: 15| F: +2 | R: +2 | W: +4 | Init: +2| Perc: +0 | SM: +0
Galahad0430 wrote:
Kern Therensgard wrote:
Can we get an indication on how badly our opponents are hurt? In the long run, it may be smarter for Kern to work on taking out someone else's opponent who can do more damage in the long run.
The enemies' damage is under their tokens

Alas, not visible to players...only one I see is the one under Kern. I believe there is a setting of some stripe that has to be turned on for that.

Sovereign Court

Kern Therensgard wrote:
Galahad0430 wrote:
Kern Therensgard wrote:
Can we get an indication on how badly our opponents are hurt? In the long run, it may be smarter for Kern to work on taking out someone else's opponent who can do more damage in the long run.
The enemies' damage is under their tokens
Alas, not visible to players...only one I see is the one under Kern. I believe there is a setting of some stripe that has to be turned on for that.

OK, I think I fixed it, let me know, you should be able to see all the names now.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Ironskin (5 mins), Bull's Strength (6 mins), Bear's Endurance (5 mins)

It would kind of make sense really. It would likely be a heal check to tell how injured someone is beyond bleeding, not bleeding, barely standing, dead


Male Human Wizard (Transmuter)-2 - | AC: 16/ Flat: 14/Touch: 12 | HP: 15| F: +2 | R: +2 | W: +4 | Init: +2| Perc: +0 | SM: +0

Thanks, can see it now. @Faerin, I'd be OK with a more vague indication

Sovereign Court

Still haven't heard from Signy, so I'm going to continue.

Sovereign Court

The bandit facing Kern steps back, pulls out a potion, and drinks it.
1d8 + 1 ⇒ (6) + 1 = 7

The bandit next to Pyros attacks, while another hops the crates and goes after Harrim and the one by Haps moves up to Signy and attacks her.

att v Pyros: 1d20 + 5 ⇒ (2) + 5 = 7
att v Harrim: 1d20 + 5 ⇒ (10) + 5 = 15
att v Signy: 1d20 + 5 ⇒ (5) + 5 = 10

All three miss their intended targets.

Both archers attack Halden again.
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (17) + 6 = 23

After many tries, one of them finally hits something.

damage v Halden: 1d6 + 3 ⇒ (4) + 3 = 7

Haps goes after Teryll again.

1d20 + 8 ⇒ (14) + 8 = 22
1d20 + 8 ⇒ (4) + 8 = 12

Teryll's cover saves him from a hit.

1d20 ⇒ 17
1d20 ⇒ 18

OK, everyone can go


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

Teryll flinches and blinks as the arrows strike the wooden wall, knocking splinters into his face and hair.
My luck may not hold out, I should deal with him now.

He quickly fires two arrows at the one called Haps.

Longbow Attack 1 - Deadly Aim, Divine Favor, Rapid Shot, Judgement: 1d20 + 5 ⇒ (12) + 5 = 17
Damage - Deadly Aim, Divine Favor: 1d8 + 5 ⇒ (1) + 5 = 6

Longbow Attack 2 - Deadly Aim, Divine Favor, Rapid Shot, Judgement: 1d20 + 5 ⇒ (17) + 5 = 22
Damage - Deadly Aim, Divine Favor: 1d8 + 5 ⇒ (5) + 5 = 10

Actions:
Standard - Full attack on Haps (G-17)

Current Status:
HP 19/19,
AC 20, Touch 13, Flat-Footed 17 (+6 armor, +1 Shield, +3 Max Dex)
Spells Remaining: (Lvl 1) 1/2
Judgment Remaining: 0/1
Martial Flexibility Remaining: 3/4
Current Buffs: Divine Favor, Martial Flex -Rapid Shot, Judgement
Conditions:None


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim fires his crossbow at the nearest bad guy.

attack: 1d20 + 1 ⇒ (14) + 1 = 15

damage: 1d8 ⇒ 3

"These guys are tough"


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Ironskin (5 mins), Bull's Strength (6 mins), Bear's Endurance (5 mins)

With no opponents in her immediate vicinity, Faerin quickly rattles off another spell, flame appearing in her hand. Looking ahead of her, she lobs a ball of fire at one of the archers in the tar.

Cast Produce Flame
1d20 + 2 ⇒ (16) + 2 = 18
Fire: 1d6 + 1 ⇒ (3) + 1 = 4
Targeting the one that's currently -7


Male Half-Elf Fighter (Aldori Defender/Steelbound) 1 VMC Magus Fighter (Aldori Defender/Steelbound) 1 VMC Magus

Pyros hacks at the bandit in front of him again, trying to finish the man off before healing himself.

Atack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Ok, the RNG officially hates Pyros.

Current status:
HP 6/20
AC 18, Touch 14, Flat-footed 14
Standard Action: Attack


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

Halden focuses his fire on the archer directly across from him.

Actions: Rapid-Shot vs. G12
Modifiers: Point-Blank-Shot, Favored Enemy (Human)

Attack 1: 1d20 + 7 ⇒ (16) + 7 = 23
Damage 1: 1d8 + 5 ⇒ (4) + 5 = 9

Attack 2: 1d20 + 7 ⇒ (10) + 7 = 17
Damage 2: 1d8 + 5 ⇒ (6) + 5 = 11

Status:
HP: 7/20
AC: 19 Touch 15 Flat-Footed 15

Sovereign Court

Harrim, are you even looking at the map? Also, you don't have your crossbow as you dropped it previously in the fight.

Sovereign Court

Your first arrow drops him, so I assume the second arrow goes to the other archer?

401 to 450 of 2,984 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Kingmaker by Galahad Gameplay thread All Messageboards

Want to post a reply? Sign in.