Sukit
|
Sukit moves to the door and puts a hand on the knob.
Everybody ready? Antonaides? Will your friends take care of our straggler?
Ready to open the door once everyone is in the room.
Antonaides DeGuile, Esq.
|
"Of course."
Antonaindes claps his hands and in infernal says, "Muppets, kill!"
He then moves to be beside the door and throws it open with his standard action.
Lemure 1 Bardsong, flank
1d20 + 4 + 2 + 2 ⇒ (14) + 4 + 2 + 2 = 22
1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
1d20 + 4 + 2 + 2 ⇒ (14) + 4 + 2 + 2 = 22
1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Tentacle
1d20 + 4 + 2 + 2 ⇒ (11) + 4 + 2 + 2 = 19
1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Lemure 2 Bardsong
1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Lemure 3 Bardsong, can't full attack
1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
| GM XaveTheNerd |
Grim downs the remaining deckhand with a satisfying slash.
Antonaides rushes to the door and throws it open, catching the 6 dogs inside completely unaware. Map updated!
Because opening the door is an important action, anybody who would have gone before Antonaides in initiative is now techincally after him, except Grim. This matters because of where things get rolled into initiative. Now Antonaides, Sukit, and Puurrupup go on 16.
Dogs: 1d20 + 2 ⇒ (16) + 2 = 18
Mastiffs: 1d20 + 8 ⇒ (11) + 8 = 19
Guard Dogs
Initiative - the BOLD may act!
Active effects: Round 3;
-----------------------------------------------
Grim
Mastiffs
Dogs
Antonaides (-18; Redo summons' turns; Opened door)
Sukit
Puurrupup
Kitajo
Arie
Antonaides DeGuile, Esq.
|
"Muppets, swarm this doggy here beside me."
Lemure
1d20 + 4 ⇒ (9) + 4 = 13
1d8 + 2 ⇒ (6) + 2 = 8
Lemure
1d20 + 4 ⇒ (14) + 4 = 18
1d4 + 2 ⇒ (3) + 2 = 5
Lemure
1d20 + 4 ⇒ (1) + 4 = 5
1d4 + 2 ⇒ (1) + 2 = 3
Anton had previously healed himself for 3 pts, taps himself again for
1d8 + 1 ⇒ (2) + 1 = 3...
...and activates Copycat as a move 1 mirror image
Resource Tracker
Copycat: uses 1/8, rounds 1/8
Sukit
|
As the summons swarm the closest dogs Sukit slides to the side to engage the pair off to the side.
Attack, Power Attack: 1d20 + 19 - 3 ⇒ (3) + 19 - 3 = 19
Damage, Power Attack: 1d8 + 19 + 6 ⇒ (4) + 19 + 6 = 29
Puurrupup
|
Puurrupup moves up to the doorway, sees angry dogs and frantically loads his pistol with alchemical paper cartridges, and pulls both triggers aiming at the doggy opposite him Green?.
Two free actions for the reload (though he misfires on 1-3 now), grit point for charisma to damage, then fire
Barrel 1 vs.Touch, PBS, Profane, Insp: 1d20 + 11 + 1 + 1 + 2 - 4 ⇒ (14) + 11 + 1 + 1 + 2 - 4 = 25
Magic B/P, CHR, BPS, Insp: 1d6 + 3 + 5 + 1 + 2 ⇒ (4) + 3 + 5 + 1 + 2 = 15
Barrel 2 vs.Touch, PBS, Profane, Insp: 1d20 + 11 + 1 + 1 + 2 - 4 ⇒ (16) + 11 + 1 + 1 + 2 - 4 = 27
Magic B/P, CHR, BPS, Insp: 1d6 + 3 + 5 + 1 + 2 ⇒ (2) + 3 + 5 + 1 + 2 = 13
| GM XaveTheNerd |
Grim's turn was already spent finishing the last deckhand. I've moved you back.
Kitajo Uchihide
|
Kitajo moves into the room, across the middle I have 50 feet of movement and can avoid the AOOs I am fairly sure. Stopping beside green he throws a stunning kick.
Unarmed Strike, Stunning Fist: 1d20 + 14 + 2 + 2 ⇒ (14) + 14 + 2 + 2 = 32 Non-Lethal Damage: 2d6 + 6 + 2 + 2 ⇒ (1, 3) + 6 + 2 + 2 = 14
If the attack hits DC19 Fort save or be stunned for 1 round
| GM XaveTheNerd |
No worries! Just realizes this, same goes for Antonaides. You had moved and opened the door this round, so no healing unless you want to do that with this turn.
The Lemures march on the purple mastiff and all miss horribly.
Sukit moves on the dog in the red collar and it immediately hits the floor.
Puurrupup easily dispatches the dog in the green collar.
Kitajo goes to punch the yellow dog instead. He knocks it unconscious. Probably stunned it too.
The purple and black mastiffs "bark" for lack of a better term. The sound the emanates begins to worry the Pathfinders.
And possibly other people in the house.
I need TWO will saves from everybody. First is to avoid becoming panicked for 1d4 ⇒ 4 rounds. Second is to avoid becoming panicked for 1d4 ⇒ 1 rounds. DC for both is 18.
The mastiffs then attempt to tear into the Lemures.
Attack: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15
Attack: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Bite: 1d8 + 6 + 4 - 5 ⇒ (8) + 6 + 4 - 5 = 13
Tail: 1d6 + 3 + 2 - 5 ⇒ (4) + 3 + 2 - 5 = 4
Attack: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15
Attack: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Top one dies
Bite to other: 1d8 + 6 + 4 - 5 ⇒ (2) + 6 + 4 - 5 = 7
Trip: 1d20 + 12 ⇒ (2) + 12 = 14
The dog in the room barks viciously, albeit normally, and attacks.
20?: 1d20 ⇒ 14 Didn't think so
It meets nothing but metal and whimpers a bit.
Guard Dogs
Initiative - the BOLD may act!
Active effects: Round 4/5; Inspire Courage +2
-----------------------------------------------
Grim
Mastiffs
Dogs
Antonaides (-18; Left Lemure -7 and prone)
Sukit
Puurrupup
Kitajo
Arie
Reminder of the Will saves
Antonaides DeGuile, Esq.
|
Will
1d20 + 18 ⇒ (8) + 18 = 26
Will
1d20 + 18 ⇒ (12) + 18 = 30
Anton will ready to cast Remove Fear on the first person to fail a save. He directs the lemures to stay down but keep attacking.
Antonaides DeGuile, Esq.
|
Lemure 1 (prone) hp 10/17, DR 5
2 claws
1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4
Lemure 2 17/17, DR 5
1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 4 ⇒ (4) + 4 = 8
Sukit
|
Will: 1d20 + 9 ⇒ (17) + 9 = 26
Will: 1d20 + 9 ⇒ (17) + 9 = 26
Attack, Power Attack: 1d20 + 22 - 3 ⇒ (2) + 22 - 3 = 21
Damage, Power Attack: 18 + 13 + 6 = 37
Sukit will attack the dog again if it's still up, but otherwise crosses the room to the stairs.
2nd Attack if needed, Power Attack: 1d20 + 17 - 3 ⇒ (1) + 17 - 3 = 15
Damage, Power Attack: 18 + 13 + 6 = 37
Grim Krieger
|
Will: 1d20 + 13 ⇒ (6) + 13 = 19
Will: 1d20 + 13 ⇒ (5) + 13 = 18
Grim moves up and attacks purple using lunge..
"This whole place knows we are here. We must finish this quickly."
He will use a swift make his weapon holy for the round as well.
Vital Strike: 1d20 + 17 ⇒ (13) + 17 = 30
Dam: 4d8 + 26 ⇒ (1, 4, 6, 4) + 26 = 41
Holy if Evil: 2d6 ⇒ (1, 5) = 6
Puurrupup
|
Did that doggy have 4 or more hit dice? If so I recover grit. That said I included the bardic performance when I can now see that Arie stopped performing (apologies), so maybe it's still alive?
Will: 1d20 + 8 ⇒ (7) + 8 = 15
Ugh, I will use spirit surge on that to add Spirit Surge: 1d6 + 4 ⇒ (6) + 4 = 10 taking it to a 25. I can only do that once per round though so I need to pass the second...
Will: 1d20 + 8 ⇒ (1) + 8 = 9
Crap. Shirt re-roll!
Will, GM stars: 1d20 + 8 + 3 ⇒ (14) + 8 + 3 = 25
Is there a knowledge check to identify whatever those mastiffs are? Purrupup is not very smart, but maybe people will tell him what kind of ammunition to use
Knowledge (local or planes or religion) to id mastiffs: 1d20 + 4 ⇒ (17) + 4 = 21
He will then reload one barrel of his gun With the correct ammunition type for bypassing their DR if he knows what it is, otherwise regular, and give an inspiring call.
That is a standard action that gives +4 to attack and damage to everyone who can hear him for one round. It is a competence bonus so doesn't stack with inspire courage, but I think Arie is not performing at the minute so this will save her a round
Arie D'nostica
|
will: 1d20 + 8 ⇒ (6) + 8 = 14
will: 1d20 + 8 ⇒ (3) + 8 = 11
of course... OK, checked my abilities, only one applies to give another attempt at a failed save. I can also use my reroll but can I do both here since they are individual rolls? OK, got to use Saving Finale and my reroll and see if they both save. Otherwise doesn't matter anyway...
will: 1d20 + 8 ⇒ (7) + 8 = 15
will: 1d20 + 8 ⇒ (17) + 8 = 25
Still failed one. Looks like Arie is running...
Arie (unless someone else has an instant or interrupt) runs...
Antonaides DeGuile, Esq.
|
I had readied a Remove Fear, so you're good.
Antonaides rattles off a litany to quell the fear of the pit that lives in all mortal hearts.
Arie D'nostica
|
I had readied a Remove Fear, so you're good.
Antonaides rattles off a litany to quell the fear of the pit that lives in all mortal hearts.
Thank you. Just making sure. The dicebot hates me. :)
In that case Arie moves into the room, changing her story to one about the little doggy that couldn't just quite do it and howled at the moon in despair... She is also making sure she is in range for any needed interrupts and such.
| GM XaveTheNerd |
Anton removes fear from Arie as she looks ready to run.
Sukit downs the dog near him and heads for the stairs.
Grim gives a good wound to the Shadow Mastiff, but it stays standing.
Puurrupup is sure the Mastiff's don't have DR, but he realizes that their barking is supernaturally scary to all who can hear it within 300 feet. There's bound to be other panicking in the building.
Unfortunately, the dog did not have enough hit dice
Arie enters the room.
The Mastiffs attack the nearest Pathfinder (so, all to Sukit).
Attack: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14
Attack: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
Attack: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Attack: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
The all get a mouthful of metal. Nothing more.
Guard Dogs
Initiative - the BOLD may act!
Active effects: Round 4/5; Inspire Courage +2; Inspiring Call;
-----------------------------------------------
Grim
Mastiffs ([Purple: -47])
Antonaides (-18; Left Lemure -7 and prone)
Sukit
Puurrupup
Kitajo
Arie
Arie D'nostica
|
Arie takes a 5'step to reach Antonaides, pulling a wand out.
"This will help a little"
clw wand: 1d8 + 1 ⇒ (4) + 1 = 5
Sukit
|
Sukit tries to end the wounded hound before moving on to its partner.
Attack, Power Attack: 1d20 + 22 - 3 ⇒ (14) + 22 - 3 = 33
Damage, Power Attack: 1d8 + 13 + 6 ⇒ (3) + 13 + 6 = 22
Attack, Power Attack: 1d20 + 17 - 3 ⇒ (8) + 17 - 3 = 22
Damage, Power Attack: 1d8 + 13 + 6 ⇒ (5) + 13 + 6 = 24
You're not so scary.
Grim Krieger
|
Grim will attack the same one again.
Attack: 1d20 + 17 ⇒ (9) + 17 = 26
Dam: 4d8 + 26 ⇒ (2, 3, 2, 8) + 26 = 41
Antonaides DeGuile, Esq.
|
The lemures attack
Lemure 1 (prone)
1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18
1d4 + 2 ⇒ (3) + 2 = 5
1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
Lemure 2
1d20 + 4 ⇒ (11) + 4 = 15
1d4 + 2 ⇒ (1) + 2 = 3
1d20 + 4 ⇒ (14) + 4 = 18
1d4 + 2 ⇒ (2) + 2 = 4
"Thank you, Arie. It was foolish of me to stand in that gunner's line of sight."
Anton also taps himself with a wand and moves to be next to Kitajo.
1d8 + 1 ⇒ (5) + 1 = 6
Round counters
Copy cat 2/8 (uses 1/8)
Puurrupup
|
Purrupup reloads the other barrel of his gun with achemical paper, moves to a position where he can target one unimpeded, and fires both barrels.
Misfire chance is 1-2 on the first barrel, 1-3 on the second. Spending another grit and hoping for a crit!
Barrel 1 vs.Touch, PBS, Profane, Insp: 1d20 + 11 + 1 + 1 + 2 - 4 ⇒ (12) + 11 + 1 + 1 + 2 - 4 = 23
Magic B/P, CHR, BPS, Insp: 1d6 + 3 + 5 + 1 + 2 ⇒ (1) + 3 + 5 + 1 + 2 = 12
Barrel 2 vs.Touch, PBS, Profane, Insp: 1d20 + 11 + 1 + 1 + 2 - 4 ⇒ (4) + 11 + 1 + 1 + 2 - 4 = 15
Magic B/P, CHR, BPS, Insp: 1d6 + 3 + 5 + 1 + 2 ⇒ (1) + 3 + 5 + 1 + 2 = 12
If they happen to be evil outsider puppies then it's +2 to hit and extra damage on each shot:
Evil outsider damage 1: 2 + 2d6 ⇒ 2 + (5, 1) = 8
Evil outsider damage 2: 2 + 2d6 ⇒ 2 + (5, 4) = 11
Kitajo Uchihide
|
Will Save 1: 1d20 + 8 ⇒ (19) + 8 = 27
Will Save 2: 1d20 + 8 ⇒ (8) + 8 = 16
Kitajo is panicked for 1 round.
| GM XaveTheNerd |
Alright. I guarantee you somebody's turn is going to change. Let's see who downed the doggos.
Arie heals Atonaides a bit.
Sukit cleaves the purple mastiff in two and marches for the black one, barely managing to cut through the creature's thick hide. Flavor. You JUST hit it.
Grim skewers the next one.
Still in initiative. Up the stairs or through the door?
???
Initiative - the BOLD may act!
Active effects: Round 4/5; Inspire Courage +2; Inspiring Call;
-----------------------------------------------
Grim
Antonaides (-18; Left Lemure -7 and prone) (redo turn)
Sukit
Puurrupup (redo turn)
Kitajo (You get a ret-con turn here because I forgot to give you one last round. This is after the frightened round.)
Arie
After somebody moves into a new area or opens a door, please hold off on posting until I update what happens.
Puurrupup
|
Purrupup has enough movement to have opened the door this round, and with the source of the fear gone I think Kitajo is probably ok, so I think opening the door makes sense. So unless anyone tells him it's a bad idea...
Before he can get a shot off his allies slay the bad doggies, so he finishes moving to the door and opens it, pointing his pistol through cautiously.
I'll keep the alchemical paper reload but save the bullets and grit
Kitajo Uchihide
|
Kitajo puts an ear to the door The one where I am and listens.
Perception: 1d20 + 16 ⇒ (4) + 16 = 20
| GM XaveTheNerd |
Kitajo, that's the one Puurrupup just opened.
Puurrupup quickly opens one of the double doors (mechanically, we'll say they're both open to make things easier for everyone)
The age-worn, but still quite impressive, solid oak dining table occupying this room sets a tone of comfort for the whole dining area. Well-made chairs stand haphazardly around the room and a mat of dog fur obscures the rug and stone floor. Nautical maps and charts lay on the table, daggers pinning the largest map open, unfurled across the tabletop.
There is nobody in this room.
Apologies for how meticulously slow I'm going on this one. It's surprisingly important. You'll see in a moment.
???
Initiative - the BOLD may act!
Active effects: Round 4/5; Inspire Courage +2; Inspiring Call;
-----------------------------------------------
Grim
Mastiffs (-24)
Antonaides (-18; Left Lemure -7 and prone) (Redo entire turn. Target died before you acted)
Sukit
Puurrupup
Kitajo (Retake turn one more time. Sorry!)
Arie
Kitajo Uchihide
|
Kitajo enters and looks at the maps. Being a fisherman he has a little knowledge of nautical maps and things, but not a great deal. I can roll a profession check if you like.
Antonaides DeGuile, Esq.
|
I command the lemures to go into the next room. The one that wasn't prone has enough movement left to open the door and I tell him to do so. the southern lemure is at 10 hp
I'll wait to act until I see what's in there.
| GM XaveTheNerd |
I...I removed that line from my spreadsheet. Guess the generated lines didn't update. I'll keep a closer eye on it. The sheet for this game in particular has been acting up a bit. The Mastiffs ARE down.
Grim, be sure to check who's bolded in initiative, you weren't up. Do you need me to mark it a different way? I know that sometimes overwritten fonts or something don't display bold well. In either case, I've moved you back to where I think you were...
Kitajo enters the room and begins searching the maps. They seem to be of a lot of different places. That's all he gets without spending a full-round looking at them.
Antonaides commands the Lemure to open the door. They do. The room beyond looks like a very nice kitchen that hasn't been kept well.
???
Initiative - the BOLD may act!
Active effects: Round 4/5; Inspire Courage +2; Inspiring Call;
-----------------------------------------------
Grim
Antonaides (-13; Left Lemure -7; Antonaides still needs to retake turn.)
Sukit
Puurrupup
Kitajo
Arie
Just waiting on Antonaides himself's turn. I'd move forward, but I can't yet.
Antonaides DeGuile, Esq.
|
With my previous turn's actions I'll move to where I am now. If there are enemies in that room, I'll order the lemures to attack them. IF there aren't, I'll take my turn to open another door.
I order my lemures to move and open the doors in front of them. (If there's a fight in that topmost room we'll have two ways of getting into it.)
Round counter
Copycat 4/8, uses 1/8
Grim Krieger
|
No it's fine, I had a brain fart and thought we were out of initiative.
| GM XaveTheNerd |
Thanks for the patience guys. Issue wasn't anything awful. Just a days long back cramp. Ouchies!
Alrighty. Antonaides rushes out of the room.
Just in time too, because the floor flashes from stone to mud and then back from mud to stone. Anybody still in the room with the stairs must make TWO DC 20 reflex saves or be entangled and anchored in place until they destroy the stone around them [hardness 8, 30 hp] or escape the stone [Strength or Escape Artist DC 20]. (though, of course, act as if you don't know the DCs.)
From the map, that includes Puurrupup, Sukit, and Grim (it does affect the stairs).
Antonaides rushes through the kitchen, but finds the floor a bit more, well, slippery than he expected. I'm not entirely sure what to do in this situation. There's no perception to see the Grease, so...I guess Antonaides needs a reflex save or he falls prone as he enters the room? Would the Lemure have gone first? I'm not sure. Antonaides, I'll leave the judgement call up to you. Either way, to move through that room requires a DC 10 acrobatics check for half speed.
The lemure manages to open the upper door, though. The chaos of construction reigns in this room. Remains of a bedroom and smoking parlor linger amidst piles of debris, construction materials, and misplaced tools. A tengu exists in the room, and as the door swings open he finishes casting a spell on himself (flavor. He's still buffing). The tengu looks up with a bit of fear in his eyes, a whip in his hands.
There are also a few slaves shackled to the walls (not pictured on the map. AoE effects within this room are guaranteed to hit at least one of the 4 slaves in the room, unless they affect a line)
Flak'ak: 1d20 + 5 ⇒ (4) + 5 = 9 Initiative
Sorry Grim......
Slaves on the Walls
Initiative - the BOLD may act!
Active effects: Round 5; Inspire Courage +2; Inspiring Call;
-----------------------------------------------
Grim
Antonaides (-13; Left Lemure -7 and prone; Antonaides still needs to retake turn.)
Sukit (Trap. See above)
Puurrupup (Trap. See above)
Kitajo
Arie (Trap. See above)
Flak'ak
Sukit
|
Ref: 1d20 + 9 ⇒ (6) + 9 = 15
Ref: 1d20 + 9 ⇒ (3) + 9 = 12
Sukit is caught completely off guard by the shifting floor, but his sword easily clears the stone around his feet and he takes a step forward.
I'm assuming the floor can't be crit so it will take two attacks to get free. Adamantine sword ignores hardness less than 20.
Grim Krieger
|
Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Reflex: 1d20 + 7 ⇒ (3) + 7 = 10
Grim gets stuck and begins hacking the floor apart..
Attack: 1d20 + 17 ⇒ (7) + 17 = 24
Dam: 2d8 + 26 ⇒ (7, 5) + 26 = 38
Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Dam: 2d8 + 26 ⇒ (1, 2) + 26 = 29
Not sure if I need to roll s AC..
Kitajo Uchihide
|
With the door being open Kitajo moves into the room to see what is inside. Seeing the slaves chained up he moves to the nearest one and looks at the bonds
Puurrupup
|
Reflex: 1d20 + 9 ⇒ (1) + 9 = 10
Reflex: 1d20 + 9 ⇒ (18) + 9 = 27
Would it be possible to have Puuurupup go before Sukit? I'd like to cast liberating command so he can attempt to escape as an immediate action, and then perhaps he can bust Puurrupup out instead of himself with his turn?
If that's possible and Sukit is happy with it, Sukit you could roll an escape artist check with a +14 bonus, and if you failed I could spirit surge you for Spirit Surge: 1d6 + 4 ⇒ (4) + 4 = 8 extra, which ought to guarantee it. I'll wait to see if that's kosher before taking my turn
Antonaides DeGuile, Esq.
|
Not meta-gaming, but the lemure would definitely have gone through the kitchen first. They are there to spring traps and get ambushed. That said, Antonaides would have attempted the acro check to move at half speed.
Acrobatics
1d20 - 1 ⇒ (7) - 1 = 6
Reflex
1d20 + 5 ⇒ (4) + 5 = 9
whelp, I guess I fall anyway. I'll use my other move to stand up.
Arie D'nostica
|
Glad it wasn't anything serious, although that kind of thing is probably painful and annoying...
OK, Arie and her instants and interrupts can be annoying in this format so here's some if/then situations...
If things go as listed Arie will cast Saving Finale, ending her story for the moment but giving Puurrup a retry on that Reflex save. She will then move around to get closer to the group as a whole.
If Puurrup's suggestion is what happens and the three in the room are free, she will move, keep telling her story and I will need to make one more move on the map...
Sukit
|
Escape Artist: 1d20 - 1 + 14 ⇒ (1) - 1 + 14 = 14
Spirit surge +8 makes it succeed.
Armor training and Tower Shield Specialist bring Sukit's total ACP down to -4
| GM XaveTheNerd |
I had a long day so I'm going to keep it short.
Sukit gets stuck, but is freed by Puurrupup (because initiative order said that's allowed).
Grim gets stuck, but manages to hack through the floor.
Kitajo moves in quickly. The bond are quite well made, and it would definitely take somebody with a key or decent Disable Device to open them.
Puurrupup gets stuck, but has Sukit help him out.
Antonaides slips and stands.
Arie moves.
The bad guy activates a few effects. One as a spell. One on his armor. Another makes an illusory double appear in his square.
Slaves on the Walls
Initiative - the BOLD may act!
Active effects: Round 5; Inspire Courage +2; Inspiring Call;
-----------------------------------------------
Grim
Antonaides (-13; Left Lemure -7)
Sukit
Puurrupup
Kitajo
Arie
Flak'ak (Extra buff 1; 1 mirror image)
Puurrupup
|
Great thanks! Purrupup didn't actually take a turn there as Liberating Command is an immediate action and spirit surge is no action, so I think he's got two turns to take now if I understand correctly. I don't know why I asked to go before Sukit as he actually needs to go after in order to be able to move. He can delay to make that happen though
Last time on Puurrupups turn:
He casts haste on himself, Sukit and Grim, then follows the Lemures and sees the enemy, keeping slaves no less, very bad. He calls out.
"Hey you, let these people go!"
This turn
He does a regular full attack (rather than firing both barrels at once).
Spending a point of grit as usual
Regular 1st attack misfire 1-2
Barrel 1 vs.Touch, PBS, Profane, Insp, Haste: 1d20 + 11 + 1 + 1 + 2 + 1 ⇒ (11) + 11 + 1 + 1 + 2 + 1 = 27
Magic B/P, CHR, BPS, Insp, Profane: 1d6 + 3 + 5 + 1 + 2 + 1 ⇒ (1) + 3 + 5 + 1 + 2 + 1 = 13
Hasted Attack second barrel, misfire 1-3
Barrel 1 vs.Touch, PBS, Profane, Insp, Haste: 1d20 + 11 + 1 + 1 + 2 + 1 ⇒ (5) + 11 + 1 + 1 + 2 + 1 = 21
Magic B/P, CHR, BPS, Insp, Profane: 1d6 + 3 + 5 + 1 + 2 + 1 ⇒ (3) + 3 + 5 + 1 + 2 + 1 = 15
Reload alchemical paper, iterative attack, misfire 1-3
Barrel 1 vs.Touch, PBS, Profane, Insp, Haste: 1d20 + 6 + 1 + 1 + 2 + 1 ⇒ (17) + 6 + 1 + 1 + 2 + 1 = 28
Magic B/P, CHR, BPS, Insp, Profane: 1d6 + 3 + 5 + 1 + 2 + 1 ⇒ (4) + 3 + 5 + 1 + 2 + 1 = 16
Antonaides DeGuile, Esq.
|
Reflex for the lemure from last round:
1d20 + 3 ⇒ (19) + 3 = 22
Anton backs out of the greasy room, orders his lemure to advance toward the north and open any doors he finds there. Anton joins the others and takes cover behind a wall, taking total defense.
He orders the other lemure to move to the corner, potentially drawing an AoO.
Round Counter
Copycat 5/8