Whistle Wit
|
Whistle Wit knows all about people--she's read all about them!
Society: 1d20 + 7 ⇒ (11) + 7 = 18
"How do they even know? Did you put a picture of your face in the article??"
Percival Jeeves
|
Seeing the cart racing off without him, Jeeves sighs and starts to push his way through.
"Make way! Make WAY I say. Make WAY!"
athletics: 1d20 + 7 ⇒ (6) + 7 = 13
But that knife wound seems to be bothering him.
GM Tiger
|
Ehle shouts at the crowd to get out of the way and runs between them. Whistle Wit wonders how they even know what Pallomar looks like as she flows through the crowd.
CROWDED MARKET
The Flowing Market gets crowded on game day. Somehow, Pallomar managed to drive the cart through here, as evidenced by a few wrecked stands.
Skills:
DC 15 Deception, Diplomacy, or Intimidation to talk your way through
DC 13 Stealth to sneak through without being hassled by merchants
Successes Needed: 4
------------------
CHASE TRACKER
Round: 1
Obstacle: Crowded Market
Skills:
DC 15 Deception, Diplomacy, or Intimidation to talk your way through
DC 13 Stealth to sneak through without being hassled by merchants
Successes: 0/4
Crowd Location: 2 obstacles back
------------------
Those with ** may go
Benkost
Enrax
Ehle Kiv
**Jeeves
Whistle Wit
**Vamasu
Crowd
Vamasu
|
Seeing the chaos ahead, Vamasu will melt into the crowd and slip forward in pursuit of the crazed cart driver!
stealth DC 13: 1d20 + 7 ⇒ (19) + 7 = 26
Percival Jeeves
|
Looks like my post got eaten. Hopefully the roll stays the same
Jeeves looks at the throng and sighs. Then, with surprising ease, he demonstrates that most important of skills in a butler. The ability to both be where he is needed... and not be seen being there.
stealth: 1d20 + 6 ⇒ (17) + 6 = 23
GM Tiger
|
Crowd: 1d20 ⇒ 11
Vamasu and Jeeves easily blend in and make it through the market without raising an alarm. (2 crits! Well done!)
As Pallomar keeps driving, the cart collides with what appear to be magical reagents and vanishes before your eyes.
Skills:
DC 15 Arcana/Occultism to notice the magic
DC 17 Perception/Will to see through the illusion
DC 13 Survival to track the cart.
Successes Needed: 4
------------------
CHASE TRACKER
Round: 2
Obstacle: Vanished Cart
Skills:
DC 15 Arcana/Occultism to notice the magic
DC 17 Perception/Will to see through the illusion
DC 13 Survival to track the cart.
Successes: 0/4
Crowd Location: 2 obstacle(s) back
------------------
Those with ** may go
**Benkost
**Enrax
**Ehle Kiv
**Jeeves
**Whistle Wit
**Vamasu
Crowd
Ehle Kiv
|
Ehle's eyes go wide when she sees the cart vanish from their sight. "Where did it go?!" she exclaims and begins looking for signs of its presence.
DC 13 Survival: 1d20 + 6 ⇒ (8) + 6 = 14
Whistle Wit
|
Arcana/Occultism: 1d20 + 7 ⇒ (19) + 7 = 26
"It's magic!" squawks the bird, trying to analyze what happened.
"Clearly," scoffs the cat, "but friend or foe?"
GM Tiger
|
You're cleaning house here...
Ehle tries to looks for signs of the cart's passing, only to be pointed in the wrong direction by Jeeves (Success and Crit Fail cancel each other out)
Benkhost and Enrax manage to see through the illusion while Whistle Wit realizes what happened. Success, Crit, Crit
With the cart almost reaching the docks, you take a shortcut through an alleyway, only to find some kids blocking the exit with a game of basilisk.
CHILDREN PLAYING BASILISK
Children playing basilisk block the way.
Skills:
DC 15 Acrobatics or Athletics to dodge through the game
DC 17 Diplomacy or Intimidation to ask the children to halt their game
DC 13 Performance to make your way through the game without disrupting it.
Successes Needed: 4
------------------
CHASE TRACKER
Round: 2
Obstacle: Children Playing Basilisk
Skills:
DC 15 Acrobatics or Athletics to dodge through the game
DC 17 Diplomacy or Intimidation to ask the children to halt their game
DC 13 Performance to make your way through the game without disrupting it.
Successes: 0/4
Crowd Location: 3 obstacle(s) back
------------------
Those with ** may go
Benkost
Enrax
Ehle Kiv
Jeeves
Whistle Wit
**Vamasu
Crowd
Vamasu
|
"Aha! A shortcut! Now we'll catch up with him" Vamasu will cry in triumph.
But then rounding the corner and seeing the kids at the exit he'll let out an annoyed squawk, call out "Go the Vultures" and tumble through the pack
Acrobatics DC 15: 1d20 + 7 ⇒ (13) + 7 = 20
GM Tiger
|
Vamasu distracts the kiddos long enough to get their attention, before making an acrobatic flip through their game, leaving them open-mouthed with wonder at what just happened.
Crowd: 1d20 ⇒ 4
------------------
CHASE TRACKER
Round: 3
Obstacle: Children Playing Basilisk
Skills:
DC 15 Acrobatics or Athletics to dodge through the game
DC 17 Diplomacy or Intimidation to ask the children to halt their game
DC 13 Performance to make your way through the game without disrupting it.
Successes: 1/4
Crowd Location: 3 obstacle(s) back
------------------
Those with ** may go
**Benkost
**Enrax
**Ehle Kiv
**Jeeves
**Whistle Wit
**Vamasu
Crowd
Ehle Kiv
|
DC 15 Acrobatics: 1d20 + 7 ⇒ (11) + 7 = 18
Ehle also back flips above the children playing to get through.
GM Tiger
|
The kiddos are even more surprised to see a green being backflipping through their game area...
------------------
CHASE TRACKER
Round: 3
Obstacle: Children Playing Basilisk
Skills:
DC 15 Acrobatics or Athletics to dodge through the game
DC 17 Diplomacy or Intimidation to ask the children to halt their game
DC 13 Performance to make your way through the game without disrupting it.
Successes: 2/4
Crowd Location: 3 obstacle(s) back
------------------
Those with ** may go
**Benkost
**Enrax
Ehle Kiv
**Jeeves
**Whistle Wit
**Vamasu
Crowd
GM Tiger
|
Benkost and Enrax manage to dodge through the children's games and you catch up to the cart. The crowd is nowhere in sight as you reach the docks and catch a sight of the ship.
What appears to be an entire squad of mercenaries, with equipment similar to those from earlier, blocks the road to the ship. One yells, "Give us the elixir, and nobody needs to get hurt!"
Benkost
|
We have something else to offer. Get out the way and you won’t be hurt.
Then whispering: What’s this elixir ? We don’t have any elixir. Well we want to pass and they don’t seem to let us do.
Percival Jeeves
|
Jeeves approaches the mercenaries with open arms and empty hands.
"I believe you have been mislead. If you will let us on our way, we can get our documents to safety without any more injuries being inflicted."
Even as he is speaking, the man sways a little, as if unsteady on his feet.
Whistle Wit
|
"Are you folks sure you wouldn't like some books instead? You look like folks who could use some books."
Vamasu
|
Vamasu will shake his head at the return of the gang "Ah, I'd heard the rumor of someone transporting some sun orchid elixir through town too. But really its not orchid season at the moment and the elixer has such a short shelf life that no one could have any at the moment. We've just got a bundle of dusty books, so unless you are interested in the finer points of Avistani history we've nothing of any value to you." and finish by showing his empty hands to them.
and try to make a request diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20
Ehle Kiv
|
"We have books, not elixirs." Ehle tells them. She then turns to Pallomar. "What are they talking about?"
GM Tiger
|
Pallomar only shrugs.
"Oi guess we'll 'ave ta do it the hahd way! At 'im lads!!
Percival Jeeves's Initiative using Avoid Notice: 1d20 + 7 ⇒ (18) + 7 = 25
Benkost's Initiative using Search: 1d20 + 14 ⇒ (3) + 14 = 17
Enrax's Initiative using Search: 1d20 + 10 ⇒ (16) + 10 = 26
Vamasu's Initiative using Search: 1d20 + 6 ⇒ (18) + 6 = 24
Whistle Wit's Initiative using Repeat a Spell: 1d20 + 8 ⇒ (19) + 8 = 27
Ehle Kiv's Initiative using Scout: 1d20 + 9 ⇒ (12) + 9 = 21
Red Squad: 1d20 + 11 ⇒ (7) + 11 = 18
Blue Squad: 1d20 + 11 ⇒ (11) + 11 = 22
White: 1d20 + 3 ⇒ (14) + 3 = 17
Yellow: 1d20 + 3 ⇒ (3) + 3 = 6
Red and Blue are troops -- they're not gigantic bandits :)
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
**Whistle Wit - AC 17 (18 w/shield), 13/13 (AC 18)
**Enrax - AC 22, 64/64
**Jeeves - AC 18 (20 w/shield), 15/19
**Vamasu - AC 18 (20 w/Extravagant Parry), 17/17
Blue Squad
Ehle Kiv - AC 18 (19 w/buckler), 21/21
Red Squad
White
Benkost - AC 20 (22 w/shield), 49/49
Yellow
Percival Jeeves
|
Jeeves staggers forward, waving a bottle in an angry motion. Where do all those bottles come from?
"Yous sshould lissen up." he slurs as he staggers around. Somehow his arms get tangled in the shield on his back and it ends up on his arm. He lifts it up, looking a little surprised to see it there. "Whaat?"
* enter stumbling stance
* draw shield
* raise shield.
Whistle Wit
|
"Oh, there's so many... I have just the spell for that!" Whistle Wit makes a sound like a cough or a sneeze, and launches a glob of something just past the lead bandit. Where it bursts, splattering him and the group behind him. She also puts her magical shield back up.
Whisker hold his ground. For now.
◆◆ Cast Caustic Blast, which by my count can just hit Red, Blue, and Yellow. They can all make DC 17 basic Reflex saves against acid damage: 1d8 ⇒ 3; they also take 1 persistent acid on a critical failure.
◆ Cast glass shield, raising her AC by 1.
Vamasu
|
Vamasu will call out to yellow "Well if you can't read the books, we can still give you a lesson"
he'll then unsheathe his rapier, turn to his fellow pathfinders and say "Gotta split up!" before he moves to the south.
◆ Bon mot: Diplomacy, bravado: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 vs yellow will
◆ Interact to draw rapier
◆ stride (5' speed bonus for panache)
GM Tiger
|
Red Ref: 1d20 + 7 ⇒ (2) + 7 = 9
Blue Ref: 1d20 + 7 ⇒ (8) + 7 = 15
White Ref: 1d20 + 7 ⇒ (13) + 7 = 20
Vamasu quips at Yellow and leaves him spluttering with anger. Whistle Wit hurls a ball of acid at White, which also catches the two Troops. Neither troop gets out of the way in time. They also seem to be more affected by the area attack, indicating a weakness to area damage!
Enrax wades into the fray and cleaves a good number of the mercenaries in twain and scatters the others, though the troop remains as a cohesive unit (barely).
Despite the critical damage there are limits to what a Troop can take for a single target attack. So, unfortunately, the entire crit damage can't apply. Suffice it to say, though, that if that limit wasn't in place you would have killed them and their next-of-kin with that one strike! :)
"Steady lads! Let's teach these 'eroes not ta mess with us!"
The Blue Squad pulls out their crossbows, load them, and launch a volley in the direction of Benkost and Jeeves.
Piercing; DC 15 Basic Reflex: 2d6 ⇒ (5, 1) = 6
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before Your Turn:
DC 15 Basic Reflex vs 6 Piercing: Benkost, Jeeves
------------------
Those with ** may go
Whistle Wit - AC 17 (18 w/shield), 13/13 (AC 18)
Enrax - AC 22, 64/64
Jeeves - AC 18 (20 w/shield), 15/19 (AC 20; Stumbling Stance)
Vamasu - AC 18 (20 w/Extravagant Parry), 17/17 (Panache)
Blue Squad (-19)
**Ehle Kiv - AC 18 (19 w/buckler), 21/21
Red Squad (-8)
White
Benkost - AC 20 (22 w/shield), 49/49
Yellow (-1)
Ehle Kiv
|
Ehle draws her bow, assigns Yellow as her prey, and shoots a flurry of arrows at it.
Shortbow Attack, Hunted Shot, Flurry: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d6 ⇒ 2 P damage
Shortbow Attack, Hunted Shot, Flurry, MAP: 1d20 + 7 - 3 ⇒ (3) + 7 - 3 = 7
Damage: 1d6 ⇒ 4 P damage
If both hit, combine for resistance/weakness.
◆ Interact to draw weapon
◆ Hunt Prey (Yellow)
◆ Hunted Shot
GM Tiger
|
Ehle marks Yellow as prey and shoots a pair of arrows at him. One hits, barely making a scratch.
"Form up, lads, and let's get that one over there by his lonesome!"
The ruffians of the Red squad get into formation and march towards Vamasu. The then swing their clubs at him in a coordinated melee attack.
Bludgeoning; DC 15 Basic Reflex: 1d6 + 2 ⇒ (4) + 2 = 6
White moves up, pulls out a dagger and hurls it at Enrax.
Dagger vs Enrax AC 22, Range: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
The dagger point hits Enrax but bounces off his armor, doing no damage.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before Your Turn:
DC 15 Basic Reflex vs 6 Piercing: Benkost, Jeeves
DC 15 Basic Reflex vs 6 Bludgeoning: Vamasu
------------------
Those with ** may go
Whistle Wit - AC 17 (18 w/shield), 13/13 (AC 18)
Enrax - AC 22, 64/64
Jeeves - AC 18 (20 w/shield), 15/19 (AC 20; Stumbling Stance)
Vamasu - AC 18 (20 w/Extravagant Parry), 17/17 (Panache)
Blue Squad (-19)
Ehle Kiv - AC 18 (19 w/buckler), 21/21
Red Squad (-8)
White
**Benkost - AC 20 (22 w/shield), 49/49
Yellow (-3)
Benkost
|
The dwarf casts Dehydrate upon both Yellow and Red.
Fort DC 19
Then he unleashes a blast towards the yellow one.
Elemental blast:1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d6 ⇒ 1
Percival Jeeves
|
Jeeves tries to dodge the worst of the arrows coming toward him.
reflex: 1d20 + 8 ⇒ (1) + 8 = 9
reflex, HP reroll: 1d20 + 8 ⇒ (1) + 8 = 9
But the drink seems to have got to him as he opens himself up to a nasty arrowing.
"Not my suit!"
Can I shield block the damage?
GM Tiger
|
Jeeves tries to dodge the worst of the arrows coming toward him.
[dice=reflex]1d20+8
[dice=reflex, HP reroll]1d20+8But the drink seems to have got to him as he opens himself up to a nasty arrowing.
"Not my suit!"Can I shield block the damage?
It's an area effect -- it would almost be like trying to shield block a fireball.
GM Tiger
|
Yellow Fort: 1d20 + 4 ⇒ (13) + 4 = 17
Red Fort: 1d20 + 10 ⇒ (4) + 10 = 14
Benkost and Jeeves don't manage to get out of the way but Jeeves is caught like a deer-in-headlights as several shafts perforate his suit. Benkost causes a heatwave to occur within Yellow and the Red squad, driving out the water. Neither Yellow nor the squad are able to stand the heat.
Yellow charges Jeeves and Benkost, pulls out a knife and stabs B,J: 1d2 ⇒ 1
Dagger vs Benkost AC 20: 1d20 + 5 ⇒ (9) + 5 = 14 for Piercing: 1d4 + 1 ⇒ (1) + 1 = 2
Unfortunately, the thirst is getting to Yellow.
Persistent Fire; Flat check: 1d6 ⇒ 31d20 ⇒ 20
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Before Your Turn:
DC 15 Basic Reflex vs 6 Bludgeoning: Vamasu
------------------
Those with ** may go
**Whistle Wit - AC 17 (18 w/shield), 13/13 (AC 18)
**Enrax - AC 22, 64/64
**Jeeves - AC 18 (20 w/shield), 3/19 (AC 20; Stumbling Stance)
**Vamasu - AC 18 (20 w/Extravagant Parry), 17/17 (Panache)
Blue Squad (-19)
Ehle Kiv - AC 18 (19 w/buckler), 21/21
Red Squad (-8; 1d6 Persistent Fire)
White
Benkost - AC 20 (22 w/shield), 43/49
Yellow (-7)
Vamasu
|
DC 15 Basic Reflex: 1d20 + 9 ⇒ (18) + 9 = 27 - crit success to avoid the clubs
Vamasu ducks and weaves out of the way of the clubs, then responds by lunging with his rapier at the mob, quipping "What's wrong? Swinging at shadows? You'll have to be faster than that!" and then will finish up with returning his rapier to a defensive position once again,
◆ Confident Finisher melee to hit: 1d20 + 7 ⇒ (8) + 7 = 15 with his rapier on red for 1d6 + 1 ⇒ (2) + 1 = 3 piercing damage plus 2d6 ⇒ (4, 5) = 9 precision damage (deadly d8: 1d8 ⇒ 1) (if miss then 1d6 ⇒ 2 precision damage anyway)
◆ Bon Mot Diplomacy, Bravado: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 on red
◆ Extravagant Parry +2 circumstance bonus to AC
Percival Jeeves
|
"Ahh medic?>" calls out Jeeves.
The confused man, perhaps caught like a deer in a lantern light, stays right where he is, swaying left and right as he brings his butlers tray into a slightly more protective alignment.
"Thaat was un-calledfor." he expresses, with the clear enunciation of the man who knows he needs to focus on his words. His image of sobriety maybe slightly countered by a sudden stagger to the left as be trips into the mercenary in a stylish yellow overcoat.
"My... apologies."
* raise shield
* feint deception: 1d20 + 5 ⇒ (7) + 5 = 12
* flurry attack yellow: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
flurry attack yellow: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17
damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Whistle Wit
|
"Medic? Oh, that's me!" Whistle Wit shuffles her feathers and then sweeps her wings towards Jeeves, channeling vitality into him. She then eyes the closest thug. "And you should stay away from the cat. Trust me."
Whisker smirks up at him as though daring him to defy and shifts forward, carried by the wind, as the brute hears the shriek of a bird and feels feathers brush against him threateningly.
◆◆ Cast heal on Jeeves. Healing: 1d8 + 8 ⇒ (7) + 8 = 15
◆ Cast Murmuration on Yellow, with my familiar as the designated creature. No immediate effect, but if Yellow moves towards Whisker he must make a DC 17 Will save or take piercing damage: 1d4 ⇒ 4, half on a success, none on a critical success. On a critical failure he also takes sonic damage: 1d4 ⇒ 1 and takes a -2 penalty to any attack or hostile skill action that turn.
GM Tiger
|
Enrax, keep the HP. The first is enough... and now you know White's AC!
Enrax steps up and drops White with one blow. Jeeves stumbles towards Yellow, who ignores the tottering old man until a kick snaps Yellow's neck.
The individual mercs are just a bit better than zombos... AC 15, 10 hp
The Blue squad reload their crossbows and unleash a volley at Enrax.
Piercing; DC 15 Basic Reflex: 2d6 ⇒ (1, 2) = 3
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Before Your Turn:
DC 15 Basic Reflex vs 3 Piercing: Enrax
------------------
Those with ** may go
Whistle Wit - AC 17 (18 w/shield), 13/13 (AC 18)
Enrax - AC 22, 64/64
Jeeves - AC 18 (20 w/shield), 18/19 (AC 20; Stumbling Stance)
Vamasu - AC 18 (20 w/Extravagant Parry), 17/17 (Panache)
Blue Squad (-19)
**Ehle Kiv - AC 18 (19 w/buckler), 21/21
Red Squad (-8; 1d6 Persistent Fire)
Benkost - AC 20 (22 w/shield), 43/49
Ehle Kiv
|
With her prey gone, she focuses on another prey, Red. She then moves and shoots some arrows.
Shortbow Attack, Hunted Shot, Flurry: 1d20 + 7 ⇒ (5) + 7 = 12 vs Red
Damage: 1d6 ⇒ 4 P damage
Shortbow Attack, Hunted Shot, Flurry, MAP: 1d20 + 7 - 3 ⇒ (6) + 7 - 3 = 10
Shortbow Attack, Hunted Shot, Flurry, MAP: 1d20 + 7 - 3 ⇒ (9) + 7 - 3 = 13
Damage: 1d6 ⇒ 2 P damage
If both hit, combine for resistance/weakness.
◆Hunt Prey (Red)
◆ Stride
◆ Hunted Shot
GM Tiger
|
Ehle's arrows fly over the heads of the Red squad.
"Oi! Bash that bird first then let's go bash the lizard!"
More clubs fly at Vamasu.
Bludgeoning; DC 15 Basic Reflex: 1d6 + 8 ⇒ (2) + 8 = 10
Fort: 1d20 + 10 ⇒ (18) + 10 = 28
Persistent Fire; Flat: 1d6 ⇒ 21d20 ⇒ 18
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Before Your Turn:
DC 15 Basic Reflex vs 3 Piercing: Enrax
DC 15 Basic Reflex vs 10 Bludgeoning: Vamasu
------------------
Those with ** may go
-3-
**Whistle Wit - AC 17 (18 w/shield), 13/13 (AC 18)
**Enrax - AC 22, 64/64
**Jeeves - AC 18 (20 w/shield), 18/19 (AC 20; Stumbling Stance)
**Vamasu - AC 18 (20 w/Extravagant Parry), 17/17 (Panache)
Blue Squad (-19)
Ehle Kiv - AC 18 (19 w/buckler), 21/21
Red Squad (-10)
-2-
**Benkost - AC 20 (22 w/shield), 43/49
Percival Jeeves
|
Jeeves, seeing a crowd of men stumbles toward them. "Help.. I was being attacked.." he claims.
feint: 1d20 + 5 ⇒ (15) + 5 = 20
Before tripping on the stairs and crashing into the group head first, in a tangle of arms and legs.
flurry: 1d20 + 8 ⇒ (2) + 8 = 10
damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
flurry: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21
damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
* stride
* feint If I can't feint against a troop, then raise shield
* flurry
Benkost
|
The dwarf moves to unleash a blast of fire towards the red one.
Elemental blast: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Enrax
|
Reflex:1d20 + 9 ⇒ (8) + 9 = 17
The orc strikes on the blue.
Power attack:1d20 + 13 ⇒ (13) + 13 = 26
Damage:3d10 + 4 ⇒ (5, 2, 7) + 4 = 18
Then he strikes again on the blue.
+1 striking Halberd:1d20 + 13 - 10 ⇒ (1) + 13 - 10 = 4
Damage:2d10 + 4 ⇒ (4, 2) + 4 = 10
Whistle Wit
|
"No, don't--oh, that bird. That's fine, I can fix him."
With the leaders down, casting an enchanted disease on just one of the group of thugs is probably largely futile. Best to just blast 'em. Whistle Wit struts a little closer, with Whisper bounding to keep up, and hurls more acid.
◆ Stride
◆◆ Caustic Blast, area effect over Blue's space. DC 17 basic Reflex vs acid damage: 1d8 ⇒ 4, plus 1 persistent acid on a critical failure.
> ◆ Independent: Familiar's Stride
Vamasu
|
(How did Vamasu go last turn? I assume he missed with the 15? Even on a miss half his confident finisher damage should have taken effect though)
DC 15 basic reflex: 1d20 + 9 ⇒ (8) + 9 = 17
Vamasu dodges the worst of the clubs but some still connect. He then replies with a double strike with his rapier before taunting "Is the bird a bit tougher than you expected? Maybe it is time to chicken out?
◆ Confident Finisher melee to hit: 1d20 + 7 ⇒ (15) + 7 = 22 with his rapier on red for 1d6 + 1 ⇒ (3) + 1 = 4 piercing damage plus 2d6 ⇒ (2, 1) = 3 precision damage (deadly d8: 1d8 ⇒ 4) (if it missed then Red still takes half the precision as piercing damage)
◆ Strike melee to hit,MAP: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19 with his rapier for 1d6 + 1 ⇒ (5) + 1 = 6 piercing damage
◆ Bon Mot Diplomacy, Bravado: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 to restore panache