F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
I am confused as well. Despite the ordering, at this point I was assuming Asami is behind Sele and Kenji. Asami continues her way up the stairs, trying to figure out what is holding the resident paladin up. Sure hope he's not down again... Asami wants to be in the room. If she can acrobatics in, see roll below. If, after that, she gets a stab in, see below as well. Acrobatics: 1d20 + 9 ⇒ (19) + 9 = 28 That's some shifty, swashbuckley move, Asami! *pats self on back* Stabbity Stab: 1d20 + 8 ⇒ (10) + 8 = 18 Damage: 1d6 + 4 ⇒ (3) + 4 = 7
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
"Aha! Got yo...ouch!" In her eagerness to lunge into a counter, the swashbuckler walks right into a fist! "Don't you know it's not nice to hit a lady!? Stand still and let me teach you a lesson!" SA Rapier attack. Rapier: 1d20 + 8 ⇒ (11) + 8 = 19 Damage: 1d6 + 4 ⇒ (5) + 4 = 9 If yellow goes down, Asami heads up the stairs. Otherwise she moves up the stairs 5' and see what develops. In looking at the map, it looks like she'll be third in line behind Sele and Kenji...
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Wow...did I miss something or what! Back and trying to catch up here. "Hey, wait for me Sele! Don't you go up there just to fall asleep again!" Asami curses the greasy ground as she tries to follow Sele into the tower and up the stairs. However, as she enters, she sees the mean looking folks scattered about. "Who are you all?" Deciding it doesn't matter since they're clearly the bad guys, the swashbuckler attempts to skewer the nearest one by the stairs. Rapier: 1d20 + 8 ⇒ (20) + 8 = 28 Damage: 16 + 4 = 20
Crit Check: 1d20 + 8 ⇒ (20) + 8 = 28 Damage: 1d6 + 4 ⇒ (2) + 4 = 6 Sweet. Panache Point +1 Parry and Riposte: Parry: 1d20 + 8 ⇒ (11) + 8 = 19 If greater than attack roll:
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
The musically gifted swashbuckler hops about a few more keys, trying to pound out more notes from the organ. "Hey! This is kind of fun! Do you need an organist?" Acrobatics1 DC5: 1d20 + 9 ⇒ (2) + 9 = 11
Perform: 1d20 + 3 + 6 ⇒ (19) + 3 + 6 = 28
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
So, the question is, if I want to press 4 keys, and say I make the first three rolls but fail the fourth, what happens? For completeness, even though a roll of 1 still succeeds here since it's a skill check which I don't think has the auto-fail/auto-succeed feature. Acrobatics1 DC5: 1d20 + 9 ⇒ (17) + 9 = 26
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Aha! So she presses three keys (which she succeeds even on a 1), and then gets to perform on DC10 because it's multiple keys (at +6, since it's +2 per key pressed...or don't we count the first key and it's +4?) "Hmm...hold on...I think I'm getting this. Like...this...no?" Asami hops about, getting keys pressed, while attempting to coax some sound from the instrument. There's some bonus for multiple keys. Let me know how to calculate it and I'll include it going forward. You'll have to add it here. Perform: 1d20 + 3 ⇒ (2) + 3 = 5 Untrained cause it's a stupid keyboard instrument I assume it's one roll on the key pressing, and it's all or nothing? That is, had I said I want to press 6 keys (that's DC5, +10 for 5 extra keys), and then rolled a 12, I would get 0 keys. Is that right? Or do I roll six times, at DC5, 7, 9, 11, 13 and 15? I assume it's the former, since there'd be no reason not to be greedy with the latter - I can always just press up to however many gets me to DC29, and take all the +2's from the successes. Ooh, I'm hoping it's the +6 and not the +4...
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
A new check for every key. So, DC5, DC7 and DC9 to play three keys? Again, though, did I miss something? Why would I want to play multiple keys? I mean, other than showing off, and Asami would be all for that, too.
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Acrobatics!: 1d20 + 9 ⇒ (9) + 9 = 18 Ok, so I decided to be uncharacteristically unlazy, and scrolled back to see what this organ thing is all about. It looks like DC5 acrobatics to play a white key, +2 DC for each additional key I want to play. So, at plus 9, I can comfortably play 3 keys each time (but why would I want to play more than one key again?). Black keys take some DC10 climbing. Asami will have none of that unless she has to.
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Asami is playing gracefully by jumping on an oversized key right now (She does strings, but at +3 should be ok on keyboard. If not, she's acrobatic, too). How many keys can I play? I've played Mists of Mwangi and Tide of Twilight. I've played Murder on the Silken Caravan, too. I think that's the extent of the Season 0's, but I'd have to check.
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Am I still suavely hanging on? How many more checks does Asami need? "Huarrrggg..." Asami grunts most unladylike as she attempts to work her way up the organ. "Who builds oversized behemoth organs like this, anyway!?" Climb: 1d20 ⇒ 8 Hold on...something swashbucklery is about to happen Derring-Do!:
Derring-Do (Ex) : At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1). Derring-Do: 1d6 ⇒ 2 Drat! I'm too lazy to scroll up. Does a 10 make it? Ok, looks like Keera made it with a 10, so I will assume that JUST makes it. The poor swashbuckler looks to be in quite a pickle as she hangs and struggles. But wait! With a most dashing twist and pull, Asami JUST manages to work her way over to the top of the keys! Once up on the organ, the musically inclined kitsune draws her rapier while hopping on a key to pound out some awe-inspiringly beautiful music. Can I do that?
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Undaunted, Asami presses her advantage against the encroaching skeleton. Rapier: 1d20 + 8 ⇒ (3) + 8 = 11 Damage: 1d6 + 4 ⇒ (2) + 4 = 6 Parry and Riposte: Parry: 1d20 + 8 ⇒ (8) + 8 = 16 If greater than attack roll:
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Asami starts to make a move toward the altar when a strange smoke fills her intended landing area. "Way to ruin my grand leap unto the keyboard, boneheads! Ooh I'm mad now." The swashbuckler veers to the right as she draws her rapier, ready to poke her way through the skeletons on her way up the organ where she can see. MA Double move, drawing her rapier as she moves. Parry and Riposte:
Parry: 1d20 + 8 ⇒ (20) + 8 = 28 If greater than attack roll:
Why couldn't we be saving the music of a chaotic god? Asami was ready to do an acrobatic thing up the alter and leap onto the organ, too.
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
"What was that?! A damsel in distress?" Asami looks about, and sees the oversized keyboard. "Who plays organs nowadays? Don't they know it's all about the strings?"
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Asami grins at Master Torch's words. "Well, now, I should agree it's good to foster good will toward such a future crimelord, if he can indeed live up to the potential you ascribe him. Why not test him? Send us towards him, and see if he's up to the task of handling us. If he fails, consider how you have just gained the favor of a group with even more potential than this young crime lord." Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
"Aha! I've had practice against your kin's bones back there. Surely my sword will be more effective against you now. Drop your guard!" The surprised swashbuckler lashes out at the undead and attempts to answer in kind. Rapier: 1d20 + 8 ⇒ (5) + 8 = 13 Damage: 1d6 + 4 ⇒ (4) + 4 = 8 And, just in case things don't go well this round... Parry and Riposte!: Parry: 1d20 + 8 ⇒ (14) + 8 = 22 If it beats the attack roll:
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
The swashbuckler pokes the scattered bones a few more times for good measure, while wondering why her marvelous weapon felt so ineffective. With a shrug, Asami then takes the time to search about the granary.
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
So this is what happens when I step out for a weekend... "Undeads? Bah, eat steel! Hey, does this thing even understand me?" Asami considers the wisdom of conversing with an undead as she steps forth and strikes with her rapier. FA 5' step. MA draw rapier. SA rapier attack! Rapier: 1d20 + 8 ⇒ (8) + 8 = 16 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Asami prods at the downed thugs, and decides they're not worth her effort. As she turns her attention to the conversation at hand, the swashbuckler manages to catch the tail end of the conversation. "What's this about getting to some Grandmaster Torch? I assume it's easier than finding Nissian's hideout."
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Asami calls out to her hasty comrades. "Hey! Don't rush in so recklessly! No! Don't! Now why did you go and do that to the poor man!" Asami follows her own advice most poorly as she charges ahead at the orange man and attempts to skewer him with the rapier. FuA Charge attack! Rapier: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 Damage: 1d6 + 4 ⇒ (3) + 4 = 7 In case someone wants to offend Asami, Parry and Riposte: Parry: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 If higher than the attack roll:
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
A dashing young lady glides into the room. "So. We meet again. For the first time." The swashbuckler breaks out into a grin, and bows to the group. "Asami, at your service."
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Asami watches all the back and forth with great interest. "Indeed, I say let's put the beacon back and get on with it." She retrieves the beacon and grins as the kitsune hands it to the lady. "Would you like to do the honors? After all, it is your dowry."
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
With the zombies near her down for the count, the swashbuckler makes a circling movement towards the last standing creature, and attempts to pierce it fatally with her rapier. Move around to the backside of the zombie in a circular motion - retconned move plus MA of current round gets her there without provoking AOO. SA rapier strike! Rapier: 1d20 + 7 - 1 + 2 ⇒ (3) + 7 - 1 + 2 = 11 Damage: 1d6 + 4 - 1 ⇒ (5) + 4 - 1 = 8 Parry and Riposte if it's still standing after this round of good guys' actions.
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
REF, just in case: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 7 "I'm losing to a bird? I'm LOSING to a bird?!" Asami, miffed at being outshone by a pet roc, goes after one of the standing zombies with a vengeance. In order of priority - green, then red, then purple. Rapier: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11 Damage: 1d6 + 4 - 1 ⇒ (3) + 4 - 1 = 6 Parry and Riposte against first attack against Asami: Parry: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23 If greater than attack roll:
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
"Yes, please. Keep these pesky things off me while I unmask the man before me." Asami keeps her attention on the lead zombie thing. "Hey, hands off! We haven't even been properly introduced yet. Now pick up a weapon and fight like a...whatever it is you are." Rapier: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12 Damage: 1d6 + 4 - 1 ⇒ (1) + 4 - 1 = 4 Parry and Riposte: Against the big baddie's first attack on Asami. Parry: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12
Riposte: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22 Damage: 1d6 + 4 - 1 ⇒ (4) + 4 - 1 = 7
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
More about Tanglefoot Bags: A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
I suppose if I survive, I'm not gonna worry about 8 measly gp. If I die, there's no point worrying about 8 measly gp anymore. 8gp it is. Sele, try not to end up on the floor this time :P
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Asami draws her rapier as she steps forth. "Drop your guard!" The swashbuckler encourages as she lunges at the offending Ulfen(?) with her rapier. Yeah, I know, but it's all she knows. Gonna have to do something about that before level 2. Any penalties for Asami still? Like fatigue? Rapier!: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d6 + 4 ⇒ (6) + 4 = 10 Parry and Riposte against first attack on Asami: Parry: 1d20 + 7 ⇒ (8) + 7 = 15
If Parry beats attack roll: Riposte!: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d6 + 4 ⇒ (6) + 4 = 10
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
I...don't...know...I dimly remember another final act on a ship... At the sight of the moving figure Asami pauses, and eyes the masked man warily. Perhaps I should get a mask of my own...
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Asami wrote:
Per this (from page 1). I assume it's ok to trade the starting outfit and not worry about getting a second outfit for this?
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
I'm pretty sure I noted Asami picked up (traded?) for that cold weather gear. Thanks Keera for that healing. Let's go see what's going on, and may be we can work our way to a trip to somewhere tropic, with good wine and food. "Well, let's take what we can, including any nice things this cleric may have...hold on." Asami takes a moment to cut the straps of the fallen cleric's clothing. "Now, if someone decides to revive him...hehe." With the deed done, she quickly grabs what she can, including the spare potion, and heads back to the mansion. ...back at the mansion... "Let's go...BRRR...you can say that again Sele." The swashbuckler looks about her as she enters the portal. Potions are for drinking. Go for it Sele. Asami will grab the other one, although it'd be more likely someone will have to pour it down her throat than her drinking it herself.
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
FORT: 1d20 + 2 ⇒ (15) + 2 = 17 Great. So Asami is now a living portal of some sort? Why can't it be to somewhere nice and tropic... "Brr...now what?" Asami looks about as she considers their options. "And we better hurry.
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
That does it. I'm so not rolling the Riposte and Parry until after the baddies trigger them. I'm just gonna declare them going forward. The anticipation and let down is killing me when the monster rolls just sit there. "Hey! What are you doing hurting my friend!" The feisty swashbuckler shows no sign of withdrawing, as she shifts into a better position and lunges with a thrust. FA 5' step into flanking with the roc. SA Rapier strike! Rapier: 1d20 + 7 - 1 + 2 ⇒ (16) + 7 - 1 + 2 = 24 Damage: 1d6 + 4 - 1 ⇒ (6) + 4 - 1 = 9 If he attacks, Asami executes Parry and Riposte. If he provokes, Asami takes AOO.
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Too unwise to do otherwise, so here goes. If this is the round the baddie used up his AOO, Asami may actually be standing after all that sweet dreaming. "Zzz...huh, what? Hey, why am I down here, and why is this bad man towering over me?" Asami scrambles for her rapier and stands up to face the cleric. "What did you do to me? Let's see you try it again!" The swashbuckler levels her rapier at the cleric, and studies his movements more carefully this time. That is, assuming he didn't have another AOO to take her back down. MA Pick up rapier. SA Stand from prone. I believe both provoke, so swing away if the cleric's got it. Parry and Riposte!!!: Not forgetting this time. Parry: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25 If that beats the attack roll: Riposte!: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26 Damage: 1d6 + 4 - 1 ⇒ (6) + 4 - 1 = 9
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
Oh, thought I only got 2 hp from the healing. Hmm, time to do something, I think. Actually, the best part is...Asami may have just been naturally lucky (or she's about to go back down).
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
I would propose using the roc to guard the ranged combatants, and then let the ranged combatants pelt away at him from a distance. He's a cleric. How good can he be at trading ranged attacks? Of course, all this is in her head as she dreams. Zzz...
F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16
I'm at -1 now (was -3). Better rethink that strategy a bit, as I'm on the ground, probably needing to eat two AOO's to get back to fighting. One for picking up my rapier (gonna have to go with two rapiers from now on...) and another for standing up. Aliases
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