Ninja

Barracuda assassin's page

32 posts. Alias of Michael Johnson 66.


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The assassins move to keep Krar flanked....
1d20 + 5 ⇒ (16) + 5 = 21 1d6 + 1 ⇒ (3) + 1 = 4 plus flanking sneakiness 2d6 ⇒ (4, 5) = 9
1d20 + 5 ⇒ (18) + 5 = 23 1d6 + 1 ⇒ (2) + 1 = 3 plus flanking sneakiness 2d6 ⇒ (3, 3) = 6 to confirm 1d20 + 5 ⇒ (9) + 5 = 14 crit 1d6 + 1 ⇒ (6) + 1 = 7
A total of 22 piercing on Krar, if those both hit....


The assassins turn their blades on the scorpion familiar....
1d20 + 5 ⇒ (13) + 5 = 18 1d6 + 1 ⇒ (3) + 1 = 4 plus flanking sneakiness 2d6 ⇒ (3, 2) = 5
1d20 + 5 ⇒ (4) + 5 = 9 1d6 + 1 ⇒ (1) + 1 = 2 plus flanking sneakiness 2d6 ⇒ (6, 1) = 7
Mephos' scorpion familiar is pierced for 9 damage....


Mephos - Subject 210 wrote:

mephos backs away out of the silence spell. at the same time his scorpion runs forward and bites at an assasin. mephos, now able to speak casts shocking grasp through the scorpion.

[dice=touch]1d20+5[dice=electricity damage]5d6

The electrified stinger jabs of Koran's scorpion familiar lances into an assassin with devestating effect.... The assassin still stands, but screams in agony....


Koran "The Hammer" wrote:

koran charges the second assassin as he retreats. charge + PA

[dice=attack]1d20+13[dice=damage]3d6+18

The earth breaker crushes the assassin's skull and he pitches forward, rolling to a lifeless stop.


Krar the Panther wrote:

swift action into panther style. krar slashes at an assasin before dancing away provoking AoOs.

if he hits they take a -2 to attack/damage on their AoOs

AoO 1 Rapier 1d20 + 3 ⇒ (14) + 3 = 17 1d6 - 1 ⇒ (5) - 1 = 4 plus flank sneakiness 2d6 ⇒ (2, 6) = 8 pierces Krar for 12 damage!

AoO 2 Rapier 1d20 + 3 ⇒ (7) + 3 = 10 1d6 - 1 ⇒ (5) - 1 = 4 plus flank sneakiness 2d6 ⇒ (6, 3) = 9 misses Krar!


The two assassins fighting Krar press their attack....
Rapier 1d20 + 5 ⇒ (6) + 5 = 11 1d6 + 1 ⇒ (3) + 1 = 4 plus flank sneakiness 2d6 ⇒ (5, 5) = 10
Rapier 1d20 + 5 ⇒ (6) + 5 = 11 1d6 + 1 ⇒ (2) + 1 = 3 plus flank sneakiness 2d6 ⇒ (4, 5) = 9....but the monk is a blur of motion, evading their deadly blades or turning them aside with subtle flicks of the hand....


The assassin with the shattered jaw staggers away, trying to hold his face together (complete withdraw out the door)....

Seeing that he has been abandoned by his flank buddy, the other assassin shrugs apologetically at Koran before withdrawing as well....


Shifting to maintain their flank, the Cthulhu cult ninjas time their attack to keep Mephos reeling....
Rapier 1d20 + 5 ⇒ (6) + 5 = 11 1d6 + 1 ⇒ (1) + 1 = 2 plus flank sneakiness 2d6 ⇒ (1, 1) = 2
Rapier 1d20 + 5 ⇒ (4) + 5 = 9 1d6 + 1 ⇒ (4) + 1 = 5 plus flank sneakiness 2d6 ⇒ (2, 5) = 7

But the fiendish sorcerer wont stand still for it, bobbing and weaving to avoid the steel blades....


Koran "The Hammer" wrote:

realized I haven't been using my bite Oops

Koran swings his mighty hammer at one of the assassins before biting at his neck. raging, wild fighting. [dice=attack 1]1d20+11[dice=damage]3d6+12
[dice=bite]1d20[dice=damage]1d6+7
if the first one is dead this is at the other one if not I hit him again [dice=attack 2]1d20+11[dice=damage]3d6+12

The first assassin ducks the first hammer swing, backs out of range of the bite, and moves directly into the massive hammer's upswing, his jaw shattering. He staggers, nearly finished....


The two assassins flanking Mephos go for the kill....
1d20 + 5 ⇒ (20) + 5 = 25 1d6 + 1 ⇒ (3) + 1 = 4 plus flanking invisible sneakiness 2d6 ⇒ (5, 2) = 7 to confirm 1d20 + 5 ⇒ (6) + 5 = 11 crit 1d6 + 1 ⇒ (6) + 1 = 7
1d20 + 5 ⇒ (3) + 5 = 8 1d6 + 1 ⇒ (1) + 1 = 2 plus flanking invisible sneakiness 2d6 ⇒ (3, 5) = 8
Mephos is stabbed for 18 piercing damage!


In Koran's bunker, two black-clad assassins, silenced and invisible, dart in to either side of the hulking warrior and thrust....
1d20 + 5 ⇒ (10) + 5 = 15 1d6 + 1 ⇒ (4) + 1 = 5 plus flanking invisible sneakiness 2d6 ⇒ (4, 2) = 6
1d20 + 5 ⇒ (17) + 5 = 22 1d6 + 1 ⇒ (2) + 1 = 3 plus flanking invisible sneakiness 2d6 ⇒ (3, 1) = 4
Koran is missed and pierced once for 7 damage!


Two invisible, silenced assassins converge on where Mephos was just beginning to ready himself for bed. He can't help notice that the world around him has suddenly grown preternaturally quiet....

In Krar's room, two invisible, silenced assassins move to flank the meditating mountain panther monk of many styles, leading with the deadly tips of their rapiers....1d20 + 5 ⇒ (17) + 5 = 22 1d6 + 1 ⇒ (6) + 1 = 7 plus flanking invisible sneakiness 2d6 ⇒ (6, 6) = 12
1d20 + 5 ⇒ (11) + 5 = 16 1d6 + 1 ⇒ (2) + 1 = 3 plus flanking invisible sneakiness 2d6 ⇒ (4, 4) = 8

Krar is doubly pierced for 30 piercing damage!


Two assassins creep into the bunker inhabited by Krar, invisible and silenced via potions, and expecting to find him asleep in bed. Instead, they find him meditating on the eight lethal strikes of the panther, and rush to flank him....

In the next bunker over, Koran is tightening the leather grip on his great earth breaker, when the door silently swings open. Two silenced, invisible assassins dart to each side of the big rager....

And in the next bunker, Mephos is reclining on his bed with his magic rod near to hand. The door swings open without a sound, and two invisible, silenced assassins slide up to either side of the tiefling sorcerer....

Perception and Initiative from Krar, Koran, and Mephos, please....


The assassins strike at their new target (Derrik)....
Rapier 1d20 + 5 ⇒ (9) + 5 = 14 1d6 + 1 ⇒ (4) + 1 = 5 plus flanking sneak 2d6 ⇒ (4, 5) = 9
Rapier 1d20 + 5 ⇒ (1) + 5 = 6 1d6 + 1 ⇒ (2) + 1 = 3 plus flanking sneak 2d6 ⇒ (2, 1) = 3
Derrik parries one thrust with Dawnbringer, and sidesteps the other....


Derrik Stonesmith wrote:

Derrik Rushes into the open door signaling Jewels to Stick close and to Strike where he strikes. In the mist and silence Derrik finds the Prof. grabbing him by the shoulder and thrusting him out of danger as he moves into it, pointing to the way out. He swings Dawnbringer at the Left assassin's knee as they both attempt to

Jewels heals another 3 via Fast Healing; Provoke two AoO's as He Switches places with Rad during the use of Swap places

AoO with rapier 1d20 + 5 ⇒ (10) + 5 = 15 1d6 + 1 ⇒ (6) + 1 = 7

AoO with rapier 1d20 + 5 ⇒ (6) + 5 = 11 1d6 + 1 ⇒ (1) + 1 = 2
The rapier blades bend against Derrik's breastplate, but do not touch flesh.
By contrast, Dawnbringer parts black silken trousers, flesh, and bone with a sharp crack!


Derrik Stonesmith wrote:
That DOES provoke but Im sure it wont Kill Grimm

Good point....

rapier....1d20 + 5 ⇒ (9) + 5 = 14 1d6 + 1 ⇒ (5) + 1 = 6 plus flanking sneak 2d6 ⇒ (5, 6) = 11
rapier....1d20 + 5 ⇒ (5) + 5 = 10 1d6 + 1 ⇒ (4) + 1 = 5 plus flanking sneak 2d6 ⇒ (1, 3) = 4
rapier....1d20 + 5 ⇒ (2) + 5 = 7 1d6 + 1 ⇒ (1) + 1 = 2

The scrappy doctor evades all three AoOs....


Seeing their master immolated, and finding themselves trapped between a lightning wizard and a three-armed, fire-bombing mutant with a girlfriend that won't let him die, the assassins suddenly seem to lose their fire for battle.

Using complete withdraw to retreat past the unarmed Professor Dirge, the assassins flee out the open door into the night....


Invisible and silenced, the assassins move to flank Radsworth, each thrusting at him with a rapier....1d20 + 5 ⇒ (8) + 5 = 13 1d6 + 1 ⇒ (4) + 1 = 5 plus sneak 2d6 ⇒ (3, 5) = 8
rapier....1d20 + 5 ⇒ (19) + 5 = 24 1d6 + 1 ⇒ (1) + 1 = 2 to confirm 1d20 + 5 ⇒ (20) + 5 = 25 crit 1d6 + 1 ⇒ (4) + 1 = 5 plus sneak 2d6 ⇒ (1, 3) = 4 for a total of 24 piercing damage to Radsworth!


Two assassins move to flank Dr Grimm....

Rapier 1d20 + 5 ⇒ (19) + 5 = 24 1d6 + 1 ⇒ (5) + 1 = 6 to confirm 1d20 + 5 ⇒ (11) + 5 = 16 1d6 + 1 ⇒ (2) + 1 = 3 plus flanking sneak 2d6 ⇒ (4, 3) = 7 for 13 piercing damage (7 to Grimm, 6 to Kate)....
Rapier 1d20 + 5 ⇒ (19) + 5 = 24 1d6 + 1 ⇒ (1) + 1 = 2 to confirm 1d20 + 5 ⇒ (19) + 5 = 24 1d6 + 1 ⇒ (6) + 1 = 7 plus flanking sneak 2d6 ⇒ (2, 3) = 5 for 14 piercing damage (7 each to Grimm and Kate)....

The twice-bitten tumbler thrusts with his Rapier 1d20 + 5 ⇒ (14) + 5 = 19 1d6 + 1 ⇒ (2) + 1 = 3, narrowly missing....


Dr. Hugo Grimm wrote:

Grimm defends Kate going feral on the assassin closest to them.

[Dice=claw] 1d20+4
[DICE=Claw]1d20+4
[Dice=bite] 1d20+4

[Dice=damage] 1d6+2
[Dice=damage] 1d6+2
[Dice=damage]1d8+2

The assassin dodges Grimm's swipes with his monstrous claws, but Grimm snaps at him with his monstrous maw and tears out another chunk of flesh for 3 damage (6 total to the failed tumbler)....


Derrik Stonesmith wrote:

Derrik nods to Jewels proud of her martial prowess, tucking and rolling behind the next Assassin and swing his axe to catch the fiend at the shoulder, opposite with Jewels

Somehow missing again.. it is odd that he does so, but he sets up an attack for her.

Provokes from the remaining assassin to flank with Jewels

AoO from the remaining assassin, rapier....1d20 + 3 ⇒ (14) + 3 = 17 1d6 + 1 ⇒ (6) + 1 = 7

The blade is turned by Derrik's breastplate....


Two of the three barracudas shift to flank Captain Kermit, while the third dives into a fast forward roll, trying to tumble between Grimm and Kermit to get behind Kermit's back....

Acrobatics check to tumble past Grimm and Kermit 1d20 + 9 ⇒ (11) + 9 = 20....fails! The would-be acrobat provokes AoOs from Grimm and Kermit....

Rapier 1d20 + 5 ⇒ (14) + 5 = 19 1d6 + 1 ⇒ (6) + 1 = 7 plus flanking sneak 2d6 ⇒ (2, 4) = 6
Rapier 1d20 + 5 ⇒ (20) + 5 = 25 1d6 + 1 ⇒ (3) + 1 = 4 plus flanking sneak 2d6 ⇒ (4, 4) = 8 to confirm 1d20 + 5 ⇒ (5) + 5 = 10 crit 1d6 + 1 ⇒ (3) + 1 = 4

Rapier 1d20 + 5 ⇒ (1) + 5 = 6 1d6 + 1 ⇒ (3) + 1 = 4

Kermit takes another 25 piercing damage, and is squirting blood from several puncture wounds!


Jewels Angelbaby wrote:
Jewels rages, draws her +1 greatsword and swings at an assassin with Vital Strike....1d20+13 4d6+10.... Her blade chops deeply into the assassin on Derrik's left!

The assassin's dying scream is silenced by his own potion....


Derrik Stonesmith wrote:

Derrik rushes into action.. moving into the fray, not concerned about his own safety and grabbing Jewels swapping places with her much like their sparring... Then forgoing the Protection of his shield dropping it and Swinging Dawnbringer down with fury upon one who would attack innocent!

This movement provokes as I enter Jewels square.. but Jewels does not.. then he flanks with her

The assassin dodges Dawnbringer (AC 16), and both make AoOs....

Rapier 1d20 + 3 ⇒ (16) + 3 = 19 1d6 + 1 ⇒ (6) + 1 = 7 plus flanking sneak 2d6 ⇒ (6, 4) = 10

Rapier 1d20 + 3 ⇒ (17) + 3 = 20 1d6 + 1 ⇒ (1) + 1 = 2 plus flanking sneak 2d6 ⇒ (1, 2) = 3

But Derrik is unscathed, thanks to his superior full plate armor!


The two invisible assassins silently move to flank Jewels....

Rapier 1d20 + 3 ⇒ (18) + 3 = 21 1d6 + 1 ⇒ (2) + 1 = 3 plus sneak 2d6 ⇒ (2, 1) = 3 to confirm 1d20 + 3 ⇒ (2) + 3 = 5 crit 1d6 + 1 ⇒ (3) + 1 = 4

Rapier 1d20 + 3 ⇒ (14) + 3 = 17 1d6 + 1 ⇒ (3) + 1 = 4 plus sneak 2d6 ⇒ (2, 1) = 3

13 piercing damage to Jewels!


The three assassins dash invisibly into the recreation hall, 30 ft closer to the cantina bar at which Kate, Grimm, Kermit, and Hoffmann sit on barstools (swift action to stand); they are now a mere 10 ft from all four of the characters at the bar, encompassing them in magical silence!

They fire arrows with their composite longbows, becoming suddenly visible, all targeting Kermit at PBS range....1d20 + 10 ⇒ (2) + 10 = 12 1d8 + 2 ⇒ (3) + 2 = 5 plus sneak 2d6 ⇒ (4, 1) = 5
1d20 + 10 ⇒ (20) + 10 = 30 1d8 + 2 ⇒ (4) + 2 = 6 plus sneak 2d6 ⇒ (1, 3) = 4 to confirm 1d20 + 10 ⇒ (14) + 10 = 24 crit 2d8 + 2 ⇒ (1, 5) + 2 = 8
1d20 + 10 ⇒ (19) + 10 = 29 1d8 + 2 ⇒ (5) + 2 = 7 plus sneak 2d6 ⇒ (2, 6) = 8

33 piercing damage to Captain Kermit!


Initiative for all four assassins 1d20 + 3 ⇒ (20) + 3 = 23


Two assassins creep to the door of the bunker currently inhabited by Radsworth and Sun Mi, drink potions of invisibility and silence, and throw open the door....

Radsworth and Sun Mi can attempt DC 15 Perception checks to notice the door swing open without a sound....


Two assassins creep to the door of the bunker currently occupied by Derrik and Jewels....

Fortunately, they are both awake, and both armed and armored, having just returned from a late-night sparring session at the gymnasium. Both are preparing to remove their armor and hit the showers, when the assassins outside their bunker door drink potions of invisibility, followed by potions of silence....

Derrik and Jewels can attempt DC 15 Perception checks to notice that the door to their bunker has silently swung open....


Barracuda comp longbow 1d20 + 9 ⇒ (14) + 9 = 23 1d8 + 2 ⇒ (3) + 2 = 5 plus sneak 2d6 ⇒ (1, 1) = 2

Barracuda comp longbow 1d20 + 9 ⇒ (19) + 9 = 28 1d8 + 2 ⇒ (5) + 2 = 7 plus sneak 2d6 ⇒ (6, 3) = 9

Barracuda comp longbow 1d20 + 9 ⇒ (17) + 9 = 26 1d8 + 2 ⇒ (3) + 2 = 5 plus sneak 2d6 ⇒ (4, 4) = 8

The west sentry is forever silenced.


At the west watchtower, three other barracudas ascend stealthily to where another sentry scans the darkened landscape....

Sentry's Perception check 1d20 + 2 ⇒ (10) + 2 = 12

Barracuda Stealth check 1d20 + 9 ⇒ (12) + 9 = 21

Barracuda Stealth check 1d20 + 9 ⇒ (7) + 9 = 16

Barracuda Stealth check 1d20 + 9 ⇒ (20) + 9 = 29

The sentry fails to perceive the three deadly shadows creeping up on three sides of the tower....


Barracudas' composite longbows:
1d20 + 9 ⇒ (18) + 9 = 27 1d8 + 2 ⇒ (4) + 2 = 6 plus sneak 2d6 ⇒ (2, 3) = 5
longbow:
1d20 + 9 ⇒ (5) + 9 = 14 1d8 + 2 ⇒ (5) + 2 = 7 plus sneak 2d6 ⇒ (5, 3) = 8
longbow:
1d20 + 9 ⇒ (11) + 9 = 20 1d8 + 2 ⇒ (4) + 2 = 6 plus sneak 2d6 ⇒ (6, 6) = 12