Ghartok, The Carrion King

B'auw's page

104 posts. Alias of Eben al'Jol.


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HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Oof... radio silence since I left. Everyone still here?


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Bauw had already made a Percption check... which didn't make the DC.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Heads up. I"ll be out of town this weekend and through next week. I may or may not have time and connectivity to post. Bot my character if needed.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Why don't you take lead as scout? And just pull B'auw in as your scouting support in case you get into a bad situation... your modifiers are far better than B'auw's.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

B'auw spends a few more seconds looking for opponents. Finding none, he gives a sort of final snort, sheathing his main blade and resetting the contraption that houses his off-hand weapon. "Well-fought," he grunts as he eyes the team, then pats Arau roughly on her massive shoulder.

He looks beyond the torii gate, considering their next steps as he pulls out a surprisingly new-looking wand that is dwarfed in his massive gnoll hands. Wand of CLW x3: 3d8 + 3 ⇒ (2, 7, 8) + 3 = 20; Back to full HP.

He looks around, offering the wand to anyone else who needs some light healing before his eyes once again return to the next step in their assignment. "Unless someone has a brilliant idea," the gnoll says, his thick, canine tongue making his words slightly garbled, "I'll take point and scout. Spell-makers, watch for arcane scents."

Unless someone has a good idea, B'auw then stalks forward, once again pulling his wicked blade as he sticks close to whatever cover he can find... eyes scanning the surrounding trees, skies, and the ground ahead of him.

Perception 1d20 + 16 ⇒ (5) + 16 = 21
Stealth 1d20 + 15 ⇒ (2) + 15 = 17
Survival (looking for tracks) 1d20 + 21 ⇒ (14) + 21 = 35


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Excellent! Looking forward to it!


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Interesting. if you find it, let me know. This is new to me.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2
Seila Merrilon wrote:

Well that's fanf&*$ingtastic.

Critical miss first attack so other two attacks never get to go unless someone has an imediate action reroll ability they're hiding. :/

I'm not sure I follow. Are we using a houserule that says if you critical fumble your first attack in a series you lose the rest of them? Or is it something specific to Seila that does this?

I've never run into this.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Yep yep.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

it was, but i'm pretty sure it's how they're 'programmed'


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

We are an explosive group. Calith's the one who clutched this one for us.. the terra-cotta chumps couldn't get much of anything going.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

The big gnoll steps to the remaining mud man's flank, he and Arau unleashing a vicious flurry of attacks... once again sending chunks flying.

B'auw steps to flank, then both full attack (B'auw power attacking). Every potential Crit is a free AoO for the flank partner (Outflank), and would be applied at the time of the Crit roll.

Attack Rolls:
All modified by Outflank, Haste, Cslith's other buff, and Power Attack

B'auw attacks
Falcata (haste): 1d20 + 17 + 4 + 2 + 1 - 3 ⇒ (19) + 17 + 4 + 2 + 1 - 3 = 40 <-- CRIT? (AoO for Arau)
---> damage: 1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21
---> Crit confirm: 1d20 + 17 + 4 + 2 + 1 - 3 + 4 ⇒ (12) + 17 + 4 + 2 + 1 - 3 + 4 = 37
---> total damage: 21 + 2d8 + 14 + 12 ⇒ 21 + (2, 8) + 14 + 12 = 57
.
Falcata: 1d20 + 17 + 4 + 2 + 1 - 3 ⇒ (10) + 17 + 4 + 2 + 1 - 3 = 31
---> damage: 1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19
.
Kukri: 1d20 + 17 + 4 + 2 + 1 - 3 ⇒ (3) + 17 + 4 + 2 + 1 - 3 = 24
---> damage: 1d4 + 7 + 3 ⇒ (4) + 7 + 3 = 14
.
Falcata: 1d20 + 12 + 4 + 2 + 1 - 3 ⇒ (17) + 12 + 4 + 2 + 1 - 3 = 33 <-- CRIT? (AoO for Arau)
---> damage: 1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19
---> Crit confirm: 1d20 + 12 + 4 + 2 + 1 - 3 + 4 ⇒ (17) + 12 + 4 + 2 + 1 - 3 + 4 = 37
---> total damage: 19 + 2d8 + 14 + 12 ⇒ 19 + (7, 7) + 14 + 12 = 59
.
Kukri: 1d20 + 17 + 4 + 2 + 1 - 3 ⇒ (4) + 17 + 4 + 2 + 1 - 3 = 25
---> damage: 1d4 + 7 + 3 ⇒ (1) + 7 + 3 = 11

Arau's attacks
AoO #1 Bite: 1d8 + 12 + 4 + 2 + 1 ⇒ (8) + 12 + 4 + 2 + 1 = 27
---> damage: 1d8 + 10 ⇒ (8) + 10 = 18
---> Trip: 1d20 + 14 + 4 + 1 + 2 ⇒ (7) + 14 + 4 + 1 + 2 = 28

AoO #2Bite: 1d8 + 12 + 4 + 2 + 1 ⇒ (8) + 12 + 4 + 2 + 1 = 27
---> damage: 1d8 + 10 ⇒ (6) + 10 = 16
---> Trip: 1d20 + 14 + 4 + 1 + 2 ⇒ (2) + 14 + 4 + 1 + 2 = 23

Bite: 1d8 + 12 + 4 + 2 + 1 ⇒ (5) + 12 + 4 + 2 + 1 = 24
---> damage: 1d8 + 10 ⇒ (6) + 10 = 16
---> Trip: 1d20 + 14 + 4 + 1 + 2 ⇒ (11) + 14 + 4 + 1 + 2 = 32
.
Bite: 1d8 + 7 + 4 + 2 + 1 ⇒ (5) + 7 + 4 + 2 + 1 = 19
---> damage: 1d8 + 10 ⇒ (2) + 10 = 12
---> Trip: 1d20 + 9 + 4 + 1 + 2 ⇒ (15) + 9 + 4 + 1 + 2 = 31


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Yah, i say let Cali save his spells and action and have the baddies go to keep things rolling.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

soooo.... tuesday, huh?


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Oh, ok. You didn't post the results of the readied actions, so I assumed I needed to re-roll them or something. I would generally prefer to be using two-weapon full attacks when I can, but in the name of keeping things moving forward (and cause crushing an opponent in one powerful blow is hella-awesome), let's just stick with B'auw's stated actions. Though, as that would only have taken a single standard action, i'm going to go ahead and use the rest of this round's actions after the big hit, if that's fine with you, Titan.

Flavor text and rest of actions…
B'auw frowns as the unnatural freezing cloud obscures the killing field, but it becomes a feral grin as the mud-man stumbles out. The massive gnoll reacts quickly, dropping into a low stance and letting the creature's momentum work against it as he throws all his considerable weight behind one vicious horizontal slash at the thing's mid-section.

The wicked blade whistles as it splits the air and then explodes through the strange stone warrior… sending a spray of rock and soil to disappear into the freezing mist. The gnoll gives a celebratory yipping war-cry as he kicks the top half of the mud-man free of its legs.

His mismatched eyes snap to the next likely quarry as he takes a single retreating step back, his left hand flicking in a practiced gesture drops a second blade into his off-hand.

A 5' step south and a swift action to draw his off-hand kukri will finish his actions for the round.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Just reviewed my last set of actions, both Arau and B'auw readied an action to attack the first threat to step into range. Both would have been triggered by Terracotta warriors...

The gnoll and his hunting partner unleash paired strikes on the advancing mud men.

Arau readied bite: 1d20 + 12 + 3 ⇒ (5) + 12 + 3 = 20
---> Damage: 1d8 + 10 ⇒ (4) + 10 = 14
---> Trip: 1d20 + 14 + 3 ⇒ (19) + 14 + 3 = 36

Falcata (2handed, power attack): 1d20 + 17 + 3 - 3 ⇒ (20) + 17 + 3 - 3 = 37 <-- CRIT?
---> Damage: 1d8 + 19 ⇒ (3) + 19 = 22
---> Crit confirm: 1d20 + 17 + 3 - 3 + 4 ⇒ (7) + 17 + 3 - 3 + 4 = 28
---> total crit Damage: 22 + 2d8 + 36 ⇒ 22 + (8, 6) + 36 = 72

After the attacks, B'auw's initiative would rise to just before the Terracotta warriors for next round.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

So are Nawarld/Thak up? or are we waiting on something to be adjudicted first?


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

The map is editable, you should be able to move it yourself, i think. (I was able to, at least)


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

I got no problem with it... learning stuff is a good thing.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Oh, so you'r right. No biggie, as I didn't have another use for the swift action this round. I'll keep it in mind, though. Thanks for pointing it out. :)


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Yall be ready to sop up all the blood after that mounted guy devastates me with a charge. :(


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

B'auw flinches away from the ferocity of Nawarld's attack, nodding to the warrior before swinging his eyes over to the new threat.

With the thrill of adrenaline still pounding in his veins, he gives two whistle blasts to Arau. Hiis off-hand flexes and relaxes in time with his pulse as he lurches into a few loping steps, sliding to a stop between the strange formation of mud-men. Arau steps up beside him, and the two form a wall behind which the casters can wreak their havoc.

Two sets of hyena eyes await the oncoming wall of mud, teeth and blade readied to damage the first threat to come into range.

R2
Swift to command Arau to Come (she's in combat mode, so she'll attack the baddies when they get in range.)
Then both move to block charges by the mud-men (I updated their position on the map)
Ready an attack by both of them to strike the first opponent that comes in range.

Readied Actions:
Ba'auw: 2-handed falcata strike, modified by Haste, Foresight, Power Attack.
Falcata: 1d20 + 17 + 1 + 2 - 3 ⇒ (8) + 17 + 1 + 2 - 3 = 25
---> Damage: 1d8 + 19 ⇒ (4) + 19 = 23
.
Arau: Bite modified by Haste, Foresight
Bite: 1d20 + 12 + 1 + 2 ⇒ (9) + 12 + 1 + 2 = 24
---> Damage: 1d8 + 12 ⇒ (1) + 12 = 13
---> Trip: 1d20 + 14 + 1 + 2 ⇒ (12) + 14 + 1 + 2 = 29

Status:
HP 86/104
AC 27 T 15 FF 24
CMD 31 FF 28
Fort +11 Reflex +12 Will +8
---> +4 vs. Endurance
---> +2 vs. hot weather (equipment)
.
Effects/Conditions Barkskin +3 (70 min), Haste, Foresight (+2)
.
_____
Arau

HP 86/90
AC 27 T 14 FF 22
CMD 29 FF 24
---> +4 vs. Trip
Fort +11 Reflex +10 Will +4
---> +4 vs. Enchantments
.
Effects/Conditions Longstrider ( hrs), Haste, Foresight (+2)


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Oops, sorry. I missed that you've taken damage. my bad.

And yah, i'm kind of assuming both B'auw and Seila are goign to have to find better positioning to get some of that healin' feelin'.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2
DM Titan (game thread) wrote:
Calith-- when the water elemental goes down, Melisai will be using a cure serious wounds on you for 3d8+10.

Calith's False Life absorbed any damage he would have taken from the water elemental, right? in which case that Heal could go to a character who needs it more. Phynn, Melisai, and B'auw all took around 20 damage on that attack, though I guess coming to help B'auw is more tactically taxing.. not to mention putting our primary healer closer to the mystery threat that is rumbling in from the north.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

I wouldn't sweat it, man. We'll all figure it out as we play. I'm still having to double-check all of my actions constantly.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Yah, i was thinking Spring Attack would have done the same for the movement Arau made to close on and back away from the elemental, right?


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Spring Attack should mean no water elemental AoO on Arau, right?


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

I moved B'auw on the map, but not Arau... as i didn't know which of the actions she'll end up using. Feel free to move Arau when her action is resolved. Positioning should be chosen to make Cleaving difficult buttery to screen the casters further.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Sorry for the delay. I didn't forget; just couldn't get back to posting after Nawarld took his actions. So, for simplicity, resolve B'auw's actions after Seila's.

B'auw finally springs into action, loping around the far side of the closest plant-thing as he frees his blade from his back. Skidding to a halt, he slams his blade into what looks like a weak spot, yipping at the thrill.

Readying for another strike, the gnoll barks out a command to Arau.

R1
Move to flank the red plant, drawing falcata. Then 2-handed power attack it (modified by Outflank, Power Attack, and Haste).
Falcata (2-handed): 1d20 + 19 ⇒ (18) + 19 = 37 <-- CRIT? (provokes AoO for Arau, below)
---> Damage: 1d8 + 19 ⇒ (6) + 19 = 25
---> Crit Confirm: 1d20 + 19 + 4 ⇒ (17) + 19 + 4 = 40
---> Total Crit Damage: 28 + 2d8 + 38 ⇒ 28 + (7, 2) + 38 = 75
.
Arau AoO: 1d20 + 12 + 1 + 4 ⇒ (6) + 12 + 1 + 4 = 23
---> Damage: 1d8 + 10 ⇒ (7) + 10 = 17
---> Trip: 1d20 + 14 + 1 + 4 ⇒ (4) + 14 + 1 + 4 = 23
.
If the red plant-thing is still standing, Arau attacks it again. Otherwise, Arau moves into a spot adjacent to the water elemental but not adjacent to Seila or Xon (if possible). She'll use Spring Attack to move, attack, then shift 5' to avoid provoking AoO's from the water elemental.
Arau Bite: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
---> Damage: 1d8 + 10 ⇒ (2) + 10 = 12
---> Trip: 1d20 + 14 + 1 + 4 ⇒ (20) + 14 + 1 + 4 = 39

Status:
HP 82/104
AC 27 T 15 FF 24
CMD 31 FF 28
Fort +11 Reflex +12 Will +8
---> +4 vs. Endurance
---> +2 vs. hot weather (equipment)
.
Effects/Conditions Barkskin +3 (70 min), Haste
.
_____
Arau

HP 72/90
AC 27 T 14 FF 22
CMD 29 FF 24
---> +4 vs. Trip
Fort +11 Reflex +10 Will +4
---> +4 vs. Enchantments
.
Effects/Conditions Longstrider ( hrs), Haste


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Nawarld, show us what a bad-ass barbarian can do! >:D


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Thak, you're up, man! Rain some pain!


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2
Nawarld Gondieran wrote:
Well, it will mostly depend on if the plants grab me/lock me in meele. Though I don't have any clear line to it. Eating 4 AoO's and "wasting" a turn moving might not be worth it.

Understood. You do your thing, and I'll act accordingly. :)


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Thanks, Calith!
.
Map

B'auw and Arau weather the tidal deluge, keeping their feet despite the power of the water surge. Almost in unison they do a quick shake of their head and shoulders, water spraying those around them.

"This thing may ignore much of what I can throw at it, then!" he grunts as he turns to take in his options. "Nawarld, I'd be better against the plant-things, can you come hit the water-creature?!"

Delay to see what Nawarld does. If he stays over on the plant things, B'auw will likely adopt some kind of screening position with Arau to keep the big water guy at bay for the casters. If Nawarld heads over, B'auw and Arau will go hit the plant-things hard, focus-firign them down one at a time (and once again screening the party from their bum-rush).
.
But, like I said, I'll wait to make th call to see what nawarld does.

Status:
HP 82/104
AC 27 T 15 FF 24
CMD 31 FF 28
Fort +11 Reflex +12 Will +8
---> +4 vs. Endurance
---> +2 vs. hot weather (equipment)
.
Effects/Conditions Barkskin +3 (70 min), Haste
.
_____
Arau

HP 72/90
AC 27 T 14 FF 22
CMD 29 FF 24
---> +4 vs. Trip
Fort +11 Reflex +10 Will +4
---> +4 vs. Enchantments
.
Effects/Conditions Longstrider ( hrs), Haste


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Calithilon, could you please give an attempt at ID'ing the big water guy with the Know: Planes spoiler from the previous page. My guess is that flanks, crits, and trips are all but useless against him (which are kinda B'auw's things), but until someone calls that out, i can't act on the info. If you can't post today, i can go ahead and post B'auw/Arau's actions, but I'd prefer not to walk into a meat grinder if i can avoid it.
.
Let me know.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

B'auw's head swivels between the massive creature on his left and the three plant-things rushing their right flank. "What are these? How do we kill them?"

Can anyone with the relevant knowledge skills make some rolls so we can make some tactical choices without metagaming, please?
Know: Nature DC 24: 1d20 + 4 ⇒ (9) + 4 = 13


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

I'll stop being bossy... sorry, got caught up in the moment of us getting into actual combat.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Yes, it sure would be awesome of him to act HASTE-ily. So lets make HASTE and try to dispatch these guys! I generally have GOOD HOPE for this fight!

(I kid... sort of)


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Does that go for everyone? Or just those that have [ surprised ] by their name in the initiative block?


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Agreed. Then again, it was a crazy-big group.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

one other thought on Marching Order:
When dungeon-style scouting is required, I think it makes sense to send Phynn and B'auw. They should have the needed skills to handle most situations they run into.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2
DM Titan wrote:
My encounters are pretty, uh... angry.

Warning taken. :D

DM Titan wrote:
I don't mind running if you guys don't expect the moon.

Hey, I just want to have some fun, and I just appreciate the game moving forward. I look forward to getting trouced.. I mean... totally surviving whatever's hiding in the bushes.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

B'auw has Barskin on himself and Longstrider up on Arau.

B'auw skulks near the front of the pack, mis-matched eyes constantly roving their surroundings. He'd been absent as much as present for their travels after the tower-fight, always seeming more comfortable to range ahead to scout as they traveled.

Arau trots behind him, constantly sniffing the ground and their surroundings in this strange place.

At Thak's words, the towering gnoll follows his gesture, scanning the trees and foliage for signs of movement. Perception (w/ +4) 1d20 + 20 ⇒ (7) + 20 = 27
---> Possible Modifiers: +6 vs. Evil Outsiders, +2 vs. undead or humanoids… or a +4 if this environment could be considered Plains

Marching Order Suggestions:
I'd suggest a 2x2 formation in situations where we expect combat:
.
Nawarld | B'auw
Arau
Melisai | Phynn
Thak | Cailithilon
Seila | Xon
.
Nawarld is a our toughest shield-wall, and B'auw has the HP's to (hopefully) survive an ambush should we stumble into it. He's also got the highest ranks in Survival/Perception to try to avoid having the group walk into an ambush.
Arau is large, so I listed her by herself, and i'd like to keep her by b'auw when possible (it would be fine if someone rode her while B'auw wasn't, but keep in mind, once combat starts, she's built to support B'auw and will be acting accordingly).
Melisai and Phynn make up the middle of the group, getting them close to as many people as possible to administer buffs or cures as needed (or giving Phynn the ability to move to where she needs in the group on demand to fight).
Thak and Calithilon are our primary ranged combatants… so having them in a protected spot – and at range – seems smart to me.
Seila and Xon bring up the rear because they're tough, versatile, and can – at any moment – 'blink' to any point on the battlefield they need to be.
.
Thoughts?


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Cool. Look forward to what you have planned.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

In


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Yep. Still here. Herald may just be busy at his camp... at least i'm hoping that's the case.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Thak, Herald requested a stat roll (in our highest stat) from the diversion team. :)


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

Highest stat: Strength 1d20 + 6 ⇒ (19) + 6 = 25

B'auw jumps up onto Arau's back, drawing his blade as he settles into the saddle. "Let us show this great beast what it is to fear a real predator." He looks at the elf, "As soon as we have their attention, get in there."

He looks left and right at the diversion team, checking their readiness... and giving the dwarf one last chance to see reason and mount up. When the dwarf declines, B'auw shakes his head, but looks at the sea of weaklings between themselves and the tower... attempting to locate one of the closer officers. "Dont get slowed, diversion team. Hit'em hard. Take what blood you can. Sew chaos. But keep moving toward that tower."

Then, with a growl that builds to a shouted YIP YIP he and Arau explode onto the plain, blade already seeking Order blood.


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

400 campers?! You crazy?! :)


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2

: blows a dust bunny :

soooooo.... everyone doing alright?


HP 104/104 :: AC 27 T 15 FF 24 :: CMD 30 :: Fort +11 Reflex +12 Wis +8 :: Initiative +2
Schahrizade I'Nam Morroq wrote:
...and who's splitting communal air walk the third way?

I still vote Arau. It gets us the most versatility should we need it.

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