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Colwyn the Toad's page
966 posts. Alias of vayelan.
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Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Happy New Year, friends, but unfortunately I'm going to have to start the year off with some bad news.
I'm going to have to retire Colwyn and bow out from the game.
Even before the holidays lull, my growing responsibilities for family and work have been keeping me from giving the game the attention it deserves. Rather than continuing to hold everyone up while you wait for me to have time to post, I think I should just excuse myself from the game.
Thank you for many years of gaming fun. As a forever GM, this was a very rare chance to actually play a character, so this will always be a special experience for me.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Colwyn finally snaps out of his trance-like fugue and responds to Marten.
"Sorry, sorry, I was lost in thought," he says, still dragging his mind back from elsewhere. "Actually, could you repeat that again?"
Colwyn nods along, this time making a concentrated effort to follow along with what his friend was saying.
"Okay, now that I follow, I can't say I'm the best person to offer advice on this matter. Just because I have a wife doesn't mean I know anything about healthy relationships. Besides...you've met my wife...she's hardly comparable to Tessara.
"I mean that with respect to both of them, of course!"
The baron tries to think hard on the subject again, hoping to offer something useful.
"I don't suppose you and Tessara would be satisfied with just my word to keep you safe?"
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Slayer (Sniper) level 4
+1 BAB, +1 Fort, +1 Ref
+1 Charisma
HP roll: 1d10 + 1 ⇒ (2) + 1 = 3 or 5+1 = 6
Slayer Talent: Deadly Range
Skill Points: 9pts
Stealth +1
Acrobatics +1
Bluff +2
Climb +1
Survival +2
Perception +1
Intimidate +1
Background Skills:
Knowledge (Geography) +1
Knowledge (History) +1
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Diplomacy: 1d20 + 11 + 2 + 5 ⇒ (7) + 11 + 2 + 5 = 25
"...and that's my final offer! This magic rod, all on its own, can help you set yourself up for life. Hopefully far from us so we don't have to find ourselves at odds again. Take it, and acquit yourself of this place."
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Colwyn sits down, folds his hands, and prepares to negotiate hard.
I'm going to roll Diplomacy. Anyone want to roll assistance before I make my roll?
Wish I could use Bluff so I could use my Honeyed Words reroll.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Colwyn will negotiate with the former baroness and her brother, starting by seeing how much their opening demand is for "hit the road" money.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
"Wow. Didn't think it would be that easy," Colwyn muses, his brow furrowed, as he remains stuck in place after watching the false baron drop from a single dagger. Finally, he strolls over and removes his weapon from the man's back, cleaning the blade with the dead man's own waistcoat.
"I think we can talk the guards into surrendering, especially if we show them their lord is indeed dead," Colwyn suggests, nudging Drelev's corpse with his boot.
"If stability is an issue, we could try installing that fellow we freed as the lord of the keep. It would be nice to have someone in our debt watching our western flank."
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
GM_DBH wrote: Sorry for the silence. I'm on antibiotics at the moment for a nasty infection. They are working, but really knock me out. Only a couple of days to go so hopefully the infection will be gone and I can get back on my feet. I hope you feel better soon!
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Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
"Well, I've done all I can do out here," Colwyn mutters as he strides around the hallway corner and moves towards the door where his friends are fighting the false baron.
As he walks, he draws his dagger and lets a prayer to Erastil softly echo within his Stag Helm. When he finally stands in the open doorway, he hurls the dagger towards the baron.
Using one of my three daily Stag Helm uses to catch him flat-footed.
Thrown mwk dagger: 1d20 + 14 ⇒ (13) + 14 = 27
Damage w/ Sneak Attack: 1d4 + 2 + 5d6 ⇒ (4) + 2 + (5, 6, 3, 2, 2) = 24
Assuming I hit, I will then use an immediate action to mark him as my new Studied Target.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
I want to make sure I understand the state of the battlefield.
So, other party members are fighting the baron in M40, right?
The NPCs in M37 and M41 are the baroness and Lady Maray, so they are not threats, correct?
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Damage w/ Sneak Attack: 1d6 + 3 + 5d6 ⇒ (6) + 3 + (1, 3, 5, 2, 1) = 21
"Wha? Really?" Colwyn mutters, surprised that his target was caught so unaware as to fall prey to such a clumsy strike.
"Oh well. Wretched for you, I suppose."
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Colwyn demonstrates his best approximation of a formal fencer's lunge as he takes a heavy step forward and begins to perforate the next guard.
Attack 1: 1d20 + 12 ⇒ (2) + 12 = 14
Attack 2: 1d20 + 7 ⇒ (4) + 7 = 11
As his attempt proves, though, he has no actual formal fencing training.
Well that was embarrassing.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
GM DBH, can I get your ruling on something?
Is there enough room in this hallway that I could five-foot step beside yellow to also get within reach of green without incurring penalties for squeezing?
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Colwyn kicks open the door and leaps into the hallway to skewer the first of the dice-playing guards from behind.
Rapier sneak attack vs Yellow: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d6 + 3 + 5d6 ⇒ (2) + 3 + (3, 4, 4, 2, 3) = 21
If he survives, I will use an immediate action to mark him as my Studied Target after hitting him with my sneak attack.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Colwyn lies in wait just behind the door of one of the adjoining bedchambers, ready to slip out and come up behind Drelev once he descends the stairs and walks down the hallway.
Stealth: 1d20 + 18 ⇒ (12) + 18 = 30
Hiding inside room M41
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
"Save your breath, sweetheart. I'm a married man," Colwyn rebuffs Maray. "My wife would probably also turn you into a newt or something, so you really don't to go down that road.
"So...now we've got the baroness' brother in the picture. A mage? Just great. Guess he goes on our list now, too."
Does the room numbering go up or down? I'm trying to figure out which direction we'll be traveling in and whether we'll be targeting the Baron or Stoon first.
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Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
@GM DBH, I love your title for the image of Maray - "A real combat monster." Hilarious touch.
"Looks like sneaking up on her was never going to be hard. Who could hear us approaching over how loud this outfit is?" Colwyn taunts Maray and her sense of style.
"Now then...why don't you point towards the room where we can find the baron," he instructs the captive woman.
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Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Sorry about that, guys. I didn't even consider that my role as Ruler for the kingdom building might translate into being party leader, even if just unofficially.
I'll be aware of that going forward and try to be more assertive.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
By way of response, Colwyn follows behind Vibenia as quietly as possible. He slides his rapier from its sheathe in preparation for a close quarters encounter.
Perception: 1d20 + 17 ⇒ (12) + 17 = 29
Fast Stealth: 1d20 + 18 ⇒ (18) + 18 = 36
As per Niadroub's plan, moving to M40
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
"Well, you do have at least one man who's quite good at quietly catching a fool unawares," Colwyn says as he helps Numesti reclaim and don his gear.
"Our real concern should be the inferior baron, Drelev. We don't know where he's lurking, so we need to keep alert. For all we know, we could blunder into one of those rooms just to find him schtupping one of those two women."
All the same, Colwyn votes for intercepting and neutralizing Lady Quintessa Maray first.
"When we do find Drelev, we don't want her around to provide back up."
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Do we already know if someone else is backing Drelev? I honestly can't remember the intel we've previously been provided with. If not, I will ask Terrion about what he knows regarding Drelev's forces and whomever might be backing him.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
"You know, it just occurred to me, we wouldn't have needed to spend so much time fiddling with that lock if we'd gone the other way and circled around. Oh well."
He listens to Vibenia report what she hears.
"Chains? Hmm...either a prisoner or some chained up beast."
Colwyn takes one of the gold coins recently pilfered from the rival baron's vault and flips it.
1d2 ⇒ 1
"Heads. I think luck's on our side with this one. If there are no objections, I'll open the door and we can start the rescue portion of this operation."
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Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Niadroub Kliip wrote: Colwyn the Toad wrote: "Let us keep moving," the teetotaling baron says anxiously, forcing his eyes away from the bottles. Has this been said before, and I missed this? Is Colwyn on the wagon? I've included it here and there in posts over the years. In Colwyn's backstory, his former bandit gang members got him drunk, robbed him, and left him for the Restov guard to arrest.
At first he swore off his hard-drinking ways to ensure that no one would ever be able to trick and trap him like that again. Ever since founding the barony, though, his motivation for remaining sober has changed so he can be as capable and respectable as possible for the subjects suddenly looking to him for leadership.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
"Let us keep moving," the teetotaling baron says anxiously, forcing his eyes away from the bottles.
"Keep moving south," he insists, moving to examine the southern door.
Perception: 1d20 + 17 ⇒ (8) + 17 = 25 +2 to spot traps.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
"All right, let's start here, then," Colwyn says, pointing to the south door. "Marten, can you open it and take the fore?"
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
"Well, I'd say this has already proven worth the trouble of slogging through the swamp and dodging some giants," Colwyn says whilst wrapping the golden circlet in some cloth and stowing it in his pack.
"Take five, everyone. We want to be ready for whatever awaits ahead. When we're ready to move out, I say we check out these other doors first," he says, jerking a finger towards the secret doors leading out from the vault.
"I want to make sure that there's nothing lurking at our backs when we make our move upward," he says, this time pointing a thick finger at the trapdoor.
Perception on Secret Doors: 1d20 + 17 ⇒ (3) + 17 = 20 (+2 to spot traps)
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
I've added the cash value of most of the gems, art, and other mundane items - a total of 4700gp - to our party ledger.
I did want to claim the circlet as Colwyn's new crown, so he can pass his coral crown along to Melianse.
I already have two rings, so does anyone else want to claim the Ring of Evasion?
I didn't put the items belonging to Numesti on our ledger because it seems like we might want to return them to his daughter (or him, if he's still alive).
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Rogue (Scout) Lvl 8
HP: 1d8 ⇒ 3, take the average instead: +4 HP
BAB +1
Reflex Save +1
New Rogue Talent: Minor Magic (Ray of Frost)
Skirmisher (EX): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.
This ability replaces improved uncanny dodge.
Skill Points: 8+2+1 = 11 pts
Stealth +2
Knowledge (Religion) +2
Knowledge (Dungeoneering) +2
Use Magic Device +2
Acrobatics +2
Perception +1
Background Skill Points: 2pts
Knowledge (History) +2
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Crap! Looks like my attempt at posting and lockpicking got gobbled up by the internet goblins.
Colwyn's REAL Disable Device Attempt: 1d20 + 19 ⇒ (14) + 19 = 33
Assuming making my own roll is still acceptable, if someone assists me, I think we can make it.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
"That's a relief," Colwyn sighs, keeping his voice down as though too much noise might magically summon the ooze creatures before the party again. "Let's hope the hazards ahead are at least a bit more mundane."
The baron then leads the way forward, keeping vigilant for other lurking dangers.
Perception while moving forward: 1d20 + 16 ⇒ (10) + 16 = 26
Once he comes upon the door that promises clandestine entrance to the keep itself, Colwyn examines it for locks, traps, or other dangers.
Perception on door: 1d20 + 16 ⇒ (10) + 16 = 26
My Trapfinding adds another +3 to detect traps.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
"A few years ago, I'd have thought it daft to say," Colwyn whispers to his magister, one of his truest friends, "but I trust your magic to get us through."
Voting for option 2
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Knowledge (Dungeoneering): 1d20 + 9 ⇒ (12) + 9 = 21
"Black pudding? I'm guessing that's not some tasty dessert. Anyone know anything about such things? I have a few vague ideas about what such a...monster? What it might look like, but I can't think of what weaknesses it may have."
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Fast Stealth talent: 1d20 + 16 ⇒ (2) + 16 = 18
It would almost be comical how the muddy roads of Drelev Keep cause the party's steps to squelch, if not for the fact that it endangers their mission and lives, almost ensuring an encounter with the damnable giant henchmen.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Besides using the secret tunnel, there's also the baroness' birthday gala we've just learned about. If anyone has Linguistics, we could try to forge an invitation and sneak inside as guests - or we could try to bluff our way inside as extra guards hired for the party.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Colwyn rubs his stubbly chin, deep in thought.
"We rest here until nightfall then make for the secret tunnel. I don't relish having to slip past those giants, especially since they'll have the advantage on us at night. However, once we're inside this sad excuse for a baron's walls, we'll have the advantage with his more man-sized henchmen largely being asleep."

Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Zelera wrote: "So, off to the brothel," she gave Colwyn a crafty looked and then added, "just don't let Melianse find out about it Colwyn."
Colwyn's eyes dart around nervously, suddenly more afeared than he's been since entering the occupied settlement.
"We're just stepping inside for business," he chuckles nervously, speaking just loudly enough so Melianse, if magically eavesdropping, could hear him. "Why, I doubt there's a body in this entire town that could hold a candle to my wonderful baroness."
Playing it safer still, Colwyn allows his companions to enter the establishment first so as to not seem overeager. When he gets the chance, though, he will engage Satinder in a bit of chatter, trying to be as subtle as possible.
"Finally, a spot of life in this town. After hearing my friend Kisandra tell me that I just had to visit Drelev's Keep, I was starting to think she was grossly overstating this place," the baron begins, palming then sliding their contact's ring across the counter. "I'm sure this place was lovely...once. I wager it'd be fine to bring those heydays back, eh? If nothing else, the trip has given me a chance to collect some lovely flowers."
Colwyn punctuates this by withdrawing and setting down the flower also provided by Kisandra, hoping his attempt to discreetly pass along these tokens to identify themselves to the proprietress has not drawn attention from anyone unwanted.
Diplomacy: 1d20 + 11 ⇒ (6) + 11 = 17
Sleight of Hand to be subtle?: 1d20 + 9 ⇒ (14) + 9 = 23
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
"Hopefully we won't have to stay long," Colwyn says once they've ensconced themselves in the empty inn, and he focuses his attention on scrubbing the mud and swamp stench from his boots using a scavenged wash bucket.
"I'm tempted to visit the Temple of Erastil and offer a couple silver to cover our hides with some good luck from Deadeye's blessings. Of course, I might look pretty suspicious going into an abandoned temple. Shame.
"Anyhow, should we poke around the Velvet Corner to gather information, or should we just make for the fort proper and get to work?"
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Proud of himself and his silver tongue, Colwyn next applies his talent to finding a discreet inn where they can clean up and learn a bit more about the settlement.
Knowledge (Local) to find an inn, find leads/info: 1d20 + 12 ⇒ (7) + 12 = 19
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Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
"I can handle this," Colwyn says proudly.
Colwyn saunters up to the gate guards and feeds them a story, explaining that he and his companions are agents contracted by Lords Irovetti and Armag, hired to undermine the land of Thornholme to the east.
"We have arrived to receive our precise orders before setting out and taking care of business. After all, we want to get the job done quickly and effectively for our lords, eh?" he confidently says to the guards.
Using one of my two daily uses of the Honeyed Words rogue talent, so I can roll twice for Bluff and use the better result.
Honeyed Words, Bluff roll 1: 1d20 + 14 ⇒ (4) + 14 = 18
Honeyed Words, Bluff roll 2: 1d20 + 14 ⇒ (20) + 14 = 34
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
"I wouldn't recommend it," Colwyn grumbles in reply to Niadroub.
In truth, the baron tries very hard not to dwell too deeply or too long upon the experience. Even though he and his friends have already battled spellcasters before, such as the undead Vordakai, having one get inside his head was a very new, very troubling experience.
"Are such creatures typically solitary? We shouldn't allow more such dangers to lurk, unfettered, so close to our borders."
We were traveling along the southern shore of the lake, right? So travel into the hex west of the Swamp Scar?
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Colwyn, struck dumb, looks confusedly between Zelera and the snake creature, having now apparently swapped which is alive and which is dead. His ability to process the situation is further muddied when the no-longer-dead Zelera unleashes tides of healing upon the party, the tingling warmth numbing his brain all the more.
The baron just plops himself down heavily on the fallen log and shakes his head, contemplating whether to break his sobriety.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
With the battle reaching a critical point, Colwyn hastens his rate of fire, hoping that luck will balance out the sacrifice of accuracy.
Switching to Rapid Shot now. I'm hoping rolling more dice will improve my chances of getting a nat 20.
Shot 1: 1d20 + 14 + 1 + 1 - 2 ⇒ (14) + 14 + 1 + 1 - 2 = 28
Damage: 1d8 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11
Shot 2: 1d20 + 14 + 1 + 1 - 2 ⇒ (19) + 14 + 1 + 1 - 2 = 33
Damage: 1d8 + 4 + 1 + 1 ⇒ (8) + 4 + 1 + 1 = 14
Shot 3: 1d20 + 9 + 1 + 1 - 2 ⇒ (16) + 9 + 1 + 1 - 2 = 25
Damage: 1d8 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
I almost hate to ask this, but does the large fallen log between us provide any cover bonus to the enemy? I want to know if I should use a move action to circle around.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Reflex Save: 1d20 + 15 ⇒ (7) + 15 = 22
No damage thanks to Evasion.
Colwyn rolls behind a fallen log, which shields him from the magical cold.
He jolts back up and snaps off two more shots at the spellcasting snake.
Shot 1: 1d20 + 14 + 1 + 1 ⇒ (11) + 14 + 1 + 1 = 27
Damage: 1d8 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11
Shot 2: 1d20 + 9 + 1 + 1 ⇒ (20) + 9 + 1 + 1 = 31
Confirm Crit?: 1d20 + 9 + 1 + 1 ⇒ (15) + 9 + 1 + 1 = 26
Base Damage: 1d8 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7
Crit Damage?: 2d8 + 8 + 2 + 2 ⇒ (1, 7) + 8 + 2 + 2 = 20
Skybolt Thundering (Sonic) Damage?: 2d8 ⇒ (2, 7) = 9
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Colwyn grimaces. Why wouldn't this blasted snake creature just die? He takes a step to the side and continues to unleash arrows, not even pausing long enough to spare any more prayers to Erastil.
Skybolt shot 1: 1d20 + 14 + 1 + 1 ⇒ (15) + 14 + 1 + 1 = 31
Damage: 1d8 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11
Skybolt shot 2: 1d20 + 9 + 1 + 1 ⇒ (20) + 9 + 1 + 1 = 31
Confirm Crit?: 1d20 + 9 + 1 + 1 ⇒ (8) + 9 + 1 + 1 = 19
Damage: 1d8 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
I have one more use of the Stag Helm for the day, getting a shot on their flat-footed AC and dealing sneak attack damage. I can take one more turn to try and bring the thing down, or at least convince it to retreat/surrender, and if that doesn't work, then we can retreat.
I'm really regretting not purchasing a wand as a backup weapon/tool like I was thinking about.

Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Forgot to roll knowledge to see if I know what the heck we're fighting.
Knowledge (Dungeoneering): 1d20 + 9 ⇒ (13) + 9 = 22
Nope. Just going to keep shooting the bastard. Also taking a 5-foot step to the side to spread out in case this thing uses more area effect magic.
Colwyn continues to pour his rage into the creature, unleashing arrows upon it and continuing to call upon Erastil for aid.
Making use of Point Blank Shot, Precise Shot, and Studied Target. Not using Rapid Shot because it seems this thing has crazy AC. I will use a Free Action to activate the Stag Helm before the first shot, so the first shot will be on Flat-Footed AC again.
Shot 1: 1d20 + 14 + 1 + 1 ⇒ (17) + 14 + 1 + 1 = 33
Damage w/ Sneak Attack: 1d8 + 4 + 1 + 1 + 5d6 ⇒ (5) + 4 + 1 + 1 + (2, 5, 3, 1, 5) = 27
Shot 2: 1d20 + 9 + 1 + 1 ⇒ (16) + 9 + 1 + 1 = 27
Damage: 1d8 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8
Also, with my Bleeding Attack rogue talent, the creature will take 5 bleed damage at the start of each of its turns.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Okay, we're all finally recovering over here, so I'm ready to get back into action.
That being the case, I just wanted to clarify that my previous attack would've been against their flat-footed AC since I was using the Stag Helm. If that still misses, I'm guessing it's due to some sort of concealment effect?
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Message for all my games:
The flu has fallen upon my family, hitting me and my daughter especially hard.
I'm going to take the weekend off to recover and look after my little girl, so I'll check back in with you on Monday to let you know how we're doing.
Thank you for your understanding.
Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands
Will Save: 1d20 + 9 ⇒ (20) + 9 = 29
Seeing Zelera's body frost over then shatter also shatters the creature's control upon the baron. Raging instinct guides his arms to draw back his bowstring, while his suddenly clear mind offers a very bitter, invective-filled prayer to Erastil, asking to bring down this foulest, most hated prey.
Free action to activate Stag Helm. Using Point Blank Shot and Precise Shot. If this hits, I'll use an immediate action to mark the enemy as my studied target.
Skybolt, insightful shot: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Damage w/ Sneak Attack: 1d8 + 4 + 1 + 5d6 ⇒ (4) + 4 + 1 + (4, 6, 2, 3, 1) = 25
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