Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides shakes his head at the level of banter considering they seem to have no answer to the current predicament. When Wyeth fails to invoke the required magic, Coronoides' confidence falters - his hope is now with Stelerin - and he waits anxiously to see if he's been effective.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Marduk the Pale wrote:
Cornoides thinks about a witty response but can't think of anything witty and doesn't blame his comrades for pulling his leg. He finally manages a smile and then feels foolish - standing there with his sword with nothing to swing at.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Realising the seriousness of the situation and his recent exploits, Coronoides swallows his pride and draws his sword rather than his bow. That ought to be worth a +1 motivational bonus to the group!
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides remains tight-lipped. He's not been up with the banter and now he's failed the rest of them so badly that he is finding it harder and harder to converse. So instead he plays with his bow string - as if it would make any difference.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
GM G wrote: I think Coronoides hit exactly once in my previous PbP, and that occurred when I GMPC'ed him ;-) Kick a man when he's down why don't you ;p I'm in it for the role, and there is almost (not quite but almost) something endearing about an archer that can't hit anything with a bow and arrow.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Undaunted, and believing that on the balance of probability he will hit something sooner or later, he lets another arrow sing towards the clerk. Coronoides is undeterred by his recent failings and without pause grabs his bow and lets loose with an arrow - aiming for the clerk. Bow: 1d20 + 2 ⇒ (8) + 2 = 101d8 ⇒ 4
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
In case my turn comes when I'm no online... Coronoides is undeterred by his recent failings and without pause grabs his bow and lets loose with an arrow - aiming for the clerk. Bow: 1d20 + 2 ⇒ (5) + 2 = 71d8 ⇒ 3 Edit - did I hit the snake instead?
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
As the others focus on the room ahead, Coronoides scans the area they're in - wondering if there's anything of note (and hoping to atone for his lack of impact in the recent fights). Perception: 1d20 + 6 ⇒ (20) + 6 = 26 Edit - now the dice is kind to me...
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides puts away his greatsword (no need to clean it first) and then picks up his bow and sheepishly slings it over his shoulder, mettering away to himself. "All this mist...changing the humidity...playing havoc with the bow..."
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides drops his bow due to the proximity of the creatures and swiftly pulls his greatsword from the sheath on his back. He lunges at the nearest creature, hoping for greater success than his recent archery has provided. Greatsword: 1d20 + 5 ⇒ (3) + 5 = 82d6 + 6 ⇒ (1, 1) + 6 = 8 Edit - Plus ca change...
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Fortitude: 1d20 + 4 ⇒ (8) + 4 = 12
Shrugging off the recent misses, Coronoides lets loose another arrow, his attention only slightly distracted by the lack of movement from his comrades. Bow: 1d20 + 2 ⇒ (5) + 2 = 71d8 ⇒ 5
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Silas V. Garman wrote:
Coronoides nods his appreciation to the alchemist. "Thanks..."
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides tries to look uninjured for as long as possible before slumping against a wall. His pride finally gives way to the need for medical attention. "I could do with some of that healing wand if that's OK?" He smiles feebly and the lack of colour in his cheeks suggests he really does not some attention.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Posting ahead of time to be sure I don't hold anyone up... Coronoides reels from the blow and in one fluid motion grabs his greatsword with both hands and swings at the nearest furry creature. His rage at being caught surprised yet again channeled into the long yet controlled swing. Greatsword: 1d20 + 5 ⇒ (18) + 5 = 232d6 + 6 ⇒ (2, 6) + 6 = 14
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides almost feels guilty that he didn't take any damage in the fight. Not that it'll encourage him to put himself forward to lead the line at the next encounter - which if anything makes him feel slightly worse.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
GM G wrote: Coronodoides, I am just being curious: why did you shoot your bow in the combat instead of hacking away with your greatsword? Looking at your stats I thought you would prefer the latter. This is very much about role over roll. The sword - at the present level - is more effctive but the character sees himself as a bowman who is also handy with a sword. If he's a switch-hitter, he considers the sword to be his second choice. The main reason the bow is his preferred weapon as he wants to keep away from the front line - he sees himself as a ranger, not a fighter. Whenever he is out of immediate melee range, he will draw a bow (and will never wade in and provide an AoO). This is also why I was clear I wanted to aim for an unobstructed target, I can't afford to take penalties for shooting into a crowd. The sword is for when there is no choice and someone engages him in hand-to-hand combat. The map showed a few squares between Coronoides and the foe - hence the bow was called for. It's also one of the reasons I went for Quick Draw as I want to be able to drop the bow and pull out the sword when I have to.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides will aim at whatever target is available and in a line of sight without penalty. If I have to take a penalty, please apply it to my roll. Coronoides has no time to brood on the previous miss and hopes the calming breath will be enought to steady his aim this time around. So, drawing a second arrow, he takes aim and fires in one smooth movement. 1d20 + 2 ⇒ (4) + 2 = 61d8 ⇒ 1 Edit - good job none of the group are hiding on the ceiling!
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides draws his bow and lets loose an arrow at the emaciated corpse - feeling a little foolish that these creatures were able to get the jump on him, when he was the one that was trying to be vigilant. Attack: 1d20 + 2 ⇒ (7) + 2 = 91d8 ⇒ 1 Having let the first arrow go, Coronoides is aware he rushed the shot and takes a deep breath to calm himself.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides allows the banter to pass him by. He's not sure if it's bravado, or they're not as focused on the task in hand as he is - but he reflects that it doesn't matter. Coronoides focuses on the surroundings - with as much interest with what's behind them as in front of them. He realises he must look somewhat paranoid, but better ridiculed than dead! He also starts looking for any tracks - that broken glass might yield some clues? Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Edit - perhaps he should just join in the discussion!!!
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides hangs back as the others show their superior knowledge and then look to integrate the newcomers. As they scout the building, he once again allows the others to take the lead - well aware that his moment to play an active and useful role will come.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Please use this for my next available action... Coronoides discards his sword and draws his bow with great speed - returning his aim to the hafling and letting loose an arrow. Bow: 1d20 + 2 ⇒ (7) + 2 = 91d8 ⇒ 3 I preferred it when the GM rolled for me!
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
The benefit of holidays is that you get more leisure time. Except for me it works the other way around. I apologise in advance if I’m a little slow over the next week or so – normal service will be resumed very soon.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
As it's an alleyway, logic says it's narrow and with people around...If it is a one-storey building, he'll access the roof. If not, he'll find a suitable vantage point where he can draw a bow. Coronoides doesn't need someone to draw him a map to realise that something's wrong. The mist was clearly deigned to hamper their vision but he decides to use it to his advantage. Using a combination of people and hand-holds, Coronoides uses whatver is available to scale the nearby wall. Climb: 1d20 + 8 ⇒ (16) + 8 = 24
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Without the cats to play with, Coronoides feels distinctly awkward, sitting on the floor. He is also finding the conversations uncomfortable. One minute she sounds the villain of the piece and the next she's coming across as the victim.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
On the plus side Coronoides has stopped the cats from affecting their search and has improved their behaviour. On the other hand, he's not sure what to do with them now they've been calmed. In the absence of anything more practical, Coronoides fishes in one of his many pockets for some string. Drawing it out, he uses it to play with the cats whilst sitting on the floor amongst them.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides is alerted by the odd behaviour of the cats - although nothing obvious presentes itself by way of a reason. He decides, therefore, to focus his attention on the cats - in the hope something comes to light. Handle Animal: 1d20 + 3 ⇒ (18) + 3 = 21
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides isn't sure what he's looking for, but he has a good rummage around for anything that might present itself as 'evidence.' He's sure he'll know 'it' when he sees it. Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides sense of being impressed diminishes as, despite Silas' efforts, nothing seems to be happening. "Does anyone else fancy having a go?" he asks, hoping not to offend the alchemist. "Or could someone summon something like that imp creature to set off the trap, leaving us safe from it's effects?" Coronoides knows this sounds feeble, but he's out of sensible ideas.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides holds his breath as Silas inserts the first key. He's quite comfortable with the alchemist taking the lead but is ready to jump out of the way if something horrible happens. His eyes dart around the room in case a trap is sprung. Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Taking 20 for Perception for a 26 Coronoides considers the items in front of them. Clearly it won't be as easy as grabbing a key and fitting it in a lock - but the manner of the challenge is beyhond him initially. Hoping the Perception may yield a clue?
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides keeps his own counsel as they travel to the Wise Quarter. They seem an odd bunch, but the Pathfinders didn't employ them for their personalities - results were all that mattered and they'd done well enough on that score.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Coronoides stares at the broken riding crop in his hand before throwing it aside. 'Never thought I'd take out a little devil. Let alone with one of these. Think I need to get myself something silver soon - just in case.' With that, he follows the group out - giving Zarta a wide berth.
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
As the imp disappears, Coronoides takes another wild swing at it, the riding crop still feeling unnatural as a weapon in his hands. Improvised weapon: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 201d4 + 4 ⇒ (2) + 4 = 6
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Oblivious to the damage to the riding crop, Coronoides swings again at the imp. Improvised weapon: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 111d4 + 4 ⇒ (4) + 4 = 8
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
I took his blessing as an act of magic rather than simply encouraging words. Third time lucky... Coronoides decides to throw caution to the wind and swings the riding crop at the imp. Improvised weapon: 1d20 + 4 + 1 - 4 ⇒ (11) + 4 + 1 - 4 = 121d4 ⇒ 4
EDITED...
Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2
Kennaniah Blackford wrote: [occ] bit of luck starts when I touch someone and ends 1 round later[/occ] My understanding was, "You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result." But I stand to be corrected.
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