HP 13/13, AC 15, CMD 15/19, Fort +5, Ref +5, Will +1, Perception +8
Facing a much larger foe than themselves, the dogs resorted to the tried and true tactics of their wild ancestors. Bite: 1d20 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12
Trip: 1d20 + 5 + 1 + 1 ⇒ (13) + 5 + 1 + 1 = 20 Acro to avoid AoO: 1d20 + 6 ⇒ (19) + 6 = 25 Move back past Raxus to near Arianna
HP 13/13, AC 15, CMD 15/19, Fort +5, Ref +5, Will +1, Perception +8
Attack (charge if possible: 1d20 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9 +2 if charge is possible
Trip (if bite hits): 1d20 + 5 + 1 + 1 ⇒ (14) + 5 + 1 + 1 = 21 If Charge is not possible, the Dogs will try to set up a flank for each other or an ally.
HP 13/13, AC 15, CMD 15/19, Fort +5, Ref +5, Will +1, Perception +8
Reacting immediately to their Alpha, Raxus' dogs move with him, hurling themselves across the ground and into the small lizards Acro: 1d20 + 14 ⇒ (5) + 14 = 19 Charge, Bless: 1d20 + 3 + 2 + 1 ⇒ (15) + 3 + 2 + 1 = 21
Trip, if attack hits: 1d20 + 5 + 2 + 1 ⇒ (10) + 5 + 2 + 1 = 18
HP 13/13, AC 15, CMD 15/19, Fort +5, Ref +5, Will +1, Perception +8
Shaking the dead mite vigorously in her jaws, Dawn tossed it aside and surged forward to the next on near her. Posting from phone. Can't see map. Dawn will attack the next closest mite. Given a choice between 2, she'll go for the one she can flank/gang up on with other people. Acro to dodge AoOs: 1d20 + 7 ⇒ (4) + 7 = 11 Bite attack: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9 +2 if flanking
Possible Trip: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 +2 if flanking
HP 13/13, AC 15, CMD 15/19, Fort +5, Ref +5, Will +1, Perception +8
Dawn rushes forward at her master's command and attacks the closest Mite she can reach. Charge, leap over water. Stop at G13. Attack Blue Mite Acro (jump): 1d20 + 14 ⇒ (8) + 14 = 22 Attack: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Trip (if attack hits): 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
HP 13/13, AC 15, CMD 15/19, Fort +5, Ref +5, Will +1, Perception +8
Perception: 1d20 + 8 ⇒ (20) + 8 = 28 The pale mastiff's ears swivel and her hackles rise. She whips around and crouches at the sight of the giant vermin. Her head lowers and a rumbling growl echoes through the tunnel. Go defensive. Waiting for directions from Raxus
HP 13/13, AC 15, CMD 15/19, Fort +5, Ref +5, Will +1, Perception +8
As Raxus charged the center, the massive dogs came in from the sides, both flanking around the bowmen in front to attack the one behind. I'm assuming that the dogs can set up a flank for each other. If that's not possible, just remove 2 from the attack/CMB rolls. 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 1d6 + 3 ⇒ (4) + 3 = 7 Free trip on hit 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
About KromdorName: Kromdor Redhands
Background:
Kromdor Redhands is an Orc. A lot of people stop right there in their assessment of him, and sometimes that's helpful to him, so he doesn't discourage it too much. For those that choose to dig beneath the surface a bit, there's more to it than just being an orc though. While Obould Many Arrows was going about the process of founding his kingdom of Many Arrows, Kromdor was being raised in a Monastery by members of the the Order Sun Soul, worshiping Lathander. The monks never told Kromdor how he came to be at the monastery, and his earliest memories are in training in the yards and doing various menial tasks throughout the grounds with at the direction of the monks.
As he grew older, Kromdor began notice the looks that everyone other than the monks gave him and to question his place in the monastery. He grew resentful at the lack of answers and started to undermine the training he was receiving, and directing his energy towards pranks and tricks rather than the maintenance he was supposed to be doing. When he eventually left, it was a mutual decision. The monks he knew best would always be happy to see him should he return, but it was clear to everyone that Kromdor's energies and attentions were best spent elsewhere. Out in the world, Kromdor quickly learned that orcs were not welcome in most places, but he learned to adapt and make the best of any situation he found himself in. He traveled, finding work as a bounty hunter and mercenary where he could, attempting to help those around him even as they showed their distrust. Along his travels he did find the kingdom of Many Arrows, but felt as out of place in the chaos there as anywhere else. Now Kromdor has received a summons from an old associate, Flarghin, with whom we worked on several missions before. The dwarf was one of the few who took the time to get to know Kromdor as anything other than just an orc, so working with him one last time holds significant appeal. Daily Resources:
Mutagen (1/1): +4 STR, +2 Natural Armor, -2 INT for 40 minutes Stunning Fist (2/2): Unarmed attack can also stun for one round (DC 11, Fort Save) Defense:
AC 10 + 2 Dex +7 Armor +1 Deflection = 20 TAC 13 FF 18 HP 8 + 24 + 10 = 42 Fort +9 Ref +6 Will +3 Special Defenses: None Offense:
Melee Unarmed Strike (B) +10 (1d6 +6/x2) +1 damage if no one else threatens foe Masterwork Lucerne Hammer (B or P) +12 (1d12 +9/x2) reach, non-lethal cannot crit, +1 damage if no one else threatens foe Falchion (S) +12 (2d4 +9/18-20 x2) +1 damage if no one else threatens Common Modifiers Spoiler:
Mutagen: +2 to hit, +2 Damage Power Attack: -2 to hit, +6 damage Ranged Masterwork Composite Longbow (+6) (P) +7 (1d8 +6/x3, range 110 ft.) Statistics:
-------------------- STR 17 +4 R + 1 L4 = 22 (+6) DEX 14 = 14 (+2) CON 14 = 14 (+2) INT 10 – 2 R = 8 (-1) WIS 10 – 2 R = 8 (-1) CHA 12 – 2 R = 10 (+0) BAB +4 CMB +14 CMD 22 CMB is at -2 when using Flurry of Maneuvers CMB Calculations: +4 BAB +1 Trait + 6 STR +1 Flurry of Maneuvers +2 Feats Tripping Attempts with Lucerne Hammer: +16 Tripping Attempts with Falchion: +16 Move 20 feet Powers and Abilities:
Enforcer: When making a non-lethal melee attack can make a free intimidation check to give the shaken condition for number of rounds equal to damage done. Flurry of Maneuvers:[b/] Full Attack Action gives 1 free Combat Maneuver; all combat maneuvers used during the Full Attack Action are made at -2 [b]Mutagen: Can spend 1 hour to brew a mutagen that gives +4 STR, +2 Natural Armor, -2 INT for 10 minutes per Mutation Warrior Level Stunning Fist: Unarmed attack can be made as a stunning attack (DC 11, Fort Save) Feats:
Unarmed Combatant Monk Class Feat (1): +2 to grapple, grappling does not provoke AoO. Unarmed attacks can be lethal or non-lethal. Stunning Fist Monk Class Feat (1) Deft Maneuvers Monk One Bonus (1): +2 to trip, disarm, dirty trick, feint, reposition and steal attempts, and such attempts do not provoke AoO. Combat Reflexes Level One (1): Extra Damage at a penalty to hit. Intimidating Prowess Fighter One Bonus (2): STR to intimidate in addition to CHA Powerful Maneuvers Fighter Two Bonus (3): +2 to bull rush, drag, overrun and sunder attempts, and such attempts to not provoke AoO Enforcer Level Three (3): Intimidate check when attacking with non-lethal damage. Weapon Focus: Heavy Blades Level Five (5) Weapon Focus: Polearms Fighter Four Bonus (5) Traits:
Adopted (Human, Bred for War) Social: You were adopted and raised by someone not of your race, and raised in a society not your own. Benefit: As a result, you picked up a race trait (Bred for War) from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race. Axe to Grind Combat: There is a fire in your heart that can’t be quenched.
Bred for War Race: You tower above most other humans and possess a physique of hard, corded muscle.
Skills:
3 ranks Monk + 8 Ranks Fighter + 10 Ranks Background = 21
*Acrobatics +2 Dex -3 ACP = -1 Appraise -1 int = -1 Bluff +0 Cha = +0 *Climb +6 Str +3 Class + 1 Rank -3 ACP = +7 (1) *Craft (Alchemy) -1 Int + 3 Class +5 Rank = +7 (5) Diplomacy +0 Cha = +0 Disable Device NA Disguise +0 Cha = +0 *Escape Artist +2 Dex -3 ACP = -1 Fly NA Handle Animal NA Heal -1 Wis = -1 *Intimidate +0 Cha +6 Str +3 Class + 5 Ranks + 1 Trait = +15 (5) Knowledge (Arcana) NA *Knowledge (Dungeoneering) NA *Knowledge (Engineering) NA Knowledge (Geography) NA *Knowledge (History) -1 Int + 3 Class +5 Rank = +7 (1) Knowledge (Local) NA Knowledge (Nature) NA Knowledge (Nobility) NA Knowledge (Planes) NA *Knowledge (Religion) NA Linguistics NA *Perception -1 Wis +3 Class +5 Rank = +7 (1) *Perform +0 Cha = +0 *Profession NA *Ride +2 Dex -3 ACP = -1 *Sense Motive -1 Wis = -1 Sleight of Hand +2 Dex -3 ACP = -1 Spellcraft -1 Int = NA *Stealth +2 Dex -3 ACP = -1 *Survival -1 wis = -1 *Swim +6 Str -3 ACP = +3 Use Magic Device +0 Cha = +0 Languages:
Common, Orc Racial Traits:
Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal. Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon. Darkvision: Orcs can see perfectly in the dark up to 60 feet. Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell. Maneuver Master Monk Class Features:
Weapon and Armor Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities. AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them. In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat. Flurry of Maneuvers: At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load. This ability replaces flurry of blows. Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration. Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Dirty Fighter, Mutation Warrior Fighter Class Features:
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Sidestep (Ex): At 2nd level, a dirty fighter learns how to evade his enemies when they react to his combat maneuvers. He gains a +1 dodge bonus to his AC against attacks of opportunity provoked by him while attempting a combat maneuver. This bonus increases by +1 for every four levels beyond 2nd level. This ability replaces bravery. Mutagen (Su): At 3rd level, a mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist’s mutagen ability, using his fighter level as his alchemist level. This ability replaces armor training 1. Favored Class Bonus: 4 Skill ranks
Equipment:
ENC: 96 lbs ; Light: 0-173, Medium: 174-346, Heavy: 347 - 520 Weapons: Masterwork Falchion (8 lbs, 375 gp), Masterwork Lucerne Hammer (12 lbs, 315 pg), Masterwork Composite Longbow (+6) (3 lbs, 1000 gp), 40 arrows (6 lbs, 2 gp), 20 Incendiary Arrows (3 lbs, 10 gp), 3 tanglefoot arrows (60 gp), 4 smoke arrows (40 gp) Armor:Breastplate +1 (30 lbs, 1200 gp) Mundane Gear: Fighter’s Kit (a backpack, a bedroll, a belt pouch, a flint and steel*, an iron pot, a mess kit, rope*, soap, torches (10)*, trail rations (5 days), and a waterskin.) (9 gp, 29 lbs), Alchemy Crafting Kit (25 lbs, 25 gp)* Magic Gear: Cloak of Resistance +1 (1 lb, 1000 gp), Handy Haversack (5 lbs, 2000 gp), Ring of Protection +1 (2000 gp) Potions*: Cure Light Wounds x4 (200 gp), Enlarge Person x4 (200 gp), Bull’s Strength (300 gp), Long Arm x2 (100 gp) Treasure: 1164 gp *Items are in the Handy Haversack |