AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Derf steps in and decides he should probably use all those two-weapon fighting skills he studied... Two unarmed strikes, +2 from flank balances out the two-weapon penalty. Attack: 1d20 + 13 ⇒ (17) + 13 = 30
Attack 2: 1d20 + 13 ⇒ (11) + 13 = 24
Debilitating Injury Halve speed, can't take 5' steps. Spoiler: Exploitative Maneuver if applicable.
EM vs CMD: 1d20 + 10 ⇒ (9) + 10 = 19
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Did they eventually fix that rule that you don't threaten two squares diagonally? I'm going to assume Derf has a flank, on top of the fellow being blind. 5' step then... Derf decides that weapon looks too ugly to deal with. Finally, someone in this story arc uses a weapon... Disarm: 1d20 + 17 ⇒ (3) + 17 = 20 Nope, nope, not taking the risk. Odds are that beats his Flat footed CMD but I want to be bloody sure. Product reroll + 5 stars. Disarm: 1d20 + 17 + 5 ⇒ (16) + 17 + 5 = 38 That feels better. Derf then throws the scythe as far back the way he came as possible. Move action, 10 STR Derf grins slightly then shouts to the rest of the party. "You can breathe a scythe of relief now." Exploitative Maneuver if applicable.: EM vs CMD: 1d20 + 10 ⇒ (15) + 10 = 25
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Eschewing safety, Derf moves right next to the idiot and prepares to exploitany mistakes it makes. "Hey dumbass. Your death is not going to be an accident." Exploitative Maneuver, if triggered: VS CMD, to aid next attack, Dex based: 1d20 + 10 ⇒ (19) + 10 = 29
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
If nothing else, Feather Step should still be up. The normal rules for altitude sickness say you make a check every hour. So I believe that would mean the Lesser Restorations would protect us for an hour. The scenario could, of course, have its own completely different set of rules.
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Derf uses his own wand for the last charge. "Speaking of wands, mind if I give that new one a try?" UMD on Wand of False Life: 1d20 + 11 ⇒ (12) + 11 = 23 temp HP: 1d10 + 3 ⇒ (4) + 3 = 7
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
My Exploitative Maneuver never went off on the Golem's first attack EM: 1d20 + 5 ⇒ (8) + 5 = 13 vs its 24 CMD It should be +10, as I forgot to add my Dex, but it is still not enough. Stepping five feet south, Derf again tries to take the beast out at the ankle. Attack, Flank, Bless: 1d20 + 16 ⇒ (10) + 16 = 26 damage: 1d4 + 6 ⇒ (3) + 6 = 9
Magic, Bludgeoning Exploitative Maneuver, if it attacks again: 1d20 + 5 ⇒ (12) + 5 = 17 vs its 24 CMD It should be +10, as I forgot to add my Dex, but it is still not enough.
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
boon roll: 1d20 ⇒ 6 Day Job is Thieves' Guild and I will take 10, however, I have not used my reroll yet, so I could end up with +5 if I don't use it in the adventure. So 20, or 25.
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
HP: 37/56 Derf does not take kindly to being pushed around, and he launches a hard kick to the thing's ankle. Attack with flank and Bless: 1d20 + 16 ⇒ (3) + 16 = 19 damage: 1d4 + 6 ⇒ (4) + 6 = 10
Then Derf pulls out his Wand of Cure Light Wounds move action.
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Moving on... Derf tries to dodge in, just in case the damn thing has some sort of special reflexes. This is what we call a "Hail Desna" roll. Acrobatics, DC CMD+10: 1d20 + 14 ⇒ (20) + 14 = 34 Then, he will throw a handful of sand from the crypt floor into the creature's eyes, trying to blind it. Dirty Trick: 1d20 + 6 ⇒ (11) + 6 = 17 Will use Exploitive Maneuver on its first attack. To boost Dex based attack. Exploitive Maneuver: 1d20 + 9 ⇒ (13) + 9 = 22 If that does beat his CMD, he is at -3 on the attack.
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Anyone who needs a Lesser Restoration can use one of Derf's. Also, if anyone can use a Wand of Longstrider, feel free to use mine. Can anyone use a Wand of Feather Step? If not, I will UMD. UMD rolls:
Since Guidance is available, I will take advantage of it. Derf: 1d20 + 12 ⇒ (9) + 12 = 21 Dimak: 1d20 + 12 ⇒ (13) + 12 = 25 Clemgard: 1d20 + 12 ⇒ (19) + 12 = 31 Hunter: 1d20 + 12 ⇒ (10) + 12 = 22 Saphera: 1d20 + 12 ⇒ (8) + 12 = 20 Goran: 1d20 + 12 ⇒ (3) + 12 = 15 Almost went 6 for 6! Goran: 1d20 + 12 ⇒ (7) + 12 = 19 Goran: 1d20 + 12 ⇒ (16) + 12 = 28 The party ignores difficult terrain for the next ten minutes. Derf checks for traps.
Then, if it's safe, Derf waits for the rest of the party to prepare, lets the strong people open the door. Then sneaks just ahead of the others. Stealth: 1d20 + 15 ⇒ (3) + 15 = 18
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Addendum. I got so caught up in making the Fort save, I missed the part about us even reachign the tomb, then made a post saying we shouldn't use them. I'm sorry about that mistake. If I'd better understood what was going on, I would not have said that OOC. Also, I never had a chance to check for traps. I know now there are none, but I'm just trying to explain how I feel rushed.
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
I must agree with Dimak. I specifically purchased a 5 charge scroll of Lesser Restoration to use in situations like this. There is reason to believe there could be guardians or traps in an old tomb, plus this is our mission goal. I see no reason we wouldn't use our resources.
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Derf throws caution to the wind and risks an attack of opportunity from yellow... Acrobatics at full speed to avoid AoO: 1d20 + 4 ⇒ (10) + 4 = 14 ...to allow him to flank green. Punchy Punchy!: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32 for damage: 1d4 + 5 ⇒ (2) + 5 = 7 and sneak attack: 4d6 ⇒ (4, 4, 6, 2) = 16
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Lesser Restoration has a 3-round cast time. With the little time they did have to prepare, Derf dropped his backpack, to get him back to a light load. Derf attempts to move into cover from all the foes. I think I have it where I've moved to. stealth: 1d20 + 15 ⇒ (10) + 15 = 25 He waits... Readied attack: Unarmed Attack: 1d20 + 12 ⇒ (5) + 12 = 17 damage: 1d4 + 5 ⇒ (4) + 5 = 9 Sneak attack: 4d6 ⇒ (1, 5, 5, 2) = 13
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Derf will continue to check ahead. If there's no immediate threat, Derf will pull out his Wand of Feather Step. "Can anyone use this?" Derf will use UMD if no one can:
Derf: 1d20 + 11 ⇒ (4) + 11 = 15
Everyone here ignores difficult terrain for the next ten minutes. That does, however, take 7 rounds, so others could buff, etc. too. "I suggest we move on."
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Derf should be no more than 10' from the front of the party, but there may be others with better perception. Fort save: 1d20 + 9 ⇒ (14) + 9 = 23 Perception: 1d20 + 14 ⇒ (17) + 14 = 31 +2 vs traps, plus trap spotter 20' range.
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Again, no map, so kinda hard to know what I can do. Here is my perfect world scenario. Derf ducks behind a nearby outcropping of rock, moves a few feet further, drawing his pre-loaded sling, and lobs a stone from stealth. Stealth: 1d20 + 18 ⇒ (10) + 18 = 28 Sling: 1d20 + 11 ⇒ (18) + 11 = 29
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Sorry I took so long! Second verse, same as the first. Att+Flank-CE: 1d20 + 2 - 2 + 13 ⇒ (2) + 2 - 2 + 13 = 15 damage: 1d4 + 6 ⇒ (1) + 6 = 7 plus Sneak Attack: 4d6 ⇒ (6, 6, 4, 5) = 21 Derf will use HALFLING OPPORTUNIST on it's first attack to aid his own AC.[/dice] Vs. CMD:: 1d20 + 10 ⇒ (18) + 10 = 28 If that beats CMD, it is -3 on it's first attack and Derf's AC goes up by 3, so +5 total.
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Derf punches from flank, but opts to use his Combat Expertise to reduce his odds of going splat. Att+Flank-CE: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13 I forgot my base +13! Total 23 Base damage: 1d4 + 6 ⇒ (2) + 6 = 8 plus Sneak attack: 4d6 ⇒ (2, 5, 4, 4) = 15 Derf will use HALFLING OPPORTUNIST on it's first attack to aid his own AC. Vs. CMD: 1d20 + 10 ⇒ (17) + 10 = 27 If that beats CMD, it is -3 on it's first attack and Derf's AC goes up by 3, so +5 total.
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Derf has +6 Init. Fort Save: 1d20 + 9 ⇒ (12) + 9 = 21 With no map, it's hard to tell if I can flank. So Derf will attempt to stealth, then fire his sling at the creature. Stealth: 1d20 + 18 ⇒ (10) + 18 = 28 Sling: 1d20 + 11 ⇒ (6) + 11 = 17 for damage: 1d3 ⇒ 3 Sneak attack, maybe?: 4d6 ⇒ (4, 4, 5, 5) = 18
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
"Yeah sure." Does anyone have Guidance? Or have even one rank in DD to aid me? With Guidance, or Aid other:
Take 10 for 30, 32 if one aid can be made, 33 if both. With no bonuses: Disable: 1d20 + 19 ⇒ (4) + 19 = 23
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Fort save: 1d20 + 2 ⇒ (11) + 2 = 13
Perception: 1d20 + 14 ⇒ (6) + 14 = 20
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Derf has 2 levels of the Halfling Opportunist prestige class. It has some funky stuff. It gives me Trap Spotter with 20' range, instead of 10'. When anyone Aids Another on me, I get +3 each instead of +2. I am also a Helpful halfling so when I aid another on anybody else, they get +4. This is the really funky one: Exploitive Maneuver
Quote:
Derf is a Dex fighter with a lot of stealth and acrobatics, so generally when he uses this ability, he's using Dex in his CMB, not strength. His CMD is higher than usual, because he had to take Defensive Combat Training to qualify for the prestige class. I'll do my best to set up any trigger for the immediate action in advance. Otherwise, there can be retconning required if Derf's -3 swings the success of the roll. Generally speaking though, he uses it at every opportunity. (See what I did there?)
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
A halfling enters the room, moving quicker than one would expect. "Hi, apologies for being late. It took a while to wash the stench of death off, after my last mission." He looks around, wondering if anything would fetch him an extra scrap of coin from his guild. "I'm Derf. I take advantage of opportunities."
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