Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Create Water is such an awesome spell. A guard pissed me off once, so I materialized his own personal rain cloud over his head as I walked by. "Oh, Shungur, when have you ever seen me make you advice correctly?", Diana queries with a slight smile, acknowledging the slight rebuke with a casual air.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Fortunately Entangle is a dismissible spell, so if I cast Entangle first, and they all fall to color spray, I can dismiss the spell as a standard action right after.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Quote: Don't do that Diana! It affects us and druids have that special quality that allows them to go through vegetation unhampered! Quote: Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. This was my interpretation that Entangle trumps Woodland Stride since it is a "magical" effect, which Woodland Stride doesn't protect against. If people dont want me to do this, thats fine, I'll just replace Entangle with double move and prepare to attack next turn.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
You all killed the only druid I could have reached on my turn :( Frustrated by her inability to enter into melee, Diana thinks for a moment, then decides that if she couldn't attack them yet, she could at least slow them down. She casts Entangle (DC 13 Reflex Save) entered so that it hits all 3 Druids, but hopefully not Topher. Now we can use range superiority to hit them while their movement is impaired, and if they managed to walk out of the Entangle then we can attack them in melee without having to worry about being affected by the spell ourselves.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
It could be worse, they could be my PFS Druid that runs around with a Greatsword and does the same amount of damage, without burning a spell, and can swift action Enlarge for 3d6+StR...at Level 1.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Well if I have my buffs up then I guess I can use my surprise round action to go invisible and attack next turn, while Marc would move to within attack range of the closest druid.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Got off work early =] If Diana has the invisibility potion and bless up, she would also like to have Lead Blades and her Animal Focus up (min/level) before attacking. Marc the stealthy T-Rex has a Stealth Roll of 12 if he takes 10 on his Stealth. Diana has a 10 on a stealth check of 10, but since Invisibility grants a +20 stealth bonus (effectively), it ends up being a Stealth check of 30 or something, which should be beyond these guys. Diana will prolly attack a target, Marc will charge a target, and everyone else can unload from range and hopefully we take them down quickly.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Nah, its more, stand near a chokepoint in front of the archers are force anyone to attack them to first engage me. If they get close then I'll attack. Basically, I would prefer that (they initially) come to me, so that I don't a) waste moving into position for them to launch the first attack) and b) let the archers weaken them first. I guess I'm just trying to act as a bodyguard for now.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
If at all possible, Diana plans to cast the spell Lead Blades and trigger her Animal Focus ability just before she enters combat. Her tactics for Round 1 involve readying an action to intercept anyone attempting to attack our ranged characters in melee (Marc does the same), hoping that the archers poke the enemies down safely from range while she defends them.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
How can you guys make 21 posts in the time I left for work and arriving home grumble grumble Seeing as everyone else is going through, I guess I'll have to follow :/( Diana automatically fails her escape artist check, so I recommend someone heals her after she passes through, while Marc Escape Artist: 1d20 + 3 ⇒ (3) + 3 = 6 also fails. I hate you all :(
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
I'd have Cold Iron Blanch if I could afford it, but I don't, although if someone has it and wants to lend some to Diana, she wouldn't say no =] Hey just wondering, how does Blanch interact with natural weapons anyway?
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Ugh, I wondered why this thread wasn't updating for me on my campaigns tab, but for some reason it didn't get tracked :/ Help its still not getting tracked. EDIT O.k fixed, thank god.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
It shouldn't matter at all who he flanks with. The trick specifically calls out "If you or an ALLY is flanking a foe". I apologise if that came accross as harsher than I intended, I'm pretty smashed at the moment, and will be offline for the next 48 hours so feel free to bot me as needed.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Apologies, my internet flicked on and off and couldn't view the map. Diana signals Marc who immediately charges the beastman. Attack: 1d20 + 4 + 2 + 2 ⇒ (9) + 4 + 2 + 2 = 17
Unable to judge how successful the attack was, Diana eyes the closest opponent, walking forward and lashing out with her Greatsword, trusting Marc to hold his own. Greatsword Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Diana giggles slightly, as Brother Tophor, Jal, and Eldon grow more beastial from the waist upwards, she herself being immune to the effects of the ritual. While trying to think of something productive to say, Diana becomes aware of other creatures closing in, as she draws her sword and nods for Marc to be on guard.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Diana looks at the flower with great interest, having spent much of her time looking for various natural remedies such as this. She inspects the flower before carefully handing it back to Shungur, opening her sketchbook and quickly drawing a copy of the flower for future memory.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Sense Motive: 1d20 + 4 ⇒ (8) + 4 = 12 Diana smiles at Eldon, "Thank you so much, for healing both me and my friend, it was very kind of you. In regards to my hair, I hadn't realised it resembles the color of a nations flag, but am gratified that it might remind you of home".
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Just let me repeatedly cast Create Water, although if it only douses one square I doubt we have any chance of stopping it. Create Water is a cantrip and can be cast infinitely. If anyone can cast prestidigitation then it should accomplish something similar.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Diana whirls and lashes out at the "master Swordsman" that attempted to eliminate Marc. Attack: 1d20 + 4 ⇒ (20) + 4 = 24
"NO-ONE HARMS MARC" she yells aggressively, daring someone to respond.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
GM Aerondor, Diana has a trait that gives a one time +3 HP bonus to an Animal Companion, bringing it from 12 to 15. Trait: Quote:
Quote:
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Its statblock is actually under my Hunters Crunch. AC 17 and 15 HP means unless I calculated wrong, its still alive. Ironically enough, if that attack had been directed at my PC, she would be down right about now. As far as how legal a T-Rex companion is (you are correct to ask, some dinosaurs are not legal, this is what I found in additional resources: Quote:
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Its got an AC of 17, so the second attack misses. T-Rex is on 1 HP, what a boss of a tank. Anyway I think animals can withdraw, or otherwise back down from conflict Greatsword Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Diana lets out a cry of rage upon seeing the warrior attempt to cleave Marc in two, before ordering the animal to retreat backwards. Handle Animal: 1d20 + 7 ⇒ (14) + 7 = 21 I think its a withdraw action that doesn't provoke an AoO EDIT, Damn this encounter is lethal for a 1-2 level party if they attack twice and have an AC higher than 14.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Grrr, all I wanted was breakfast and I see 28 posts Diana mutters an oath as she sees fire tearing through a herb garden, her prior history frustrating her that people could burn off something that could have the potential to ruin herbs. Making a brisk single to the hulking T-Rex at her back, Diana directs it toward the knot of humans, while she gestures at the flames, two gallons of water dropping onto them. Handle Animal Check: 1d20 + 7 ⇒ (9) + 7 = 16
EDIT Help, my T-Rex is invisible on the map.
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Knowledge Nature: 1d20 + 3 ⇒ (12) + 3 = 15 Diana glances up from her notebook, as she listens to Venture-Captain Brackett with one ear, while flicking through the pages, seeing if she had anything recorded on druidic rituals. "So this ritual..it affects druids and / or animals as well?" she queries, wondering if she really wanted to take Marc into the middle of a fertility ritual. T-Rex's and Fertility Rituals...thats never going to end well
Female Human Hunter 1 HP: 13/13 | AC: 15 | T: 11 | FF: 14 | CMD: 15 | Fort: +3 | Ref: +3 | Will: +2 | Init: +3 | Perc: +6 | Sense Motive: +4
Chronicle: Um, #1 I think.
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