"Rinse, wash and repeat with metal man number two, Valeros..."[b], merisiel says, wincing from said metal man's last blow. She holds her rapier up in response to its mancatcher zap, showing it the residue of its buddy smeared along her blade. [b]"You're next."
Since Val & I are now on the same initiative count, I'm going to hold off until he moves in. (Assuming he moves in; don't wnat to speak for Jacob, but just making a reasonable guess.) Then she follows through with a series of tumbles and rolls to avoid the gearsman's attacks as she closes in to get up close & personal, positioning herself directly across from wherever Valeros positions himself. (With the extra 30 feetof movement from haste, I should have enough to place myself pretty much in any square next to it, even moving half speed from Acrobatics.) Once she's in place, another rapier jab.
Acrobatics: 1d20 + 20 - 2 ⇒ (18) + 20 - 2 = 36 (vs. gearsman's CMD to avoid AoO)
Merisiel HP count: 24
Minmaxer time! Just want to point out some stuff that might get overlooked. So, I assume that means Valeros delayed till my initiative count, I five foot stepped and readied an action to attack as soon as he five-foot stepped, and then we both went stabbity on G1 at the same time? That's how that works? As long as we both get flanking, sweet. However, since that means we BOTH go after Ezren, I'd like to point out that Valeros benefits from haste, now. So with the +1 bonus added in, three of his attacks, instead of one, should hit. Also, he has a trait that gives him +1 damage when flanking. Altogether, this means that instead of doing 9 damage that doesn't even make it past hardness, he just did 10, 13, and 11 damage, which means 4 damage after hardness? Plus, since he's full attacking, he now gets to take one more swing from the haste
Merisiel grins as the benefits of Ezren's spell wash over her. "Ohh, I LOVE when you cast that."
Crit confirm for attack #1: +1 keen rapier:1d20 + 11 + 2 + 1 + 1 ⇒ (14) + 11 + 2 + 1 + 1 = 29
Attack #1 total damage: 28 (18 after hardness)
Merisiel gives a grunt as the gearman's mancatcher gives her a thwak as she gets in position, but is still satisfied that she managed to do a lot more damage in return. As it steps away, she cries "Keep 'im between us, Val!", while preparing to take another step to get behind the hunk of junk.
Merisiel HP count: 33
Last rounds AoOs from both the ooze and G2 miss the living hell out of Merisiel.
Merisiel, eyes glinting with long-held frustration that FINALLY is about to get payoff, maneuvers her way past one gearsman and instead slips around to face the other one. Right opposite of where Valeros stands swinging.
If I've got this right, 15 feet of movement should just be enough to get me to flanking position on G1. This will again incur AoOs from both G1 and G2, but I'll take it.
And then she jabs her rapier firmly up the gearsman's a%+*$@~.
+1 keen rapier: 1d20 + 11 + 1 + 2 ⇒ (14) + 11 + 1 + 2 = 28
"If I could, I so would, Val..." Merisiel replies, once again trying to contort her body out of the ooze's grasp.
Escape Artist check: 1d20 + 15 ⇒ (7) + 15 = 22
Okay, I THINK that gets her free from the ooziness. Going with the rest of my actions assuming that beats its CMD.
With a rather nasty-sounding wet 'POP', she wrenches herself loose from the pseudopod. She glances around, uncertain of where to swing next, when seeing a huffing Ezren run back into the room, she makes up her mind.
"Ezren, spot Kyra with this thing? I KNOW I can skewer the brass monkeys, but not sure how good pointy things are against blobs that don't have kidneys to poke!"
And with that, she runs as best she can across the slimy floor to try and lend a hand to the fighter.
I'm a little fuzzy on positions at the moment, but from my current position (2 S and 1 E of the "4"), my goal is to close the distance between myself and the gearsmen as much as possible. With 15 feet of movement available to me, ideally I'd like to go diagonally NE one square, then one north and one east to get around the corner of the tank. That should put me due west of the "4". Not dealing with an acrobatics check, so I'll at least be provoking an AoO from the cocktail, possibly from one or both gearsmen as well. With her Mobility feat, this puts her AC at 27 for purposes of provoking. If I can't do any of that because I'm running through something, then feel free to adjust my movement with that ultimate goal in mind. Oh, and just for extra comfort she draws a knife while moving, holding it in her other hand.
Merisiel HP count: 41
Jumping in line ahead of Ezren, who's otherwise occupied with running back to us...
sniff, sniff..."Actually... this stuff doesn't smell so bad up close like this... kinda like... cookies right out of the oven...", Merisiel declares to the room at large. Of course, pleasant scent or not, the stuff is trying to eat her, so she has no intention of standing around and letting it do so...
Standard action: she makes an Escape Artist check to break free of the things oozy clutch.
1d20 + 15 ⇒ (3) + 15 = 18
The target DC is the Cockstail's CMD. If that check fails, she simply sighs and uses her move action to draw her rapier. If that beats it, she then uses her move action to make an Acrobatics check to get the hell out of the way without getting whacked. The floor being difficult terrain now, that means I'd be traveling at half speed, and a normal Acrobatics check means I move at half speed as well, so I'll be doing this with a +10 to the check DC to at least let me move a full 15 feet. Fortunately I don't think either the goo or the gearsman have a killer CMD, so... yeah, wish me luck.
1d20 + 20 ⇒ (11) + 20 = 31
Target goals are the CMDs of both the ooze and the remaining gearman, +10. Merisiel is going to head 15 feet straight north, to put her directyl NE of the "4".
[EDIT] Argh. looks like I failed the easier check and would have made the harder one. Grumble. Lovely. mental note to make preliminary checks first before typing out a lengthy followup action, in the future.
"But I don't CARE how nice it smells, someone get over here and KILL this thing!" She draws her rapier.
As the nasty starts flowing from the shattered tank, Merisiel's nose crinkles in disgust. "Oh, my gods, do these freaks drink this stuff?" she gags as the ooze flows towards then lashes out at her. "Ow! What the hells are wrong with these people!"
Both the slam & grab hit.
Aura fortitude save: 1d20 + 5 ⇒ (9) + 5 = 14
Merisiel HP count: 48
In the interests of expedience, I'm giving my turn now rather than wait for wake-up time in Israel which would probably come when I'm asleep. Ignore this till Ziv posts. (And if Ezren does anything that would severely alter my choice of actions, like nuke the guy I'm attacking out of existence, I'll do a retconny post after the fact.)
Merisiel's eyes glint in triumph seeing the brass man shudder and shake after her knife sunk into its casing. Seeing it recover- just before she would have been ready to dash in and take advantage of its state with a quick rapier-thrust- diminishes the glint a little, but not entirely.
"Alright, let's see how you like... this," she purrs, narrowing the distance between them by a step while pulling a fun little toy out of her bag and lobbing it at him.
Tanglefoot bag attack!
Merisiel mutters to herself "Elysium forbid one of us do the protecting, Valeros. Do we get the lady's 'thanks' if we do?"
Said muttering is accompanied by the rogue taking a step to the side to more properly line up a shot, and then flipping a knife through the air at an automaton's head.
Attack: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Merisiel takes a 5-foot step, which should put her three south and one east of the '4'. That should, I think, give her a clear shot at the one Valeros is fighting without it getting cover from its buddy; if my positioning calculations are wrong there, then just assume shes attacking the buddy instead. Since both are within 30 feet, I'm including her point blank shot to attack & damage and possibly including sneak attack, if that applies, in case these guys count as flat footed, not having formally taken an action yet.
Perception: 1d20 + 13 ⇒ (13) + 13 = 26
And since it's almost a sure thing she'll make a DC 15 check with that modifier, I'll preemptively do initiative as well...
Initiative: 1d20 + 11 ⇒ (2) + 11 = 13
Her finely tuned ears twitching at the new sound assaulting them, Merisiel slips a throwing knife into her hand and focuses her attention on the source of the noise.
Readying an action to toss the knife should anything nasty or threatening come rushing through the curtains.
Merisiel reaches out an arm as though to prevent Valeros from doing anything too embarrassing, then pauses in mid-reach, shrugs, crosses her arms and finds a convenient chunk of wall to lean against to catch the show. She idly scans the rest of the room while doing so, a habitual bit of paranoia that one picks up when walking into a bar with the likes of Valeros. An ear twitches slightly at the sound of Kyra's spellcasting and she gives an appreciative half nod at the cleric while glancing about the room.
Perception: 1d20 + 13 ⇒ (3) + 13 = 16