Fly: 60ft Good, +3 Fly
AC 18
touch 11
flat-footed 17
CMD 26 (30 vs. bull rush, 30 vs. trip)
HP 29/80
Fort +10 (poison delayed)
Ref +3
Will +4 (+1 vs fear)
Rage: 3/7
Helm: 0/1
Gloves: 1/1
Boots: 1/1
Attack bonus:
+6/+1 BAB
+7 STR
+2 STR while raging
-1 Size
+2 Trait Improvised only (both main weapons are improvised)
-3 Size Oversized weapon (axe) only
-0 Power attack on FIRST attack per round only (Furious focus)
-2 Power attack on SECOND and following iterative attacks
Damage bonus:
+10 Strx1.5
-- OR +13 Strx1.5 while raging
+1 Trait
+1 Enhancement Attuned Axe only
+1 Feat Axes only
+6 Power Attack with two handed weapon
Hammer Bro is all too happy to have everybody within arm's reach and with nowhere to go, despite Broozer's body at his back, though that does give him a bit more incentive to He hefts his axe up and makes a mighty swing at Qul Vozo who not only dealt a grievous blow to Broozer, but has also been blindsided by Bob-Omb!'s attack. Even blinded, Qul Vozo was wary enough to duck at just the right time to avoid the attack. With Bob-Omb! out of the way, HB decides to retreat and regroup as well.
Move action: Fly 50ft north, 10ft up (10ft above ground level) No attacks of opportunity triggered: Qul Vozo blinded, others not within melee range Free action: End Rage
Current Stats:
Fly: 60ft Good, +3 Fly
AC 18
touch 11
flat-footed 17
CMD 26 (30 vs. bull rush, 30 vs. trip)
HP 29/80
Fort +10 (poison delayed)
Ref +3
Will +4 (+1 vs fear)
Rage: 4/7
Helm: 0/1
Gloves: 1/1
Boots: 1/1
Attack bonus:
+6/+1 BAB
+7 STR
+2 STR while raging
-1 Size
+2 Trait Improvised only (both main weapons are improvised)
-3 Size Oversized weapon (axe) only
-0 Power attack on FIRST attack per round only (Furious focus)
-2 Power attack on SECOND and following iterative attacks
Damage bonus:
+10 Strx1.5
-- OR +13 Strx1.5 while raging
+1 Trait
+1 Enhancement Attuned Axe only
+1 Feat Axes only
+6 Power Attack with two handed weapon
Hammer Bro is too low to the ground to directly follow Broozer and has to pull some "fancy" flying and still struggled to make it over the platform, leaving him too off-balance to attempt to attack, but he does mentally "fold his wings" and drop to the ground.
Move action: Fly 30ft northwest/30ft up (currently 30ft above ground level) Move action: Fly 5ft up/5ft north, 20ft northeast (currently 35ft above ground level) No action: Stop flying, fall 35ft DC10 Fly check to avoid damage after a fall:1d20 - 4 ⇒ (19) - 4 = 15 Now at ground level
Current Stats:
Fly: 60ft Good, +3 Fly
AC 18
touch 11
flat-footed 17
CMD 26 (30 vs. bull rush, 30 vs. trip)
HP 80/80
Fort +10 (poison delayed)
Ref +3
Will +4 (+1 vs fear)
Rage: 5/7
Helm: 0/1
Gloves: 1/1
Boots: 1/1
Attack bonus while raging:
+6 BAB
+9 STR
-1 Size
+2 Trait Improvised only (both main weapons are improvised)
-3 Size Oversized weapon (axe) only
-0 Power attack (Furious focus)
Damage bonus while raging:
+13 Strx1.5
+1 Trait
+1 Enhancement Attuned Axe only
+1 Feat Axes only
+6 Power Attack with two handed weapon
Hammer Bro re-holsters his hammer and with his axe now in hand, takes off across the field heading straight towards Tawum as the only visible opponent. Unfortunately, he's not quite able to go the distance, even with his enhanced speed, and Tawum sees HB coming.
Move action: Fly 15ft southwest, 45 degree turn (no Fly check required), 20ft west, 45 degree turn (no Fly check required), 25ft northwest (remain at ground level) Move action: 60ft northwest (remain at ground level)
Current Stats:
Fly: 60ft Good, +3 Fly
AC 18
touch 11
flat-footed 17
CMD 26 (30 vs. bull rush, 30 vs. trip)
HP 80/80
Fort +10 (poison delayed)
Ref +3
Will +4 (+1 vs fear)
Rage: 5/7
Helm: 0/1
Gloves: 1/1
Boots: 1/1
Attack bonus while raging:
+6 BAB
+9 STR
-1 Size
+2 Trait Improvised only (both main weapons are improvised)
-3 Size Oversized weapon (axe) only
-0 Power attack (Furious focus)
Damage bonus while raging:
+13 Strx1.5
+1 Trait
+1 Enhancement Attuned Axe only
+1 Feat Axes only
+6 Power Attack with two handed weapon
Hammer Bro grunts in pain as Kenshiro's sword slices him across the chest, only nearly missing his throat, but recovers in time to see Johnny's smoldering body catch his and Kenshiro's underclothes on fire, and Kenshiro collapses and passes out in pain. Then, with Kenshiro and Johnny nothing but lightly burning piles of meat on the ground, Hammer Bro saunters over to his axe, now on the ground having fallen after embedding itself into Kenshiro just moments ago, and hefts it up, getting a new grip on the massive item.
Move action: Fly 10ft north (remain at ground level) Move action: pick up weapon
Current Stats:
Fly: 60ft Good, +3 Fly
AC 18
touch 11
flat-footed 17
CMD 26 (30 vs. bull rush, 30 vs. trip)
HP 29/80
Fort +10 (poison delayed)
Ref +3
Will +4 (+1 vs fear)
Rage: 6/7
Helm: 0/1
Gloves: 1/1
Boots: 1/1
Attack bonus while raging:
+6 BAB
+9 STR
-1 Size
+2 Trait Improvised only (both main weapons are improvised)
-3 Size Oversized weapon (axe) only
-0 Power attack (Furious focus)
Damage bonus while raging:
+13 Strx1.5
+1 Trait
+1 Enhancement Attuned Axe only
+1 Feat Axes only
+6 Power Attack with two handed weapon
Hammer Bro acknowledges Broozer's plan and flies to a point with line of sight to Kenshiro, then throws his hammer with unerring accuracy provided by his helm.
Immediate action: Activate Stagger Proof Boots to move 25ft east Non action: Fall to the ground (35ft) DC10 Fly check to take no damage from the fall:1d20 - 4 ⇒ (15) - 4 = 11 Free action: End rage
Trigger Broozer's actions listed
Current Stats:
Fly: 60ft Good, +3 Fly
AC 18
touch 11
flat-footed 17
CMD 26 (30 vs. bull rush, 30 vs. trip)
HP 80/80
Fort +10 (poison delayed)
Ref +3
Will +4 (+1 vs fear)
Fly: 60ft Good, +3 Fly
AC 18
touch 11
flat-footed 17
CMD 26 (30 vs. bull rush, 30 vs. trip)
HP 80/80
Fort +10 (poison delayed)
Ref +3
Will +4 (+1 vs fear)
Purchased (1 per 2 Character Levels):
Wand: Effortless Armor CL3 (29 rounds)
Wand: Enlarge Person CL2 (19 rounds)
Wand: Echolocation - Spell Level 4, Caster Level 7 (69 rounds)
Castable (1 Spell Level per Character Level):
N/A
Hammer Bro also mimics his teammates' gesture before consuming his potion as well. Hammer Bro, too, remains at his perch, waiting for the remaining opponents to show themselves.
Potion:
Fly CL5 - Gain fly speed of 60ft, Maneuverability Good, +1/2 character level to Fly checks
(50 rounds remaining)
Standard action: Drink potion
Current Stats:
AC 18
touch 11
flat-footed 17
CMD 26 (30 vs. bull rush, 30 vs. trip)
HP 80/80
Fort +10 (poison delayed)
Ref +3
Will +4 (+1 vs fear)
Purchased (1 per 2 Character Levels):
Wand: Effortless Armor CL3 (30 rounds)
Wand: Enlarge Person CL2 (20 rounds)
Wand: Echolocation - Spell Level 4, Caster Level 7 (70 rounds)
Castable (1 Spell Level per Character Level):
N/A
Hammer Bro appears next, his massive makeshift axe in one hand, and his comparatively small hammer strapped to his back. He holds a small potion in his remaining hand and sports a new pair of gloves and a new helm, though his bizarre gas mask is strapped to his belt as well.
Current Stats:
AC 18
touch 11
flat-footed 17
CMD 26 (30 vs. bull rush, 30 vs. trip)
HP 80/80
Fort +10 (poison delayed)
Ref +3
Will +4 (+1 vs fear)
Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity
Active effects:
Hours (free):
Potion: Allnight (8 hours)
Purchased (1 per 2 Character Levels):
Wand: Effortless Armor CL3 (23 rounds)
Wand: Enlarge Person CL2 (13 rounds)
Castable (1 Spell Level per Character Level):
N/A
Hammer Bro spots Kenshiro on his level, jumping down to face him and Broozer. If that's what Kenshiro wants, then that's what he's going to get.
Hammer Bro charges Kenshiro and swings his axe with everything he's got.
Full-round action: charge Movement: 30ft southwest Movement through threatened area triggers potential Attack of Opportunity
(if still conscious after AoO, or if AoO is not taken) Free action: Rage Charge power attack:1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 Power attack Damage:16d6 + 22 ⇒ (4, 1, 4, 2, 6, 3, 5, 1, 1, 4, 1, 2, 5, 2, 6, 4) + 22 = 73 Free action: End rage
Current stats:
AC 18
touch 11
flat-footed 17
CMD 25 (29 vs. bull rush, 29 vs. trip)
HP 26/67
Fort +10
Ref +3
Will +3 (+1 vs fear)
Rage: 6/7
Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity
Active effects:
Hours (free):
Potion: Allnight (8 hours)
Purchased (1 per 2 Character Levels):
Wand: Effortless Armor CL3 (26 rounds)
Wand: Enlarge Person CL2 (16 rounds)
Castable (1 Spell Level per Character Level):
N/A
Hammer Bro, no longer in ad advantageous position on the field, starts making a different path, content to let his enemies fight amongst themselves for now.
Move action 30ft: 10ft east, 15ft southeast, 5ft east Move action 30ft: 10ft east, 15ft northeast, 5ft north
Current Stats:
AC 18
touch 11
flat-footed 17
CMD 25 (29 vs. bull rush, 29 vs. trip)
HP 26/67
Fort +10
Ref +3
Will +3 (+1 vs fear)
Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity
Hammer Bro sees Johnny casting a spell in his direction. Without a way to identify the spell, HB doesn't risk it and bolts away, jumping down the nearest ledge to break line of sight between himself and Johnny.
Immediate action from Stagger-proof Boots: Move 10ft east, 15ft southeast, 5ft south No damage from 10ft jump down the ledge
Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity
Active effects:
Hours (free):
Potion: Allnight (8 hours)
Purchased (1 per 2 Character Levels):
Wand: Effortless Armor CL3 (27 rounds)
Wand: Enlarge Person CL2 (17 rounds)
Castable (1 Spell Level per Character Level):
N/A
Hammer Bro takes a small step forward and attempts to strike Tawum while he's blinded, hoping that for once Tawum won't see it coming.
I'll be here all week!
Unfortunately, the large axe is getting the better of HB, and his swing is so wide, he might as well not have even tried.
Free action: 5ft step north Standard action: Power attack Power attack vs Tawum:1d20 + 10 ⇒ (1) + 10 = 11auto fail Slashing damage:12d6 + 19 ⇒ (6, 4, 3, 5, 3, 1, 2, 1, 1, 3, 6, 2) + 19 = 56
Current Stats:
AC 18
touch 11
flat-footed 17
CMD 25 (29 vs. bull rush, 29 vs. trip)
HP 57/67
Fort +10
Ref +3
Will +3 (+1 vs fear)
Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity
Active effects:
Hours (free):
Potion: Allnight (8 hours)
Purchased (1 per 2 Character Levels):
Wand: Effortless Armor CL3 (28 rounds)
Wand: Enlarge Person CL2 (18 rounds)
Castable (1 Spell Level per Character Level):
N/A
With Bob-Omb! giving him an opening, Hammer Bro tries to take advantage with a quick swing at Tawum, but somehow the blinded monk is able to sense it coming and easily twists out of the way. Hammer Bro uses the momentum of the swing to pivot on his toes and takes a couple of steps back, away from Tawum.
Standard action: attack Power attack vs Tawum:1d20 + 10 ⇒ (3) + 10 = 13 Slashing Damage:12d6 + 19 ⇒ (6, 3, 2, 5, 2, 3, 2, 5, 4, 1, 2, 6) + 19 = 60 Move action: 10ft south
Current Stats:
AC 18
touch 11
flat-footed 17
CMD 25 (29 vs. bull rush, 29 vs. trip)
HP 57/67
Fort +10
Ref +3
Will +3 (+1 vs fear)
Improvised Butchering Axe
Medium: 3d6
Large: 4d6
Huge (usable by Large character with Titan Fighter): 6d6
Gargantuan (Growing enchantment): (not currently active)
Shikigami Style: 8d6
Shikigami Mimicry: 12d6
Attack bonus:
+5 BAB
+7 STR
-1 Size
+2 Trait Improvised only
-3 Size Oversized weapon only
-2 Power attack (ignored by Furious focus for first power attack per turn only)
Damage bonus
+10 Strx1.5
+1 Trait
+1 Enhancement Attuned Axe only
+1 Feat Axes only
+6 Power Attack (4x1.5)
Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity
Active effects:
Hours (free):
Potion: Allnight (8 hours)
Purchased (1 per 2 Character Levels):
Wand: Effortless Armor CL3 (29 rounds)
Wand: Enlarge Person CL2 (19 rounds)
Castable (1 Spell Level per Character Level):
N/A
Hammer Bro practically steps completely over the small bridge, crossing over Bob-Omb!, and positioning himself to completely cut off any movement from the immediate group of foes but not to immediately attack any of them, "Come and get it," he cries in common.
DC15 Acrobatics to cross the bridge:1d20 - 3 ⇒ (19) - 3 = 16
Current Stats:
AC 18
touch 11
flat-footed 17
CMD 25 (29 vs. bull rush, 29 vs. trip)
HP 67/67
Fort +10
Ref +3
Will +3 (+1 vs fear)
Having ensured Johnny could not escape, and his attack with the rapier was easily swatted away, Hammer Bro makes one last effort to end this combat. He releases his hold on Johnny, picks up his weapon still coated in Grease, and somehow manages to keep hold of it long enough to crush Johnny's chest with it.
Free action: release grapple Move action: pick up weapon DC 15 vs Grease to pick up weapon:1d20 + 3 ⇒ (15) + 3 = 18 Standard action: Power attack Sledge Power attack:1d20 + 12 ⇒ (6) + 12 = 18 Sledge power attack damage:4d6 + 17 ⇒ (4, 2, 3, 1) + 17 = 27
Current Stats:
AC 17
touch 10
flat-footed 16
CMD 23
HP 23/54
Fort +9
Ref +3
Will +3 (+1 vs fear)
DC 15 reflex to maintain hold of weapon:1d20 + 3 ⇒ (5) + 3 = 8
Hammer Bro's weapon slips out of his hands as he jerks to avoid Johnny's crossbow bolt. Giving it up as a bad job, Hammer Bro leaves the weapon on the ground, steps forward and reaches for Johnny directly in order to pull him close and stop him from continuing to easily escape.
Misc action: 5ft step north Standard action: Grapple Johnny Combat Maneuver vs Johnny's CMD:1d20 + 12 ⇒ (8) + 12 = 20 If successful (18 CMD according to character sheet?), move Johnny southeast 5ft to be adjacent to HB's top-right corner Both become grappled, HB's CMB goes to +17 to maintain the grapple
Current Stats, (grappled):
AC 17 (15)
touch 10 (8)
flat-footed 16 (14)
CMD 21 (23 vs grapple)
HP 23/54
Fort +9
Ref +3
Will +3 (+1 vs fear)
Hammer Bro reaches down to pick up his weapon, carefully so as not to drop it again, and takes a shuffle-step forward, easily bypassing Johnny's guard to get a clean strike in. Unfortunately, even though it looked like the blow should have taken Johnny clean out of the fight, Johnny is able to move with the blow, brunting the worst of the damage and surviving for another few seconds.
Move action: pick up the grease-coated sledge DC15 reflex save vs Grease to pick up the weapon:1d20 + 3 ⇒ (16) + 3 = 19
Misc action: 5ft step north Free action: Rage
Standard action: Power attack Raging power attack vs Tawum:1d20 + 14 ⇒ (20) + 14 = 34 Sledge bludgeoning damage:4d6 + 20 ⇒ (3, 1, 3, 1) + 20 = 28 Crit confirmation vs AC 18:1d20 + 14 ⇒ (1) + 14 = 15 Sledge bludgeoning damage:4d6 + 20 ⇒ (3, 5, 1, 5) + 20 = 34 No crit damage
Free action: End rage
Current Stats:
AC 17
touch 10
flat-footed 16
CMD 23
HP 23/54
Fort +9
Ref +3
Will +3 (+1 vs fear)
Hammer Bro knows that Broozer is probably out of the fight and it's up to himself to chase down Johnny - which is exactly what he does. Johnny got just far enough around the corner that Hammer Bro wasn't able to get a direct charge, but he was able to close the distance easily taking the longer, required route.
Move action: 30ft northeast Move action: 20ft northeast, 10ft north
Current Stats:
AC 17
touch 10
flat-footed 16
CMD 23
HP 23/54
Fort +9
Ref +3
Will +3 (+1 vs fear)
As Tawum closes the distance with Hammer Bro, HB strikes back at Tawum. Unsurprisingly, Tawum easily evades the attack and Hammer Bro can do nothing except take Tawum's unarmed strikes with... surprising ease.
Seeing a pattern with his own axe vs Tawum, Hammer Bro decides to forego his primary weapon and pulls out the more wieldy hammer in its place. Hammer Bro spins around just in time to deliver a surprise blow to Tawum, who clearly was not expecting the smaller, lighter weapon, and takes a very solid blow straight to the chest and crumples to the dirt.
Free action: Drop axe Move action: Retrieve sledge Free action: Rage Standard action: Power attack Raging power attack vs Tawum:1d20 + 14 ⇒ (18) + 14 = 32 Sledge bludgeoning damage:4d6 + 20 ⇒ (5, 6, 2, 6) + 20 = 39 Free action: End rage
Current stats:
AC 17
touch 10
flat-footed 16
CMD 23
HP 23/54
Fort +9
Ref +3
Will +3 (+1 vs fear)
Hammer Bro roars in pain as Kenshiro's blade pierces his back while he was facing Tawum. In retaliation, Hammer Bro spins quickly, taking a single sidestep into the strike and seems to catch Kenshiro out in surprise as his axe finally crumples Kenshiro's armor and finds the flesh beneath. Hammer Bro pulls his axe back and roars again in pure victory watching Kenshiro fall to the ground.
Free action: Rage Misc action: 5ft step northeast Raging power attack vs Kenshiro:1d20 + 12 ⇒ (13) + 12 = 25 20% miss from Blue:1d100 ⇒ 59 damage:8d6 + 21 ⇒ (3, 1, 5, 6, 3, 3, 2, 4) + 21 = 48 Free action: End rage
Current Stats:
AC 17
touch 10
flat-footed 16
CMD 23
HP 26/54
Fort +9
Ref +3
Will +3 (+1 vs fear)
Between seeing Bob-Omb! go down and barely dodging Johnny's grease spell, Hammer Bro tries to help Broozer end the attack from one of their flanks, but makes a clumsy attack and swings wide instead.
Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity
Hammer Bro sees Johnny casting a spell and realizes their error. He activates his boots and yells at Broozer to do the same, "MOVE! We're too close together!"
Immediate action: activate Stagger-proof boots to move 20ft north
With Kenshiro blinded, Hammer Bro considers attempting to take him out first, but decides to assist his teammate instead and charges towards Tawum and Kvit, hoping the sudden movement helps to catch them off-guard. At the last moment, Hammer Bro swings his massive axe at Kvit whose bombs get around their defenses easily.
Free action: Rage Full round action: Charge attack 30ft towards Kvit Charging Power attack with oversized weapon vs Touch AC if Kvit is unarmed (Catch Off-Guard feat):1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 Power attack damage:8d6 + 21 ⇒ (2, 4, 1, 4, 4, 5, 6, 3) + 21 = 50 Free action: End rage
Current Stats:
AC 17
touch 10
flat-footed 16
CMD 23
HP 54/54
Fort +9
Ref +3
Will +3 (+1 vs fear)
Hammer Bro watches Bob-Omb! and Broozer implement a crazy strategy with high potential upsides, and positions himself to take advantage of the obscuring smoke by getting a better position for when it clears or for when his opponents come barreling through it.
Move action: 30ft south Move action: 10ft south
Current Stats:
AC 17
touch 10
flat-footed 16
CMD 23
HP 54/54
Fort +9
Ref +3
Will +3 (+1 vs fear)
Hammer Bro appears next, within arms reach of Bob-Omb! and quickly looks around. He hefts his axe - his hammer on his back seeming small by comparison - testing the weight and checks over his own equipment waiting for everybody else to appear.
Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity
As Hammer Bro moves away from Johnny's spell, Qul Vozo closes the distance. With a sneer, Hammer Bro swings at Qul Vozo who may not have been considering HB's larger size meant that he could reach Qul with an attack before Qul reached him.
Attack of opportunity vs Qul Vozo for moving through threatened space. Huge improvised Butchering Axe attack vs Qul Vozo:1d20 + 7 ⇒ (14) + 7 = 21 +3 BAB, +7 STR, +2 trait, -4 weapon size, -1 character size Damage:8d6 + 14 ⇒ (2, 2, 4, 5, 1, 3, 1, 4) + 14 = 36 Improvised butchering axe 3d6, shikigami 4d6, enlarge 6d6, oversized weapon 8d6, Str 7 x 1.5 = +10, +1 trait, +3 power attack
Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity
As Johnny finishes casting his spell, Hammer Bro triggers his Stagger-Proof Boots and dashes an extra few feet away from Johnny. If the spell is a short range, he moves out of its reach. If the spell is a long medium or long range, then he can't get away, but it's worth the gamble to him.
With Bob-Omb! immediately using their newest tactic to take out the biggest threat and seeing the bomb strike true, Hammer Bro charges and swinging with his axe at his blinded opponent.
Shortly following Bob-Omb!, Hammer Bro appears into the arena at twice his normal size, with his hammer and his axe grown similarly - at its current size, Hammer Bro's axe could have squished Bob-Omb! without issue.
Similar to Bob-Omb!, Hammer Bro has a wand strapped to each forearm, his hammer tied at his side to his belt, and the massive axe in-hand.
Current Stats:
AC 16
Touch 10
Flat-footed 15
CMD 22
HP 38/38
Fort +8
Ref +2
Will +2
Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity
Active effects:
Allnight (immune to fatigue) (8 hours)
Effortless Armor (Does not impact speed, reduce armor check penalty by 1) (20 rounds)
Hammer bro is finally beginning to calm down and enjoy the back-and-forth of his fight with Tawum, but Bob-Omb!'s arrows, though they went wide, provided just enough distraction for Hammer Bro to land a decisive hit, sending Tawum to the ground unconscious.
Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity
Active effects:
Allnight (immune to fatigue) (8 hours)
Effortless Armor (Does not impact speed, reduce armor check penalty by 1) (21 rounds)
Hammer Bro tries to shrug off Tawum's attack, but it pushes his own swing wide. "He's still up!" Hammer Bro calls out to Bob-Omb! before stepping back, as warned.
Free action: Rage Rage power attack:1d20 + 8 ⇒ (1) + 8 = 9 Rage power attack damage:4d6 + 13 ⇒ (4, 1, 4, 3) + 13 = 25 Free action: End Rage Free action: 5ft step South
Knowing he has become frustrated instead of angry, Hammer Bro drops the axe and pulls out his hammer instead.
Free action: drop axe Move action: Unholster hammer
Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity
Active effects:
Allnight (immune to fatigue) (8 hours)
Effortless Armor (Does not impact speed, reduce armor check penalty by 1) (23 rounds)
Hammer Bro hears Bob-Omb!'s parting words but decides to try to finish the job and remove at least one remaining enemy. Hefting his mighty axe again, he takes another swing.
Hammer Bro powers through the parry attempt and easily cleaves into Qul Vozo with his axe. Satisfied, he moves towards the back of the house to meet up with Bob-Omb!