F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Acrobatics: 1d20 + 10 ⇒ (14) + 10 = 24 Kon Kon dances past her companions, and around the Aspis blocking the door. She slashes a dagger at the agent flanking Rumble.
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Well, I think I'd be frustrated with it at a table, too. Personally, I think it's a puzzle that needs more hints. (You're also not helped by having three GMs playing at the table, so you have fewer people to brainstorm.) So, yes, while I think it's a bit harder in PbP (especially without being able to get subtle hot|cold hints from the GM's face), I blame the scenario as much as the format. If it helps, most other tables are in the same place. This is normal. Lastly, there is a good reason for the break in the action ... enjoy it!
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Well, we may as well be systematic about it. "Shall we start on the reft, and go crockwise? Perception: 1d20 + 4 ⇒ (12) + 4 = 16
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Kon Kon inches forward and hesitates while waiting for a flank. When someone steps to a flanking position, she attacks.
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
It *is* a nasty hard fight for a T1. Almost killed a character at a different T1 table. This encounter needs a strong magic approach, not a melee one.. "Saleem! Stop playing with your cousin and light these vermin on fire!" We can put the fire out, *if* we survive.
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Grateful for Rumble's flank, Kon Kon steps up and presses the attack.
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Kon Kon takes advantage of Rumble's flank. It seems she has little choice but to continue fighting.
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Dagger1 + flank: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Kon Kon steps in to the villain Jazmine engaged, and releases a flurry of strikes. Unfortunately, she seems to have lost her momentum.
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Know(local): 1d20 + 7 ⇒ (7) + 7 = 14 Kon Kon knows enough ... "Remember girl, this is an embassy. Stall for as long as can, then remind the guards they can't come in without a warrant signed by Lord Gyr. It's the law, and they should know it. That buy us even more time." Diplomacy(aid): 1d20 + 1 ⇒ (9) + 1 = 10
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Kon Kon growls, her hackles raised. Not every interpersonal problem is solved with a smile. Sometimes a show of force is better. But since her friends are smiling, she tries as well. It isn't pretty. Or believable. Diplomancy(aid): 1d20 + 1 ⇒ (4) + 1 = 5
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Bluff(aid): 1d20 + 6 ⇒ (13) + 6 = 19 Bluffing is a bit more in Kon Kon's wheelhouse than diplomacy. "I never thought I say this, but Ifrit is collect. In Tian Xia there be gleat story of time when captain sent orders through stable boy and saved lodge. And city."
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Kon Kon smiles. Some of her more gregarious companions might say something irritatingly chipper like "Buck up, ol' chap!" but that's not her style. She's a bit more reserved. "Be cheerful. The gods and nature fight on our side when we are in the right. We are Pathfinders, and we will be victorious." Diplomacy (aid): 1d20 + 1 ⇒ (7) + 1 = 8
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Kon Kon circles around the back side into a flanking position.
Honestly, she muses, Why is it these Pathfinders always seem to hit first and ask questions later?
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Kon Kon takes a step south, and motions for Quillian to do the same. to move into a flanking position. When he does, she unleashes a barrage of attacks. MW dagger1, TWF+flank: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
CONFIRM bite, secondary +flank: 1d20 + 5 - 5 + 2 ⇒ (12) + 5 - 5 + 2 = 14
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Sensing she won't have an opportunity for flanking, Kon Kon steps closer to the remaining enemy, and releases a flurry of attacks. MW dagger1, TWF: 1d20 + 4 ⇒ (18) + 4 = 22
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Kon Kon hesitates briefly, waiting to see if someone will move into a flanking position (or even better, remove the yellow threat).
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Will: 1d20 + 1 ⇒ (20) + 1 = 21 Kon Kon works to make sure "not conscious" applies to more of her enemies.
MW dagger1, TWF, flanked: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Kon Kon takes a slightly circuitous route to avoid their spears as she moves in to a flanking position, drawing her daggers as she goes. Her small blades lash out at the green figure.
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
"I sure the thing in cage is very bad. Make him not open!" @GM Thanks for the heads up on constructs. That's one of the changes that slipped past me in the transition from 3.5. I'm glad Pathfinder changed it (and not just b/c I'm playing a rogue).
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Saleem Magmum wrote: Construct can't be crit if i recall right. True, but no reason not to roll it unless GM says not to. These constructs had some atypical weaknesses (mind affecting), so other monsters may as well.
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Kon Kon shifts her position slightly (5' step), then readies her full attack for when Rumble (or someone else) steps to help her flank. Readied attack: Dagger1 + flanking: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 Dmg+sneak: 1d4 + 1d6 ⇒ (3) + (3) = 6 Dagger2 + flanking: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 Dmg+sneak: 1d4 + 1d6 ⇒ (1) + (1) = 2 Bite + flanking - secondary: 1d20 + 5 + 2 - 5 ⇒ (3) + 5 + 2 - 5 = 5
CONFIRM Dagger2 + flanking: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Noticing that I've had the attack rolls too low up to now. I've been using the TWF attack rolls, which are 2 lower (I don't think anything was affected)... These are correct for TWF.
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Hey, guys, Rogue here! Only effective if I can get help with the flanking. Kon Kon tumbles through the space around the statue. Would she still be able to reach it from the grass below? If so, she tumbles two right and one down to gain flanking (and possible sneak damage). Otherwise she tumbles just two to the right (going around, not through, for lower DC) Acrobatics: 1d20 + 10 ⇒ (5) + 10 = 15 Dagger1 + flanking: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
GM Zinou wrote: @Kon Kon: The velociraptor provides no flanking, there's the whole monument in between. Everything has been moved around since I posted. Kon Kon, the statues, and the velociraptor are all in different positions. Weird.
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Kon Kon hurries up to the monsters, and takes advantage of the flanking offered by the velociraptor. Her daggers slice through the air furiously at the smaller (southernmost) angel. Dagger1 + flanking: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Kon Kon completed two events, which is more than fine. Kon Kon wanders, in her kitsune form. It is refreshing to be able to appear as herself, without the odd looks from Inner Sea folk who may be unfamiliar with her kind. She still struggles with the Taldane language, but mentions to her companions the rumors she overheard. "City council person mad at za Society because of Concrave. He say Pathfinders ahways bring trouble."
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
A bit grumpy about not being able to showcase the skills she prefers, Kon Kon tumbles off to the obstacle course.
Her performance is ... acceptable, but wouldn't win her a second look back home. Maybe these Inner Sea folk are different. If she had time afterward, she heads over the Storytelling area, where she tells an old family favorite about a young man who gets stuck at the bottom of the sea, and when he returns to the surgace nearly 100 years have past.
F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Noravia Starnon wrote: When Kon Kon arrives, she nods disapprovingly, however. "Young Lady, you might want to stop this behavior. We are all pathfinders indeed, so we shouldn't... visit the personal belongings of other pathfinders." We seem to have a misunderstanding. You said there were skill games. People were rolling skills. I rolled a skill for a skill game. Seems there are skill contests for everyone but the Rogue?!
|
