Dwarf Rogue Lv. 3 | Init +4 | Perc +8 | HP: 33/33 | AC: 17 (18 vs. traps) T: 13 F: 14 | CMB: +4 CMD: 18 | Fort +4 Ref +7 (+8 vs. traps) Will +3 (+2 poison, spells & sla)
While I was Panicked, should I have moved at a full run? If yes, then I am actually somewhere off the battle map and this will be round 1/3 of me returning to the group.
Dwarf Rogue Lv. 3 | Init +4 | Perc +8 | HP: 33/33 | AC: 17 (18 vs. traps) T: 13 F: 14 | CMB: +4 CMD: 18 | Fort +4 Ref +7 (+8 vs. traps) Will +3 (+2 poison, spells & sla)
I should have moved once already when I failed my fear save and now I need to move again, but I still need clarification on whether or not I handle this movement on my own or if Marcello should handle it since the movement is supposed to be random. I'm pretty sure the Barghest will be getting an attack of opportunity against me, either way. Now that initiative has come back around, this would be round 2/3 that I'm panicked, correct? Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Dwarf Rogue Lv. 3 | Init +4 | Perc +8 | HP: 33/33 | AC: 17 (18 vs. traps) T: 13 F: 14 | CMB: +4 CMD: 18 | Fort +4 Ref +7 (+8 vs. traps) Will +3 (+2 poison, spells & sla)
Will Save: 1d20 + 2 ⇒ (4) + 2 = 6 Terror sets in and everyone can see the fear in Oren's eyes. Oren drops his weapon and begins to flee. Are you handling the movement since it's supposed to be on a random path? If I am handling it, should I move now, or wait?
Dwarf Rogue Lv. 3 | Init +4 | Perc +8 | HP: 33/33 | AC: 17 (18 vs. traps) T: 13 F: 14 | CMB: +4 CMD: 18 | Fort +4 Ref +7 (+8 vs. traps) Will +3 (+2 poison, spells & sla)
Oren turns back to take position toward the Barghest's flank Short Sword: 1d20 + 6 ⇒ (19) + 6 = 25, Damage: 1d6 + 2 ⇒ (1) + 2 = 3 Short Sword has threat on 19-20/x2. Threat Confirmation: 1d20 + 6 ⇒ (18) + 6 = 24 "Ye didne hink we'd lit ye git awa', did ye pup?"
Dwarf Rogue Lv. 3 | Init +4 | Perc +8 | HP: 33/33 | AC: 17 (18 vs. traps) T: 13 F: 14 | CMB: +4 CMD: 18 | Fort +4 Ref +7 (+8 vs. traps) Will +3 (+2 poison, spells & sla)
"Ah am nae skilled at trackin'. If nane ay ye ur either, mebbe th' wolf can beak heem it." It looks like Craag, Rao and Tailwind all have Survival. Tailwind has the Scent Special Ability as well. Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Dwarf Rogue Lv. 3 | Init +4 | Perc +8 | HP: 33/33 | AC: 17 (18 vs. traps) T: 13 F: 14 | CMB: +4 CMD: 18 | Fort +4 Ref +7 (+8 vs. traps) Will +3 (+2 poison, spells & sla)
"Aye lads, it's seems best tae rest up afair strikin' it. 'At thaur Barghest was lookin' tae soften ye up afair takin' ye oan." Oren looks around at the group and let's out a content sigh of relief. "It's guid tae see ye aw together again. Lang may yer lum reek!"
Dwarf Rogue Lv. 3 | Init +4 | Perc +8 | HP: 33/33 | AC: 17 (18 vs. traps) T: 13 F: 14 | CMB: +4 CMD: 18 | Fort +4 Ref +7 (+8 vs. traps) Will +3 (+2 poison, spells & sla)
Was I able to make out what the Barghest said before he fled? "Looks loch yer boss has left ye tae die. Glad tae be ay service!" With Rao in position, Oren slashes at the Bugbear's midsection.
Dwarf Rogue Lv. 3 | Init +4 | Perc +8 | HP: 33/33 | AC: 17 (18 vs. traps) T: 13 F: 14 | CMB: +4 CMD: 18 | Fort +4 Ref +7 (+8 vs. traps) Will +3 (+2 poison, spells & sla)
Oren has stalked the Barghest and its horde to a camp. As he draws closer, he can see his brothers fighting the horde. The familiar sound of combat fills the air. Oren circles wide around the fire toward the south, getting into position behind one of the bugbear's. Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
"Ah dunnae kinn whit ye lads ur gettin' up tae withit me, but it's naethin' a wee stabbin' cannae fix." What's up guys!? |