Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
can't do much, will just spend a ki for an extra attack, and whack the small one by me three times with saps. i never changed back to natural form to get my bite attack, and not enough time to do so now. mwk sap: 1d20 + 9 ⇒ (7) + 9 = 161d6 ⇒ 3
1 point, maybe 4 points of nonlethal damage at most. and then step back to try and lure the small bugger onto the landing where i could actually get a flank on him.
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
yeah... just not much little weak me will be able to do to help him get out from under that... better for me to try and help more columns from crashing down... I do hope one of the casters can come up with a solution to free him.
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
big one gets a save at dc 18. imagine it as the shuriken sinks in. and then explodes. and everyone caught in the blast takes damage. and because the shuriken sunk into the big one, its a little harder for it to avoid the blast. but since its a blast, not an attack roll to hit for the secondary damage, sneak attack doesn't apply to that any more than fireball would without the arcane trickster's prestige class ability or something. touch ac 16. so miss.
How many are up right now? i'm a little busy to count right now! shouts ramen as he barely avoids an antennae. the collapsing rubble should have been 1d8? or 8d8 not 8d6? trying to determine how lucky or cursed we just were. =)
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
late to the game. but int check: 1d20 + 0 ⇒ (9) + 0 = 9. no help anyway.
wand rolls:
1d8 + 1 ⇒ (4) + 1 = 5 1d8 + 1 ⇒ (3) + 1 = 4 1d8 + 1 ⇒ (8) + 1 = 9 1d8 + 1 ⇒ (8) + 1 = 9 1d8 + 1 ⇒ (1) + 1 = 2 1d8 + 1 ⇒ (1) + 1 = 2 1d8 + 1 ⇒ (1) + 1 = 2 1d8 + 1 ⇒ (6) + 1 = 7 1d8 + 1 ⇒ (8) + 1 = 9 Bladeguard? rust monsters? well crap, ain't got no time for that! Ramen'll run out on the catwalk drawing a sap. Since we're before them in the round and they're still flat footed, he's going to ki charge and fire a shuriken at the big one and hope to get all of the little ones in the blast.
charged shuriken: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
they all get a Reflex save vs. DC 16 ( DC 18 for the big one because i hit it*) *presuming 25 hits flat footed. ki charge: Ki Charge (Su): A ninja with this trick can invest a portion of her ki into a single thrown weapon, such as a shuriken, and throw it as a standard action. The thrown weapon explodes on impact in a 5-foot burst, dealing 1d6 points of fire damage plus 1d6 points of fire damage for every four levels of the ninja above 2nd, to a maximum 4d6 at 18th level. Creatures caught in the blast receive a Reflex save to halve the damage. The DC of this save is 10 + 1/2 the ninja's level + the ninja's Charisma modifier. If the thrown weapon hits a creature, that creature takes a –2 penalty on the saving throw. If the thrown weapon misses, treat it as a thrown splash weapon. Using this ability expends 1 ki point from her ki pool.
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
Ramen can do nothing useful so injured. its likely last round, but he'll pull out his prayer bead and recite the mantra. activating bless. which stacks with prayer and haste. bless:
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. prayer:
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. far too late to matter, but from the map image itself, i'd be curious if there's not a map key somewhere that says 1 square = 10 ft. that might explain fitting the huge creatures in the small area.
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
still, brought back to some consciousness... want to get up and take an action ? or did you already act? think you just took your reaction to the trample. Ramen acts before Theo, so you could be conscious on your turn. or some kind of schrodinger's dwarf. no?
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
-9 temp hp
ramen'll try the reflex save.
reflex: 1d20 + 11 + 1 + 1 ⇒ (10) + 11 + 1 + 1 = 23 * thank you for haste and prayer...
UMD: 1d20 + 14 ⇒ (6) + 14 = 201d8 + 1 ⇒ (8) + 1 = 9 * for 9. you're conscious. not that that's necessarily a good thing here in this case... that was free, swift, and standard...
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
statues, at least i can deal with those. stupid riddles... ramen springs into action, running up #2's arm, leaping into the air and vaulting over his back ( or trying to ) (jump w/ acrobatics to avoid aoo and make the jump). +12 from haste for movement increase to the jump. have 1 or more ki, so my jump counts as running even though i'm standing. tumbling at full speed adds +10 to the DC... so deducted 10 from the rolls. a highly cheesy view of acrobatics, but i'm a desperate little ninja, so asking if you allow it. if not, he just tries to tumble and gets smacked. acrobatics vs. #2's CMD+5 : 1d20 + 22 + 1 + 12 - 10 ⇒ (3) + 22 + 1 + 12 - 10 = 28
not my best rolls...
on the off chance they're low CMD statues : Spoiler: Ramen slashes at the end of his movement with my +1 wakizashi.
attack: 1d20 + 11 + 2 + 1 + 1 ⇒ (10) + 11 + 2 + 1 + 1 = 25 damage: 1d6 + 1 + 4d6 ⇒ (3) + 1 + (5, 5, 3, 4) = 21
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
perception: 1d20 + 10 ⇒ (16) + 10 = 26 I can't seem to find the source of the magic. Give me a few minutes ramen has to take 20 carefully examining the mosaic from a distance to hit the 30 DC. magic traps can be spotted by anyone with a high enough perception, but only disarmed by someone with trapfinding. which as a ninja, i don't have. sooo... i'll just know what's coming and be able to cringe better.
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
Ramen hides, uses a disguise self to appear as one of the orcs who confronted us before disguise self: 1d20 + 20 - 2 ⇒ (12) + 20 - 2 = 30 he then steps out and says, In Common
huzzah! he'll stay in disguise, looking like an orc escorting a group of pathfinders for the next hour or so.
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
Glad everyone went with the third option =) perception: 1d20 + 10 ⇒ (19) + 10 = 29
disable device: 1d20 + 13 ⇒ (12) + 13 = 25 If that doesn't do it, I can probably get it open, worst case give me 5 minutes...
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
Invisible Ramen un-cringes, and looks up after nearly getting roasted. He then moves around the lady to set up a flank with theo, and attacks her once. +1 wakizashi: 1d20 + 11 + 2 + 2 + 1 ⇒ (8) + 11 + 2 + 2 + 1 = 241d6 + 1 + 4d6 ⇒ (2) + 1 + (2, 5, 4, 1) = 15
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
not really. since we don't have a message spell and they seem to have good senses, having sprung an ambush on us. so he kept quiet. do your worst, i'll survive or get the pathfinders to dig my body out and raise me heheheh
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
to slay a peon... or go solo after a hefty... hrm. best stay out of people's charge lanes... ramen sneaks over across the battlefield to set up for a full attack stealth: 1d20 + 29 ⇒ (1) + 29 = 30
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
seeing the body language of his allies, and having disappeared by this point. I surmise that Kogan is the masked one? and the one with the big tusks is the one with scent? i'll activate my sihedron medallion's false life blessing as a free action temp hp for 5 hr: 1d10 + 5 ⇒ (4) + 5 = 9, move a little into the corner, drawing my wand of longstrider and whispering softly its command word stealth: 1d20 + 29 ⇒ (17) + 29 = 46 umd: 1d20 + 14 ⇒ (6) + 14 = 20 i like the 3rd option
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
@Guilford, i know some of my wizard friends are happy to use some of the alt suggestions in ultimate magic i think? the one that swaps the 5th level bonus feat for the Fast Preparation of open slot spells in one minute rather than 15 min or an hour?
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
ramen *will* hit 8, after this 3rd part. he's still 7th for now. k. local: 1d20 + 9 ⇒ (12) + 9 = 21
(in the dialogue)
spell-like ability: invisibility
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
yah, i'm AC 23 this round vs. him. Is Oloch's prayer for the group? or from fervor just for himself? If the prayer was missed he'd have a 22 and just narrowly avoid giving me 16 damage. His AC goes down for cleave right? so if i hit on a 19 before i should be looking for 17's this turn? regardless... doesn't stop ramen from twf, haste, and ninja ki dice (52 dmg i think):
+1 wakizashi: 1d20 + 14 ⇒ (4) + 14 = 181d6 + 2 + 4d6 ⇒ (2) + 2 + (1, 2, 5, 2) = 14 mwk cold iron wakizashi: 1d20 + 14 ⇒ (2) + 14 = 161d6 + 1 + 4d6 ⇒ (4) + 1 + (2, 6, 1, 6) = 20 +1 wakizashi: 1d20 + 14 ⇒ (9) + 14 = 231d6 + 2 + 4d6 ⇒ (5) + 2 + (4, 1, 4, 4) = 20
bite: 1d20 + 8 ⇒ (7) + 8 = 151d3 + 1 + 4d6 ⇒ (3) + 1 + (1, 3, 4, 1) = 13
back to AC 21 b/c Ramen's not fighting defensively now.
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
are fervor and sacred armor both swift actions? Thats not a thing either i think. Can only get one swift per round. Since its just a swift action otherwise, you could swift then charge as a full round action.
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
Ramen becomes visible after attacking. he'll fight defensively, moving and taking the one attack this round.
numbers. AC 23 until next go: +11 base, +2 striking from invisible, +1 bless, +1 haste, -4 fighting defensively. AC 23 until the start of his next turn. base 20, +2 dodge from defensively, +1 from haste.
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
Ramen will use light steps and move into a better position invisibly.
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
share spells works as long as its a spell that comes from the class that grants the animal companion iirc. Longstrider is on ranger spell list. Presuming youre nit a trapper or some kind of spell-less ranger
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
Ramen does longstrider from wand, passes it to Theo if he wants it for himself and Axebeak as well. UMD: 1d20 + 14 ⇒ (11) + 14 = 25 does anyone need to see me, to target me with any buffs? if not, i'm going to go invisible so i can move around and set up flank. (he'll wait until the sound of the door opening starts before disappearing, in case anyone does need to see him. ) Ramen uses one of his daily spell likes to turn invisible. and uses another to provide us with some foxfire ( dancing lights ) so we can see in the pit. ::edit:: he'll also assume kitsune form so he has the bite attack option if needed.
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
By all means. lets be perfectly clear what we get out of the deal this time. And lets not fool ourselves here... we'd kill your guards and torture the information we need out of you before we throw you into the `boo lay` pit unarmed and take bets ourselves over who wins. Your crowd would love it. What are you offering us. Spell it out. And be careful , if we don't like the terms we'll let the dwarf gnaw on your kneecaps.
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
Ramen wrote:
Also my mirror image is up. On a 1 he hit me, otherwise the ten damage pops a shadow clone.1d3 ⇒ 2 So theres two of me now.
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
Ramen is hasted?
19 nonlethal dmg @ AC 22
dice: mwk sap: 1d20 + 13 ⇒ (9) + 13 = 221d6 ⇒ 3 plus 4d6 ⇒ (6, 2, 3, 5) = 16 sneak, nonlethal 19 mwk sap: 1d20 + 13 ⇒ (12) + 13 = 251d6 ⇒ 6 plus 4d6 ⇒ (4, 1, 6, 5) = 16 sneak, nonlethal 22 mwk sap: 1d20 + 13 ⇒ (4) + 13 = 171d6 ⇒ 5 plus 4d6 ⇒ (4, 2, 5, 4) = 15 sneak, nonlethal 20 mwk sap: 1d20 + 13 ⇒ (8) + 13 = 211d6 ⇒ 5 plus 4d6 ⇒ (1, 3, 3, 3) = 10 sneak, nonlethal 15
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
On my next turn I'm going to full speed tumble to the opposite side (around the bullette, not through his space) and ready to attack from flank w/ oloch or Celine if she threatens. dice: acrobatics: 1d20 + 22 - 10 ⇒ (17) + 22 - 10 = 29
Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )
ki charge:
Ki Charge (Su): A ninja with this trick can invest a portion of her ki into a single thrown weapon, such as a shuriken, and throw it as a standard action. The thrown weapon explodes on impact in a 5-foot burst, dealing 1d6 points of fire damage plus 1d6 points of fire damage for every four levels of the ninja above 2nd, to a maximum 4d6 at 18th level. Creatures caught in the blast receive a Ref lex save to halve the damage. The DC of this save is 10 + 1/2 the ninja’s level + the ninja’s Charisma modifier. If the thrown weapon hits a creature, that creature takes a –2 penalty on the saving throw. If the thrown weapon misses, treat it as a thrown splash weapon. Using this ability expends 1 ki point from her ki pool. Oops been a while since I used it. I thought it was relex half, but it's a bit more complicated charged shuriken: 1d20 + 10 ⇒ (5) + 10 = 151d2 ⇒ 2 still, guess that misses. So it's a fair narration of it.
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