Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
I don't think any of that stuff fits Sakiko except maybe the cloak if we double fold it! But we should probably take a closer look at the masterwork stuff + the red cloak later on, just to see if they have any juicy enchantments. Also Sakiko may have delayed our departure a little, but given how generous the Healing Hex is I felt that this may be an quick and easy way to get some info. Hopefully it won't take too long : )
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
Sakiko bows her head in appreciation for the thanks. "Let's just hope I don't need them too often!" she adds sternly, but with the hint of a smile. I'm mostly worried if something happens that require greater talent! But Nidashi had some magic as well, so at least there is two of us... "A curious quandary indeed." Sakiko replies on the topic of hillsmen and looks down on the fallen warriors from her pony. A frown crosses her face, but quickly converts into a smile. "Maybe we can just ask them?" She guides her pony around the scene a little until she can find one of the least wounded ambushers and dismounts. As soon as she lands she kneels down and places her hands on the warriors wounds. CLW: 1d8 + 2 ⇒ (1) + 2 = 3 The whispy forms danced around the warrior and stopped his bleeding, but not much more then that. With a small sigh of disappointment Sakiko headed over to another of them and tried again. CLW: 1d8 + 2 ⇒ (6) + 2 = 8 This one seemed to do better! Seeing as he was disarmed Sakiko didn't feel like she needed to do more then place her hand on the haft of her blade and wait for him to come around. When/if he did she kneeled down next to him and asked. "Why? Why did you ambush us?" She looked him straight in the eyes and frowned. "And why did your leader not know when he was beaten?" Diplomacy?: 1d20 + 7 ⇒ (11) + 7 = 18
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
"Mm." Sakiko does her best to prop up Takeshi as Nidashi works his ritual. Luckily, that seems to be enough. As the gear was collected she took the opportunity to call for the spirits to help the other wounded; while haste was called for it would be no good if anyone fell out of their saddles! CLW: Amon: 1d8 + 2 ⇒ (5) + 2 = 7 CLW: Kiyoshi Masa: 1d8 + 2 ⇒ (3) + 2 = 5 CLW: Kyūzo Sadamune: 1d8 + 2 ⇒ (6) + 2 = 8 CLW: Nidashi Omo: 1d8 + 2 ⇒ (3) + 2 = 5 CLW: Scholar Yangsheda: 1d8 + 2 ⇒ (4) + 2 = 6 "There." she concludes as she finishes the last prayer over Yangsheda. While finding and remounting her pony again she takes a closer look at the clay-men. "We have some statues at the shrine. But they don't usually move ..." Know(Planes)?: 1d20 + 5 ⇒ (7) + 5 = 12 Know(Religion)?: 1d20 + 6 ⇒ (6) + 6 = 12
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
That does make sense. Luckily E6 should help with grabbing some nice crafting feats in an eventual future though Sakiko will probably be wanting both Toppling Spell and Spiritual Guardian (though this could wait a bit I suppose?) first! The main drawback to scrolls, in addition to being a bit more expensive, is that keeping track of a giant stack of paper can become a bit unwieldy :P
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
@Healing - Sakiko has the Healing Hex as well as four Cure Light Wounds scrolls and a potion for emergency healing but beyond the first the only cheap out of combat healing she can provide is the Heal skill. So while she can probably get Takeshi and anyone else deciding to take a quick nap up and running again after this fight, but other then that her healing will mostly be a bit of polishing. I'll suggest we pool our resources together and get one of those nifty Cure Light Wound wands as soon as we can : ) (Or a Hex Vulnerability wand which is a bit slower [and perhaps, as some would say, oddly flavoured :P] but stronger [as it would eventually give up to 2d8+6 healing per charge!])
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
Seeing that one of her companions is spending their time expending significant amounts of blood from a brand new hole in their stomach - and that she still don't think she could really dent the clayman - Sakiko decides to at least try and solve this problem! Mindful of the stony spear she slips off her pony and land just next to Takeshi. The view up close didn't do much to improve her assessment of the situation, but at the very least he wasn't dead yet. That is good. Very good! While she was also proficient with seances, this wasn't really the time for rituals and candlelight. She placed both her hands on top of the wound and pushed down hard, channelling the spirits and trying to keep most of the inside stuff inside. Healing Hex: 1d8 + 2 ⇒ (1) + 2 = 3 The small wispy lights danced around the wound and most of the spraying and squirting seemed to stop, although Takeshi was no more awake then when she had started. It's something! He's probably going to make it! Unless the looming clayman decided to step on him which, she had to admit, would be a somewhat silly way to go. Just to make sure she called out for her companions. "Make sure that thing doesn't fall on us when you are done!"
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
Sakiko has an short opportunity to assess the fight as she rides around the horses. From the piles of corpses and red ground she could only assume they were winning, but some of her companions looked quite worse for the wear as well. And those clay warriors seemed to be shrugging off blow after blow. I can't hope to cut trough that! Sakiko thought grimly and sheathed her sword. Best she could do now was to help those whom *could* cut them down - and perhaps help to box them in! "Spirits! Help us prevail!! She called out and directed them to Kiyoshi; his blade seemed to cause the greatest damage! Once again numerous small whispy forms danced around the blade imbuing it with extra accuracy! Actions: 5-foot step to the SW. Move to put away sword and the standard for Ancestral Blessing on Kiyoshi. @Kiyoshi - you have +2 on your next attack!
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
The closest fighting around her had come to a bloody end, but she could still hear the sounds of struggle from the south. But she couldn't see it, the horses bared the way. So as quick as she could she tried to ride around them, narrowly skirting along the edge of the Entangle spell and the spikes, so that she could help out as quickly as possible! Double Move!
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
Sakiko guides her pony to help surround the warrior in red. Even if it didn't look like he would try - his routes to escape was now severely limited! Ride: Steer: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22 Ride: Fight: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7 Then she raised her sword to the sky and called out for the spirits- "Spirits of the wind; guide our warriors sword! Let him strike down this foe in red!" In response to her prayers, wispy forms dance around Sorrow for a brief moment. Nidashi; you get +2 on your next attack roll! (from Ancestors Guidance)
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
@Sickness - Naww being sick sucks! I hope you get well soon : ) @Horses - There are no medium horses in Pathfinder, just Light and Heavy - the only difference between them being that heavy horses has (most of, not the int!) the advanced template and are a bit more expensive. A warhorse is simply a horse with combat training. That is, its hooves are primary instead of secondary natural attacks plus many differences in what Ride checks are needed and how hard they are : )
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
Rather then following the red warrior as he slips away Sakiko repositions to deal with the new arrival. That one looked significantly less experienced so hopefully her swordsmanship would have more effect on him! Guide With Knees: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 Fight With Pony: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11 Pony kick!: 1d20 + 2 ⇒ (3) + 2 = 5 Pony kick!: 1d20 + 2 ⇒ (14) + 2 = 16 Sword!: 1d20 + 6 ⇒ (20) + 6 = 26 Confirm?!: 1d20 + 6 ⇒ (6) + 6 = 12 Kick Damage?: 1d3 + 1 ⇒ (1) + 1 = 2 Sword!: 1d8 + 1 ⇒ (6) + 1 = 7 And it seems as if it did!
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
Ride: Guide With Knees: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 Ride: Fight With Combat Trained Pony!: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15 Pony: Kick 1: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10 Pony: Kick 2: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10 Touch: Frostbite: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 Non-lethal cold?: 1d6 + 2 ⇒ (2) + 2 = 4 plus Fatigue (can't improve to exhausted) Sakiko and her pony continues to dance the warrior in red, but the precision of their assault falters. The steed, perhaps sensing how outmatched he was, simply sweeps his hooves towards the bandit. The halfling slashes trough the air with her glowing hand; a hit would only be trough the favour of the spirits.
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
With the advantage of size mostly negated by her being on a pony Sakiko had plenty of time to bring her sword up in a forceful block, putting her trusty steed's strength behind her blade instead of her own. Ride: Guide with knees: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 Ride: Fight with combat-trained mount: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24 After crossing blades with the warrior in red she directs her pony to rear up and try and kick him again - it was unlikely to inflict more serious damage it seemed - but it might leave her some time to try something new! Pony Kick: 1d20 + 2 ⇒ (2) + 2 = 4 Concentration: DC 17: 1d20 + 5 ⇒ (14) + 5 = 19 Releasing her left hand from the grip of the sword and called out for the spirits to aid her as she raised it towards the sky. A small swirling cloud quickly formed around it in response. Touch Attack: Frostbite: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: Non-lethal Cold: 1d6 + 2 ⇒ (4) + 2 = 6 plus Fatigue Taking advantage in the warrior's split attention she leaned in once her pony stood down again and touched the red armour, transferring some of the graven chill to him. "The spirits freeze you?!" Frostbite:
School transmutation [cold]; Level bloodrager 1, druid 1, magus 1, shaman 1, witch 1
CASTING Casting Time 1 standard action
Range touch
DESCRIPTION Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level. Fatigued:
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. Free actions to make ride checks, standard to cast Frostbite defensively then make the free touch attack on Red Hopefully hitting Touch instead will prove much easier - and the fatigue should drop his AC by 1 : P Edit: Pony gets two tries on kicking! Kick?: 1d20 + 2 ⇒ (4) + 2 = 6 Edit2: Warrior in red moved out of flanking - I'm adjust my to hit rolls!
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
Ride: Guide with knees: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6 Ride: Fight with combat-trained mount: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10 Realizing that there is a good chance that she would be lost underfoot if she dismounted and joined the melee Sakiko instead directed her trusty steed towards the warrior in red. With one hand on the handle of her sword, she brought her masters lesions back into her mind. Pony: Kick!: 1d20 + 2 ⇒ (20) + 2 = 22 Sakiko: Slash!: 1d20 + 6 ⇒ (19) + 6 = 25 Only when she approached the one in red did she draw her blade with a brief war cry and then both steed and lunged towards their mark. With the extra height from being mounted she afforded herself to aim her green sword towards the neck of her foe. "Spirits curse you!" Pony: Confirm?: 1d20 + 2 ⇒ (8) + 2 = 10 Sakiko: Confirm?: 1d20 + 6 ⇒ (2) + 6 = 8 The warrior in red was clearly wasn't expecting much from neither her or her pony and only just managed to twist away in time to avoid a new necklace in red. Pony: Damage: 1d3 + 1 ⇒ (1) + 1 = 2 Sakiko: Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
I sorta left the freshness out of Sakiko's backstory so that I could adjust it on the fly, so she could be either (depending on how others have written their stories : ) ) The Ultimate Campaign table can make things a bit odd in my opinion, but that's still fun. Do roll on it and see what happens! And congratulations on your first pbp natural 20. May there be many others ^^
Hp 18/18 | AC 19/14/16 | Fort +3 Ref +6 Will +7 (+9 vs Fear) | CMD 13 | Init +3 | Per +10/12
Surprise Round Sakiko opens her mouth to yell out a warning, but fate finds in unnecessary as arrows already start to fly. Instead she calls out a spell, calling upon the spirits of nature to restrain and hinder their foes. Casting Entangle as shown on map. DC is 14 Reflex Entangle:
School transmutation; Level druid 1, ranger 1, shaman 1; Domain plant 1; Elemental School wood 2
CASTING Casting Time 1 standard action
Range long (400 ft. + 40 ft./level)
DESCRIPTION This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts. If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion. Entangled:
he character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell. Then, she attempts to get off her pony but doesn't manage to slip off quick enough. Fast Dismount?: 1d20 + 7 ⇒ (5) + 7 = 12 So failure, don't have a move action for this : ) |