Othlo

Sheriff Declyn's page

65 posts. Organized Play character for Phylotus.


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Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

So this critting players thing is just part of your deal, it seems ;-P

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

How should we expect to receive the chronicle sheets? Should we send you an email address?

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Indeed, I shall have to decline this time. I do have other PCs that I can play in different games, if you ever need someone else to fill a spot :-)

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

You asked for those at the begining, they should be in the begining of the Discussion thread :-)

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

I'd have to bow out of that one anyway, for aforementioned reasons :-P

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn groans as he wakes up, feeling his chest where the arrow had embedded itself and taking stock of the situation. Sorry Amarthecthel, I didn't finish him off. Looks like you all were able to handle him in my absence though, congratulations. Now, I think we all deserve a nap once the paperwork is over...

GM, I don't remember if you asked for it before, but I would like Declyn to be slow tracked for this chronicle. TOZ and I are gonna go for one last rodeo on this guy before he reaches 12th and the torture begins :-P

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

I'll operate under the assumption that I can shoot while being carried by Amarthecthel since it hasn't been answered as of yet.

Declyn nods and then shouts, I'll certainly do my best! before getting ready and firing where he thinks the sniper may be (bottom left corner of the building pointed out and where he tracked the arrow), changing his judgement once again to bring accuracy to his shots.

Attacks and Damage:

Attack 1: 1d20 + 15 + 1 - 2 ⇒ (18) + 15 + 1 - 2 = 32 Miss Chance: 1d100 ⇒ 44 Higher than 35, higher than 35...
Attack 2 (rapid shot): 1d20 + 15 + 1 - 2 ⇒ (7) + 15 + 1 - 2 = 21 Miss Chance: 1d100 ⇒ 6
Attack 3: 1d20 + 10 + 1 - 2 ⇒ (11) + 10 + 1 - 2 = 20 Miss Chance: 1d100 ⇒ 40
Attack 4: 1d20 + 5 + 1 - 2 ⇒ (7) + 5 + 1 - 2 = 11 Miss Chance: 1d100 ⇒ 98

Damage 1: 1d12 + 1d6 + 12 + 1 ⇒ (5) + (4) + 12 + 1 = 22
Damage 2: 1d12 + 1d6 + 12 + 1 ⇒ (6) + (3) + 12 + 1 = 22
Damage 3: 1d12 + 1d6 + 12 + 1 ⇒ (8) + (1) + 12 + 1 = 22
Damage 4: 1d12 + 1d6 + 12 + 1 ⇒ (2) + (5) + 12 + 1 = 20

Actions:

Swift: Switch to Judgement of Sure Shot to reduce miss chance by 15%
Full Round: Full Attack

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Can I take shots at the person while being carried by Amarthecthel?

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn has readied an action, so don't wai5 on my account

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn will keep squinting and looking over the battlefield, scanning and trying to watch the trajectory of the next arrows that their hidden assailant lets loose upon the world.

Ready an action to try to follow the trajectory of the damned arrows to try to guess where this person might be, if that's a possibility

Readied Perception if Possible: 1d20 + 29 ⇒ (3) + 29 = 32

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Viciously gnaws at his musket's stock

This person was suuuuuper prepared for this. I can onl6 think of one other time my party has been this soundly thumped, and that's cause it was against a CR 13 encounter in a 3-7 that the ninja and the paladin decide to run TOWARDS instead of away from. Good on you, GM, you've made this a challenge worthy of the 7-11 tier :-P

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

I didn't spot them even with my active perception of 46 farther upthread?

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Gods, that would be awful if I didn't spot him... I'd sound the retreat at that point. Remember when our worst problem was dealing with endless stinking clouds? Those were the days...

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

By the slag of Torag's forge! Declyn shouts to the heavens at the loss of Lamare. At Amarthecthel's demand, Declyn activates the goggles on his head, causing the lenses to glow green around the edges granting him a +10 bonus on perception checks as he looks around for this thrice damned sniper.

Perception: 1d20 + 29 ⇒ (17) + 29 = 46

Actions:

Standard Activate Green Vmod Goggles [/b]
Move Active Perception Check for the sniper

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

I require a ruling before I act:

Rules Language, Spoilered for Size:

Ultimate Combat, Gunslinger deeds wrote:


Deadeye (Ex):
At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Dead Shot (Ex):
At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

If I were to use these deeds together, would I have to designate one attack ROLL to be against touch AC, or would all of the rolls target touch because Dead Shot is technically one attack?

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

You are correct, though I was opperating under the assumption of a failed summons from Nadil... not that it would make much difference with those rolls though, heh.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn curses in anger at the turn of events before throwing himself into the corner of the building he is next to and tries to get a good shot on the blue woman grappling Nadil. He needs the remaning party at as full a strength as possible if they're going to somehow take out this hidden archer picking off his compatriots...

Attacks and Damage:

Attacks
Attack 1: 1d20 + 13 + 2 - 4 ⇒ (14) + 13 + 2 - 4 = 25
Attack 2 (rapid shot): 1d20 + 13 + 2 - 4 ⇒ (12) + 13 + 2 - 4 = 23
Attack 3: 1d20 + 8 + 2 - 4 ⇒ (18) + 8 + 2 - 4 = 24
Attack 4: 1d20 + 3 + 2 - 4 ⇒ (5) + 3 + 2 - 4 = 6

Damage
Damage 1: 1d12 + 1d6 + 12 ⇒ (1) + (1) + 12 = 14
Damage 2: 1d12 + 1d6 + 12 ⇒ (12) + (1) + 12 = 25
Damage 3: 1d12 + 1d6 + 12 ⇒ (9) + (3) + 12 = 24
Damage 4: 1d12 + 1d6 + 12 ⇒ (2) + (4) + 12 = 18

As far as I can tell, she is within 120' which should put her within my third range increment, giving me a -4 and targeting normal AC. Fingers crossed that something good happens.

Actions:

5ft Step Left
Swift Change Judgement to Judgement of Destruction (+2 to firearm attack rolls)
Full RoundFull attack on the blue div, and praying fervently to Torag for a miracle, just this once please.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Miss Chance 1!: 1d100 ⇒ 76
Miss Chance 2!: 1d100 ⇒ 18
Miss Chance 3!: 1d100 ⇒ 57

Well, that still went better than expected

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

My dear GM, you do know me so well ;-P

Declyn spits at the beast when it grabs him, feeling powerless to do anything now that he can't use his weapon... until suddenly he is ten feet away from the beast once again, bewildered at the sudden change of events. Though he wouldn't let that stop him from doing his job. Time to die, beast! Bring a message to your master for me! The message being the retort of his musket as it rains hot metal upon the big hairy beast.

Using his last judgement for the day, choosing Judgement of Sharpshooter to ignore 6 points of cover.

Attacks and Damage:

Attack 1: 1d20 + 15 + 1 - 2 ⇒ (2) + 15 + 1 - 2 = 16
Attack 2 (Rapid Shot): 1d20 + 15 + 1 - 2 ⇒ (16) + 15 + 1 - 2 = 30
Attack 3: 1d20 + 10 + 1 - 2 ⇒ (13) + 10 + 1 - 2 = 22
Attack 4: 1d20 + 5 + 1 - 2 ⇒ (18) + 5 + 1 - 2 = 22

Damage 1: 1d12 + 1d6 + 12 + 1 ⇒ (7) + (1) + 12 + 1 = 21
Damage 2: 1d12 + 1d6 + 12 + 1 ⇒ (8) + (6) + 12 + 1 = 27
Damage 3: 1d12 + 1d6 + 12 + 1 ⇒ (12) + (2) + 12 + 1 = 27
Damage 4: 1d12 + 1d6 + 12 + 1 ⇒ (10) + (4) + 12 + 1 = 27

Very thankful for that Reliable enchantment I put on this fun of mine!

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn definitely feels that SOMETHING is off. The last attack involved more creatures, yet this one had only one... but there was no time to ponder the meaning of it, as there were civilians in trouble from whatever this thing was, and the threat had to be eliminated quickly. Loading his musket with cold iron bullets, he takes aim and the beast and prays to Torag for a decisive victory.

Attack 1: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
Attack 2: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Attack 3: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22

Damage 1: 1d12 + 1d6 + 12 + 1 ⇒ (6) + (1) + 12 + 1 = 20
Damage 2: 1d12 + 1d6 + 12 + 1 ⇒ (3) + (4) + 12 + 1 = 20
Damage 3: 1d12 + 1d6 + 12 + 1 ⇒ (3) + (3) + 12 + 1 = 19

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn nods over to the building to the top right of the courtyard, walking to it and taking position under the eves. He would have taken the rooftop, but he figured that would be too conspicuous.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Not sure there's much to plan, Declyn says as he stores he musket, get to the palace, watch for anything amiss, fix it when things are. Unless any of you have better plans?

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn roars in anger at yet another cloud of noxious gas errupts around him. Tired of running back and forth, he shouts into the cloud, You can't keep hiding from your fate! and open fires with his musket. Targeting the Yellow Div's last known location.

Attacks:

Attack 1: 1d20 + 13 + 1 + 1 ⇒ (7) + 13 + 1 + 1 = 22 Miss Chance (>50 hits): 1d100 ⇒ 73
Attack 2 (rapid shot): 1d20 + 13 + 1 + 1 ⇒ (5) + 13 + 1 + 1 = 20 Miss Chance (>50 hits): 1d100 ⇒ 44
Attack 3 (haste Attack): 1d20 + 13 + 1 + 1 ⇒ (6) + 13 + 1 + 1 = 21 Miss Chance (>50 hits): 1d100 ⇒ 35
Attack 4: 1d20 + 7 + 1 + 1 ⇒ (15) + 7 + 1 + 1 = 24 Miss Chance (>50 hits): 1d100 ⇒ 94
Attack 5: 1d20 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10 Miss Chance (>50 hits): 1d100 ⇒ 3
Includes Haste and Point Blank Shot

Damage:

Damage 1: 1d12 + 1d6 + 12 + 1 ⇒ (2) + (6) + 12 + 1 = 21
Damage 2: 1d12 + 1d6 + 12 + 1 ⇒ (2) + (3) + 12 + 1 = 18
Damage 3: 1d12 + 1d6 + 12 + 1 ⇒ (1) + (1) + 12 + 1 = 15
Damage 4: 1d12 + 1d6 + 12 + 1 ⇒ (5) + (5) + 12 + 1 = 23
Damage 5: 1d12 + 1d6 + 12 + 1 ⇒ (12) + (1) + 12 + 1 = 26
All non-lethal, includes Point-Blank Shot

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Nix, whether you are correct or not, JJ is not a rules developer, he is the creative director, and there have been times where his rules interpretation have run counter to what the design team has decided on how the rules interact. I'm sure you can find a source where the rules design team has weighed in on this.

Though again, I don't disagree with you, I just haven't found it clarified one way or the other whether you can make AOOs after using Dimension Door (some argue that AOOs are not in fact listed as actions anywhere, while others have argued that any action means ANY action, even ones not listed specifically as actions)

Grand Lodge

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Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn takes a moment to psych himself up, taking a couple jumps in the horrible cloud of filth and stink. He then takes off across the desert sand, aided by the magic of him companions, loading his musket yet again as he exits the cloud. Still getting his bearings as he runs, he curses to himself as he sees the priestess exposed and knows that he has to keep her alive.

Whatever you're going to do, you need to do it now! Declyn says as he slides across the sand into position beside the woman, taking aim and firing at the (Red) Div, hoping to either drop it to the ground or distract its ire from the priestess. Come get me, filthy beast! I'm waiting for you!

Attack: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36 Touch
Damage: 1d12 + 1d6 + 12 + 1 ⇒ (6) + (1) + 12 + 1 = 20 Sadly, still non-lethal.
Crit Confirm!: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34
Crit Damage!!!: 3d12 + 36 + 3 ⇒ (3, 10, 3) + 36 + 3 = 55

If it does hit me, I would like to use my Lucky Horseshoe's 1/day ability to grant me a +4 luck bonus on one save, against its poison.

Edit: Hell yes! Looks like the other thing may not be necessary :-P

Actions:

Free Reload
Move Move next to the priestess
Standard Fire!

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn runs down the desert sand, putting himself between Amarthecthel and Pelkin, loading another cartridge into his musket while he runs and quickly kneeling when he gets into position. When he lines up the shot on the beasts he wastes no time in trying to take it down.

Attack: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 1d12 + 1d6 + 12 ⇒ (12) + (4) + 12 = 28 Yet again non-lethal, but loaded with a cold iron bullet. He's sick of this "not dealing full damage" and is going to try anything to get back up to full capacity :-P

Edit: Yes, I was indeed aiming at Yellow, sorry about that.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

If I were to take a 5ft step diagonally down and to the right, would I be able to see well enough to not have a miss chance when firing at Yellow?

Edit: I also have a Necklace of Adaptation that I am wearing, but I still really like that natural 20 on the save :-)

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2
Lamare wrote:
Declyn, you have haste

I'm aware, but I still needed to move to where the Div didn't have cover so I could properly hit him, so I still only get one attack

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn moves around the party, moving to get a good shot on one of the fiends. Silently, he prays for protection from Torag, knowing full well that he just put himself in an open charge lane from the beast he was about to smack with a bullet. Someone please get between this thing and I before I end up buried in the sand!

Attack: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30
Damage: 1d12 + 1d6 + 12 + 1 ⇒ (7) + (6) + 12 + 1 = 26

Actions:

Move Move 15ft right and 5ft down
Standard Fire at Yellow Creature

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn would like to look through the Lieutenant's office to look for any more incriminating evidence in the form of letters or the like, on top of the note we got.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Yes, I believe that is the best place for them, Declyn replies while getting his wounds tended to. Better than leaving them here with no supervision and no one to feed them during mealtimes. Once his wounds are tended to, he will go around the prison and look around for anything anyone may have missed, and for a way to get the prisoners set for transport to the safe house.

Many Cure Light Wounds wand charges: 7d8 + 7 ⇒ (8, 5, 7, 2, 6, 6, 4) + 7 = 45
MORE: 4d8 + 4 ⇒ (5, 7, 4, 8) + 4 = 28

Well, that was two more than I needed, so I'll mark off the 9 that would have put me at full.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

See? Now isn't that *gasp* easier? Declyn asks the guards from his position on the other side of the bars. Glad we came to an understanding. Now... we have some questions for you, once we get ourselves patched up a little bit.

Declyn rumages through the pouches on his bandolier before he realizes he's looking for a wand on one of the loops. He rolls his eyes as he grabs the wand and looses it from its loop, and hands it over to Lamare. Would you mind using this on me a few times? At your convenience of course, there's no rush.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Was that with Kane?

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn shuffles over to to the prison bars, trying to set up a good firing lane where he can hit the lieutenant. This ain't looking good for you, you've got two of yours down, and I doubt your others will last as long! He then focuses his aim upon the lieutenant, and unleashes all he can.

5ft step, swift action to change judgement to Judgement of Sharpshooter to ignore 6 points of cover, using Clustered Shots, and full attacking.

Attacks and Damage:

Attacks
Attack 1: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17
Attack 2: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
Attack 3: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Attack 4: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Crit Confirm?: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
DAMAGE
Damage 1: 1d12 + 1d6 + 12 + 1 ⇒ (12) + (5) + 12 + 1 = 30
Damage 2: 1d12 + 1d6 + 12 + 1 ⇒ (9) + (1) + 12 + 1 = 23
Damage 3: 1d12 + 1d6 + 12 + 1 ⇒ (9) + (2) + 12 + 1 = 24
Damage 4: 1d12 + 1d6 + 12 + 1 ⇒ (8) + (4) + 12 + 1 = 25
All non-lethal, will redirect to Yellow Guard if he falls.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

I guess I should have mentioned it before, Declyn has Clustered Shot. I know it's probably too late now to change the damage done to the robed guard, but I'll be sure to note it on my attacks in the future :-)

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn does his best to smile at the black clad guard through the pain before rasping out, Not so fun when the prey bites back, huh? You shall be judged when you have been subdued. He then begins to open fire on the caster, his hands a blaze of movement as he fires and reloads his weapon faster than any person has a right to.

Activating Judgement of Justice as a swift action to gain +3 on firearm damage

Attacks:

Attack 1: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
Rapid Shot (Attack 2): 1d20 + 13 ⇒ (4) + 13 = 17
Attack 3: 1d20 + 8 ⇒ (10) + 8 = 18
Attack 4: 1d20 + 3 ⇒ (8) + 3 = 11

Damage:

Damage 1: 1d12 + 1d6 + 15 + 1 ⇒ (11) + (6) + 15 + 1 = 33
Damage 2: 1d12 + 1d6 + 15 + 1 ⇒ (8) + (6) + 15 + 1 = 30
Damage 3: 1d12 + 1d6 + 15 + 1 ⇒ (11) + (3) + 15 + 1 = 30
Damage 4: 1d12 + 1d6 + 15 + 1 ⇒ (7) + (1) + 15 + 1 = 24

As before, all damage is non-lethal.
Edit: Well... They're all touch attacks, so hopefully that will help.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

That actually doesn't sound like a bad idea to me, I'd be happy to

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

I don't believe so, cause then I'd be too close to the blue guard. But if you're fine entering the fray, I'll go ahead and enact my original plan

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Right, but I was also planning on moving back behind the party after that because I can't afford to be hit by him again :-P But I wasn't wanting to leave Pelkin out to dry either.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Ok, then I would only be able to close one door, but that still limits his options slightly. Thoughts?

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2
Your GM, Black Powder Chocobo wrote:
Yeah, at least is isn't a melee wizard in a bottleneck :P

Hey, I remember that scenario :-P

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

I was planning on using the total defense action to give me a fighting chance, closing the door as a swift action, and getting behind you guys. The hope is that the guy will miss me with his AOO (cause it'd be at least a 50% chance to miss by that point), and that he'd have to take a move action to open the door again, ruining his full attack.

Though looking at the map it looks like Pelkin would have to a least 5-foot over as well for that to fully work, unless only one of the double doors are open on that side.

What are everyone else's thoughts?

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Clearly, I severly underestimated their combat prowess, and now regret so much O.o

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Son... Declyn starts as he draws, loads, and aims his musket directly at the man before him, the man that would dare betray the very idea of hospitality, who would think to attack visitors in their homes, and who would betray the station they represented, ... You just made a big mistake.

Deadly Aim Musket: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35 (+1 from Point-Blank Shot)
Deadly Damage: 1d12 + 12 + 1 + 1d6 ⇒ (12) + 12 + 1 + (6) = 31 (+1 from Point-Blank Shot, +1d6 from the Merciful enchantment, ALL non-lethal)

OH, HOW THE RNGODS TEASE!!!

Actions:

Free Action: Musket drawn as part of Initiative
Free Action: Load with Alchemical Cartridge and Rapid Reload
Standard Action: Shoot the bastard in the face!

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

I'm very sure, yes. If we greatly inconvenience your lieutenant, I'm sure I can find a way to compensate him for his troubles. Declyn looks back to the party and waits for their ready signal before adjusting his vest and hat, then knocking on the doors and announcing his presence to the lieutenant.

Thank you very much for allowing us into your prison, by the way, he says to the guard who allowed them in and brought them to the door of the person currently in charge, I understand this isn't exactly standard procedure.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

I don't have any physical proof for you, but we have it on good authority, as I said, though they wished to remain anonymous. It's supposed to happen during the Sun Orchid festival though, while you're going to be at your weakest. Declyn shuffles his feet in the sand a bit before continuing, again, I do trust that your prison is excellent, but... Certain parties are concerned that whatever may be wanting to cause the prison break is more powerful than even you would be prepared for. Please let us come take a look around, see if there is anything to be done to help prepare

Declyn looks back to the party, seeing if they have anything else to add, and if they might know how to help convince the man to let them in.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn tips his hat as the guard reveals himself. Greetings, effendi. We're hear to ask if we could take a look at your fine prison? I hear it's the greatest in Aspenthar, and we were coming to see if it was in fact the truth.

Declyn hesitates for a moment before continuing, And uh... We also have reason to believe that there may be an attack incoming on your prison and wanted to see that you and yours were prepared to defend against that eventuality.

Diplomacy: 1d20 + 14 ⇒ (14) + 14 = 28

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Perhaps. Though we should decide on a game plan. Are we trying to convince them to transfer the prisoners? Are we gonna help them fortify weak points? Declyn turns to ask the party, looking from person to person as if looking for ideas. Normally I'm fine with having people in a prison for rehabilitation, but one must admit that in this situation, having so many potentially dangerous people in one place could be a juicy target for the Agenda.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Good, good... Declyn mumbles as he out the page with the list, I know for sure I'll need 2 oils of silence, 1,000gp worth of diamond dust, 3 potions of Protection Against Evil, and 20 paper cartridges. I dunno what other people may need, but this is for sure what I need.

1,770gp on pre-game supplies on my end.

****************

Sense Motive: 1d20 + 18 ⇒ (9) + 18 = 27

Now now, Declyn says while slowly reaching into his vest, I understand you boys are just doing your job, and I respect that from one lawman to another... He produces his Shieldmarshal badge and shows it to the guards. He knows it doesn't mean anything in these parts, but it's worth showing he's not just blowing smoke, ... But you can trust that we have the best of intentions, and that the animals are well trained. Aren't there more obviously dangerous folks roaming around here anyway? He finishes with as disarming a smile as he can muster, hoping his hunch on their intentions is correct.

Auto-aid with a +14 Diplomacy

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Blast! Familial relations is royalty are so hard to keep track of...

Yes, one more question... Where does one go in this city to buy magic items discretely? I think we want to keep our movements as opaque to the prince as possible, and buying a few things could alert him to us, Declyn asks, writing a couple more items into his journal and scribling out the "sister" next to princess Ziralia' name and writing "daughter" next to it instead. Other than that, I think I'm ready to begin. What do the rest of you say, where should we start? Declyn puts one final note into his journal before setting it down to dry and looking expectantly at the rest of the group. He holds the same relaxed-attention pose that he had on the entire boatride over, and by this point you think it might be as much a part of him as the nose on his face.

I don't actually expect an answer to my question about discrete markets by the way, just wanting to make Declyn's thought process known :-P

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