M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
If those on the ground have cover against Zadira, does she have Improved Cover against them? It feels like a sniper's position should provide at least some sort of advantage. Tormnyr holds his ground and uses Total Defense.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
Tormnyr sees Zadira take up position on a roof.
Set up.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
I prefer Google Slides to Roll20, as I can use it from my phone and it lets other people move your tokens if needed, but I will try to keep up with the Roll20. Tormnyr goes where he is directed, ready to guard the stairs.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
Tormnyr nods to the other Pathfinders.
"I'll go wherever you say. I am best in the front lines." The dwarf wears a breastplate and carries a heavy shield. His weapon is a dwarven axe-gauntlet. He will position himself in front of Zadira, to keep the enemies from closing with her. Tormnyr will seek to also be in the shadows, out of direct line of sight. Because if the enemy stands off at range and shoots, he cannot very easily switch to javelins. Might look to swap out the weapon later; it's a great damage die for a Close weapon, which his archetype needs, but having hands free is sometimes more important.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
Tormnyr knows that the occupants of the rowboat won't recognize him, so he says "Natalya, signal to them!" He is not sure of the next steps, so he looks for a defensive position with some cover in case the pursuers have ranged weapons.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
Tormnyr follows behind Sokkla.
If it seems that the thugs will catch them before getting to the Crow, he will stand and fight. Otherwise he will keep going.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
Stealth?: 1d20 + 2 - 5 ⇒ (18) + 2 - 5 = 15 Breastplate is -3, Heavy Shield is -2. Normally would stow the shield before attempting anything with ACP, but there is no time here. Despite his armor, Tormnyr does decently well at finding some cover.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
"Natalya, looks like we have more of a fight on our hands whichever way we go. Which way is our destination? Hiding would just give them more time to converge on us." Tormnyr can handle regular thugs for a while, but at some point they will get some lucky hits. At least Sokkla has some healing (4 Lay on Hands?) if we need it. His preference would be to double move in the direction that we want to go.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
Perception DC 18: 1d20 + 4 ⇒ (15) + 4 = 19
Tormnyr swings again at the nearest ruffian. Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Unlike Sokkla, he has no intention of letting them flee and regroup with their allies.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
@Sokkla - sorry to jump straight to combat, but we can't wait around and talk with them while their allies converge on this location. Might have a few rounds before reinforcements arrive.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
As soon as the man whistles for help, Tormnyr moves up and strikes with his axe-gauntlet. Attack: 1d20 + 6 ⇒ (11) + 6 = 17
"Calling for help won't do no good if you can't tell them where we went. Gotta kill you quick." Tormnyr has far more confidence in his ability to fight than to flee. Dwarves are slow.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
Sokkla wrote:
Tormnyr shrugs noncommittally but is somewhat interested in Natalya's response to Sokkla's question. I look out for my team and protect who I'm told to. I just hope someone decent is calling the shots. To Natalya, he says, "So do we try to lose them, or let them catch us and then take them out if needed?"
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
Tormnyr shakes hands with the half-orc.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
"No problem, Venture-Captain," the dwarf remarks. He lacks the surliness of many of the Society's dwarven members 5 Cha being rather common for dwarves in PFS and also lacks the incomprehensible accent that many seem to have. He has a slight Ulfen accent, but it is faint. Tormnyr dons his armor, axe-gauntlet, and shield. To Natalya, he asks, "What are the rules of engagement if we run into Tower Girls or Wreckwash Blades? Try to flee? Fight but leave them alive? Or no witnesses?" In PFS, Sheila Heidmarch has some missions that are kind of murderhobo-ish. Tormnyr is going to be okay with doing the dirty work if it protects his team.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
Was looking through the Gameplay a bit and this caught my eye: Saria Fartul wrote: Eskander, regarding your question on the AoO - I don't think you threaten the corners of the 5x5 square around you - they should be 15ft away - which means an enemy can close on you by moving along the diagonal. And you should remember that if they are 10ft from you at the start of their turn, they can always close by just taking a 5ft step It may be important later, so I thought I would note the FAQ on this: FAQ wrote:
A rather crucial fix. You do threaten all around you with a reach weapon, and there is no way to use a 5' step avoid the AOO by closing in on the diagonal from 15' away to 5' away (this makes sense, as the characters don't perceive the world on a grid of 5' squares).Tormnyr won't be using a reach weapon, but he may be a good candidate for Enlarge Person in the future which would give him 10' of reach.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
HP: 1d10 + 3 ⇒ (6) + 3 = 9 new total 22. Feat: Step Up
Purchases: probably a MW weapon and saving the rest for now. Will update tomorrow.
M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None
Changed the name to "Tormnyr," otherwise here is the profile with the Level 1 stats. Have 1 skill point from 1st level unspent for team collaboration, as well as the level 2 updates to make (but the GM said to just show the level 1 stats so I will level whenever told to do so). Glad to be here. Thanks for the invite. |