His brilliant strategic maneuvers now positioning him far out of the fight. He considers quaffing a potion to fly at the foe, but seeing Zeke ahead he decides not to delay. The now shieldless knight (had to drop it when he drew his bow)strides clunks forward as fast as his armor and Zeki's blessing allow, dropping his bow and retrieving his sword..
Double move Move 1 - Drop longbow and move 40' ahead, while drawing his sword Move 2 - Move another 40' and approach winged foe
"Foul fiend! I challenge thee to meet my sword!"
Demanding Challenge - swift action. No effects yet because Werner doesn't quite threaten.
Just a heads up, lots of weird Cavalier stuff going in my post that effect others.
Throgg!!'s previous attacks (normal, confirm, blessing) have some bonuses from Werner:
- Throgg!!, in case it wasn't added to your rolls on the board, the attack rolls you just made should also get a +4 circumstance bonus as Werner was threatening when you made them (Order of Dragon - Cavalier's challenge)
- DM_Ruthzak, golem should also get a -2 penalty to AC against attacks Throgg!! just made (12th level Cavalier Demanding Challenge).
Werner just granted immediate move actions to Zeke & Zeki (if wanted)Order of Dragon Cavalier - Strategy (Ex) ability
Throgg!! gets a +2 morale bonus on any attacks during the next 1 round
Hearing the Comte, Werner considers withdrawing and firing his adamantine arrows against he creature. As a Dragon Knight, he should not leave his comrade in danger, but seeing the stone ancestors ineffective and unsure of Throgg!!'s damage, the Comte's warning convinces him to regroup.
He issues his grand advice to his comrades. Dragon Cavalier - Strategy (Ex), standard action, does not provoke
- "Throgg!! hit him hard!"+2 morale bonus on attacks for next 1 round
- "Comte, Zeke and I will move to advantageous ground!"As an immediate action, each of the three can move up to their speed.
- "Barracho, you are already mighty enough!"and too far away to be helped
Werner uses his grand knightly strategy to move to "higher ground" while sheathing his sword. Immediate action to retreat at his speed, provoking one (or more) AoOs. AC currently 28.
When (if) he arrives at his new, strategic position, he draws his bow and knocks an adamantine arrows. Move action.
It looks like Werner is not in the Black Tentacles. if he is...Break Grapple:1d20 + 12 ⇒ (12) + 12 = 24He is probably grappled and can't get out. Assuming he is not in the spell...
Werner glances at the arms grabbing at his friends. He considers wading into assist, the the solid hit on his frame impels him in the other direction.
He looks contemptuously at the charging foe, shrugging off the hurt.
"Vile creature! You shall fall before my challenge!" Swift action - Cavalier Challenge on the Golem; Allies are +4 on melee attacks on the golem when Werner threatens it.
The knight steps forward and swings against the foe.
If I'm reading the map correctly, I assume we just came through the secret door at the top of the map and entered H7.
Once the door is open, Werner pulls his sword and advances, peering ahead with determination, only a little spooked by the foul beasties fallen behind them and the missing comfort of his saddle underneath him.
Stepping carefully over the tripwire, Werner advances cautiously and tries to open the door. Shield is ready, sword is sheathed so he has a free hand to open.
After being healed by Zeke, Werner flexes his sword.
"Nothing can stop us now, I'm sure! Although, if there is still magic in that wand..."hp 105/142 - 6 charges @ 5.5 hp per charge should bring Werner near full
"The Compte has my greatest confidence, as one does not get to be a Compte without it! However, Barracho has cleverly discovered a hidden entrance. Zeke, I, of course will follow your lead."Now that you are healed.
"You're wise enough to take me through stone, to pull me from a drowning sarcophagus, I'm sure you're wise enough to decide."If I had my saddle with me, there would be no question!
Watching the Mighty Borracho step past the tripwire, Werner seizes Zeke's shoulders , preventing the dwarf from moving forward. "You're not going anywhere until we get you a bit more healthy."I lost my horse, so I can't lose a liege, too. That would be almost as bad. At least I saved the saddle.
He hands Zeke a potion of Cure Moderate Wounds.
Zeke should now have something like 12hp + 3d8 + 11 + 2d8 + 10 + 2d8 + 5 if he takes the potion.
Werner is gratified that all his companions survived the heinous assault of the brutes.
He needs, helt, lots of it (down 132 hit points), just passing the Throgg!! drain (126 hit points?), and not quite as deadly as Zeke's 88+ sized hole is.
Is the 3d8+11 and 2d8+10 once for one character in the party, or once for each character. And how many of the d8+1 are available... In any case we'll will blow through the top touches fairly quickly and still be hungry.
AC 26 (t 11, f 26)
hp 10/142
Equipped: Longsword and Shield
Challenge: 3/4 (1 used on Ogre Mage)
Conditions:
Feats include Blind-Fight, Coordinated Maneuvers, Fast Crawl, Lunge
Aid Allies +4 (Ex) Aid Another grants +4
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Dragon's Demanding Challenge +12 (4/day) (Ex) +12 to damage target, -2 AC vs. others when used, allies gain +4 to hit the target of your challenge.
Greater (Coordinated Maneuvers or Pack Attack, 9 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
10/142 hp (latest damage plus an earlier, unrecorded hit)
The knightly dwarfsquire, normally so steady on his feet, staggers a bit under the ape blows, thankful for the frogman's assistance in putting them in their place. Trying to keep an eye out for anything incoming, he finishes pouring the potion into the Dwarf, hoping it's not too late.
Cure Moderate:2d8 + 3 ⇒ (4, 1) + 3 = 8
Groaning at seeing the Dwarf still unconscious without any apparent enemies immediately upon them, he retrieves another potion. "Come, good companion, it is not yet time to give up the fight!"Of course, it's never time to give up the fight when one's noble and true comrades are at risk!
AC 26 (t 11, f 26)
hp 83/142
Equipped: Longsword and Shield
Challenge: 3/4 (1 used on Ogre Mage)
Conditions:
Feats include Blind-Fight, Coordinated Maneuvers, Fast Crawl, Lunge
Aid Allies +4 (Ex) Aid Another grants +4
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Dragon's Demanding Challenge +12 (4/day) (Ex) +12 to damage target, -2 AC vs. others when used, allies gain +4 to hit the target of your challenge.
Greater (Coordinated Maneuvers or Pack Attack, 9 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Seeing his bossdwarf drop, Werner growls and steps over Zeke's prostrate form. He drops his sword and with his free hand retrieves a potion, beginning to pour it down Zeke's throat.
I assume he'll use the "Start full-round action" to begin pouring a Cure Moderate potion this round (which provokes), and then finish it next round (if Werner is still conscious then).
AC 26 (t 11, f 26)
hp 124/142
Equipped: Longsword and Shield
Challenge: 3/4 (1 used on Ogre Mage)
Conditions:
Feats include Blind-Fight, Coordinated Maneuvers, Fast Crawl, Lunge
Aid Allies +4 (Ex) Aid Another grants +4
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Dragon's Demanding Challenge +12 (4/day) (Ex) +12 to damage target, -2 AC vs. others when used, allies gain +4 to hit the target of your challenge.
Greater (Coordinated Maneuvers or Pack Attack, 9 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
The evil one tries to cloud Werner's mind...
Will:1d20 + 5 ⇒ (20) + 5 = 25
...but he is apparently single-minded in defense of his companions.
Seeing Zeke so incredibly bloodied, the noble squire flurries his sword against the little beast between him, Zeke and the four-armed Gorillon.
Round 2
He'll stow his potion and move to Zeke while re-drawing his sword. Once he reaches the Dwarf, he'll catch a ride on Zeke's earth gliding journey.
If anything attacks Zeke when they emerge from the glide, Werner will try to use his Saving Shield against the biggest, nastiest thing that attacks Zeke. (Immediate action which would give +2 shield AC bonus to Zeke)
AC 26 (t 11, f 26) {28 with Blessings of Fervor}
hp 111/142
Equipped: Shield
Challenge: 3/4 (1 used on Ogre Mage)
Feats include Blind-Fight, Coordinated Maneuvers, Fast Crawl, Lunge
Aid Allies +4 (Ex) Aid Another grants +4
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Dragon's Demanding Challenge +12 (4/day) (Ex) +12 to damage target, -2 AC vs. others when used, allies gain +4 to hit the target of your challenge.
Greater (Coordinated Maneuvers or Pack Attack, 9 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Reflex:1d20 + 5 ⇒ (3) + 5 = 8
The pillar of flame slams into the knight with fury, leaving him singed but angry.
Blessings of Fervor = +2 attack / + 2 AC & Reflex
"You shall not hold my friends!" Swift action - Greater Tactician grants Coordinated Maneuevers to allies
When adjacent to an ally, all party members have a +2 CMB/+4 break grapple (for 9 rounds)
Having evading the tentacles when they attacked, Werner steps back and sheathes his sword, before retrieving his Potion of Fly from his belt.
Seeing so many companions take to the air, Werner makes sure his own Potion of Fly is sheathed securely in a belt pouch.
As the sturdy frog-man takes the lead, the Cavalier keeps his eye on him. It's good that this strong, new companion takes it on himself to scout for the others. Still, I must be ready to assist when available.
He keeps an eye on his newest companion who forges ahead, ready to spring forward if necessary.
AC 26 (t 11, f 26)
hp 142/142
Equipped: Longsword and Shield
Challenge: 3/4 (1 used on Ogre Mage)
Conditions: Bless (12 minutes?)
Feats include Blind-Fight, Coordinated Maneuvers, Fast Crawl, Lunge
Aid Allies +4 (Ex) Aid Another grants +4
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Dragon's Demanding Challenge +12 (4/day) (Ex) +12 to damage target, -2 AC vs. others when used, allies gain +4 to hit the target of your challenge.
Greater (Coordinated Maneuvers or Pack Attack, 9 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
As Barracho flies into the chamber, Werner surges forward to make sure his shield isn't too far from the mighty one. He spots the new "plug" blocking the way and considers. Assuming he makes it into the room and relatively close to the plug...
"Perhaps with the right dedication, we could move it without magic. Throgg!! is stronger than I. Perhaps I could assist him in trying to move it?" He'll approach the plug cautiously, looking at the 'edges that could be gripped,' wondering if anybody short of a giant could shift it with just a stout heart.
After Zeki offfers his wise counsel -
Upon hearing the Compte's suggestion that Zeke use his uber-Dwarven powers to alter the passage, he keeps an eye on the stone plug, looking for threats or in case they'll need to try and shift anything with simple muscle.
AC 26 (t 11, f 26) {-2 this round for charge, -2 more to non-challenge opponents}
hp 142/142
Equipped: Longsword and Shield
Challenge: 3/4 (1 used on Ogre Mage)
[b]Conditions: Bless (1 of 12m), Prayer (3 of 12r), Warded by Zeki
Feats include Blind-Fight, Coordinated Maneuvers, Fast Crawl, Lunge
Aid Allies +4 (Ex) Aid Another grants +4
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Dragon's Demanding Challenge +12 (4/day) (Ex) +12 to damage target, -2 AC vs. others when used, allies gain +4 to hit the target of your challenge.
Greater (Coordinated Maneuvers or Pack Attack, 9 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Just as he gets his arrow knocked, he sees the savages flee.
"That's right! Flee before I can strike." They quake at the sight of my bow!
Switching his arms to sword and shield, Werner will approach the entrance, ready to back up the Compte.
Perception:1d20 + 12 ⇒ (18) + 12 = 30"More dangers to face?" Or did the billow-ous, killing cloud clear the entrance?
Sorry - no +4 from Werner this round. The Cavalier needs to be threatening the Challenged opponent for the bonus to apply, and then the bonus applies to melee attack roles. It's the Banner bonuses that apply to allies within 60'.
Round 3, Initiative - Coming out of delay; if it matters, rolled a 4 on Initiative, have a +0 Mod
Status:
Init +0; Senses Perception +12
AC 24 (t 9, f 24) {includes -2 for charge, -2 more to non-challenge opponents}
hp 142/142
Equipped: Longsword and Shield
Challenge 3/4 (1 used on Ogre Mage)
Conditions: Bless (1 of 12m), Prayer (3 of 12r), Warded by Zeki
Feats include Blind-Fight, Coordinated Maneuvers, Fast Crawl, Lunge
Aid Allies +4 (Ex) Aid Another grants +4
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Assume the Ogre grappling Zeki is close enough to the ground to be hit by a sword (Werner will use Lunge if necessary). If not, he'll drop sword and shield and pull out a bow.
"Get your hands off of the Compte, you honorless scoundrel! Pick on someone your own size! Like me!" At least the cavalier's ego is as big as an ogre….
Swift action - Cavalier Challenge on Ogre Mage holding Zeki
"Of course, I shall be ready with sword and shield to rid this vault of the infestation, to return the city to its true deserved glory. The nation, our Compte, and you, true companions, require no less."
"I'm most effective mounted, but I don't think this is exactly a jousting field."Although the need for action and the time for me to locate and train a proper mount is not likely available, in any case. Alas, such is the life of a knight in the deepest, darkest Mwangi jungle. If only jungle horses were as common as gorillas...
"As a follower of the Draconic Code of Knighthood, my place is between these infiltrators and my stout companions. Else my armor, sword, shield, and dedicated honor are best what I can contribute."
He looks at Throgg!!! "Of course, when I'm engaging a foe with a companion by my side, it's my honor to aid my allies, usually with shield or insight."