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Adventure 2: A Legacy of Hate


Kylia Quilor

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Alfren's whip lashes out, and wraps around the wrist of (G3), the tug of her hand sending her sword flying to the ground nearby, cutting against her skin, and then hitting her leg on the backswing. The Guard was still standing, but she wasn't doing great, at least.

The guard Shizune got to surrender nods, gritting her teeth, too busy holding her injuries to try and stem the blood to do or say much. She doesn't seem entirely happy with her situation, but then, who exactly would? She and Elvangara form up near the ice wall, the cold radiating off of it is intense and unpleasant, but not harmful, unless they were to put bare skin or their tongues on it.

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Pym made his move. The other spiders were currently distracted and he knew the enemy wizard's and clerics would be coming out of the fog soon. He would need to be fairly close to do any effective dispelling. He moved forward to and to the left skirting the outside of the cages.

Double move

North 5 squares (25 feet movement), North West 4 squares (30 feet movement)

Pym is invisible for 4 more rounds

 

 

Name
Demaire Rapier vs G2
20; 9; 11; 6
1d20+15; 1d6+3; 1d20+10; 1d6+3 [5]; [5,6]; [5,6,1]; [5,6,1,3]
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Cackling with glee, clearly enjoying the fight, Demaire thrust out at the once prone guard, getting her once in the shoulder, blood quickly welling where he'd stabbed into flesh and muscle.

To the north, the other guards were closing in towards Elvangara and Shizune - another few seconds and they'd be in range to try and charge through the mist, should they desire. The Wizard and Clerics were taking a more leisurely path.

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    T'rissae Torana

Using the momentum of her previous swing and her sidestep to avoid the guard's previous attack to spin and whirl around, her large blade dancing around as she begins to perform for Eilistraee, the Dark Dancer. The steps and motion of the dance, seem to add precision and momentum to her flashing blade as she strikes out again at the injured guard.

Actions

Move Action: Initiate Battle Dance

Standard Action: Attack G3

Combat Stat Block

Active effects: haste (7/9), battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4)

Tracking: panache (5/6)

Defense
AC 2710
+4 armor (mithral shirt)
+2 enhancement
+6 dex
+1 deflection
+4 dodge (+1 from Haste +2 from Defensive Stance)
, touch 2110
+6 dex
+1 deflection
+4 dodge (1 haste, 2 defensive stance)
, flat-footed 1710
+4 armor (mithral shirt)
+2 enhancement
+1 deflection
; +2 dodge vs AoO
HP 66/68Swashbuckler d10
Bard d8
Con +2

10+8*5+9*2
Fort +5Swashbuckler +1/3
Bard +2-2/3
Con +2
, Ref +13Swashbuckler +1/2
Bard +4
Good Save +2
Dex +6
Haste +1
, Will +8Swashbuckler +1/3
Bard +4
Good Save +2
WIs +2
; +2 vs. enchantment, underground traps/hazards
Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1.

You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.
-1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively.
Immune sleep
Offense
Speed 65Base 30
Swift Target (Ex) +5 (as long as she has at least 1 panache point)
Haste 30
ft.
Melee +2 keen mithril bastard sword +18/+18/+13BAB +7
Dex +6
Weapon Focus +1
Enhancement +2
Haste +1
Defensive Stance -1
Risky Strike -2
Battle Dance (courage) +4
(1d10+16+6 dex
+2 enhancement
+4 risky strike
+4 battle dance (courage)
/17-20)
Ranged darkwood composite longbow +14/+14/+9BAB +7
Dex +6
Enhancement +1
(1d8+2/x3)

Special Attacks bardic performance 24 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
(3 targets, DC 2010
+1/2 bard level (8)
+6 cha
), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
(
DC 2010
+1/2 bard level (8)
+6 cha
), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing.

Prerequisite: Perform (dance) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance.

Use: 1 bardic performance round per round.

Action: 1 full round.
], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. +6), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
(6), risky strikePrerequisite: Base attack bonus +1.

You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
-2/+4

Spell-Like Abilities (CL 9; concentration +4)
1/dayblindness* (DC 1810
+2 spell level
+6 cha
), faerie fire*
6/daybeguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1710
+1/2 character level (9)
+3 int
, 4 rounds)
* during bardic performance
Statistics
 Str 15, Dex 2318
+2 race
+1 level
+2 enhancement
, Con 1517-2 race, Int 16, Wis 15, Cha 2217
+2 race
+1 level
+2 enhancement
Base Atk +7; CMB +13BAB +7
Dex +6
; CMD 2710
+7 BAB
+2 str
+6 dex
+1 deflection
+1 dodge
(+2 vs. AoO, bull rush, grapple, reposition, trip)
Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse.

You’ve learned to use your quickness in place of brute
force when performing combat maneuvers.

Benefit: You add your Dexterity bonus to your base
attack bonus and size bonus when determining your
Combat Maneuver Bonus (see Combat) instead of your
Strength bonus.
, Combat ReflexesYou can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
, DodgeFrom Swashbuckler (courser)

Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
, Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
, Nimble MovesYou can move across a single obstacle with ease.

Prerequisites: Dex 13.

Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain
, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death.

Region: elf (Cormanthor Drow)

Benefit: You can move up to your normal speed while using the Stealth skill at no penalty.

Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks.
, Sword DanceYou have learned to turn your speed into power, even with a heavier blade.

Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword.

Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
, Weapon FocusChoose one weapon group listed under the fighter’s
Weapon Training class feature.
Prerequisites: Proficiency with at least one weapon
from the selected weapon group, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you
make using any weapon from the selected group.
(large blades),
Adventuring Skills Acrobatics +189 ranks
+3 class
+6 dex
, Bluff +131 rank
+3 class
+6 cha
+3 enhancement
, Climb +61 rank
+3 class
+2 str
, Diplomacy +153 ranks
+3 class
+6 cha
+3 enhancement
, Escape Artist +101 ranks
+3 class
+6 dex
, Intimidate +239 ranks
+3 class
+6 cha
+2 race
+3 enhancement
, Knowledge (arcana) +71 rank
+3 class
+3 int
, Knowledge (dungeoneering) +71 rank
+3 class
+3 int
, Knowledge (local) +71 rank
+3 class
+3 int
, Knowledge (nature) +71 rank
+3 class
+3 int
, Knowledge (planes) +71 rank
+3 class
+3 int
, Knowledge (religion) +115 ranks
+3 class
+3 int
, Perception +149 ranks
+3 class
+2 wis
, Sense Motive +105 ranks
+3 class
+2 wis
, Spellcraft +71 rank
+3 class
+3 int
, Stealth +259 ranks
+3 class
+6 dex
+2 race
+5 enhancement
, Swim +61 rank
+3 class
+2 str
, Use Magic Device +167 ranks
+3 class
+6 cha
Background Skills Artistry (choreography) +115 ranks
+3 class
+3 int
, Craft (alchemy) +71 rank
+3 class
+3 int
, Craft (weapons) +104 ranks
+3 class
+3 int
, Knowledge (geography) +71 rank
+3 class
+3 int
, Knowledge (history) +71 rank
+3 class
+3 int
, Knowledge (nobility) +71 rank
+3 class
+3 int
, Lore (Eilistraee) +115 ranks
+3 class
+3 int
, Perform (dance) +189 ranks
+3 class
+6 cha
, Perform (sing) +123 ranks
+3 class
+6 cha
, Profession (cook) +61 rank
+3 class
+2 wis
Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon
SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime).

Drow can take this trait in place of keen senses.
, daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells:
1st—faerie fire
2nd—blindness
), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +3, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat.

This racial trait replaces the spell-like abilities racial trait.
, voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.

Drow and elves can take this trait in place of weapon familiarity.
Traits magical knackYou were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
(bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture.

Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.

 

  

Name
Attack with bastard sword
28; 20
1d20+18;1d10+16 [10]; [10,4]
G1 vs Alfren
28; 6; 20; 6
1d20+10; 1d6+3;1d20+5; 1d6+3 [18]; [18,3]; [18,3,15]; [18,3,15,3]
G2 vs Demaire
26; 5; 6; 4
1d20+10; 1d6+3; 1d20+5; 1d6+3 [16]; [16,2]; [16,2,1]; [16,2,1,1]
Demaire Fort Save
18
1d20+4 14
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T'rissae's attack slices into her foe, getting past their guard - easy, given their lack of a weapon now - and leaves her wide open to the Eilistraeean's attack - an attach which cuts across her chest - the mail mostly blocks the sharpness of the blow, yes, but the blunt force of it transfers, and the impact is enough to crack bones and some of her flesh is cut as the mail rips in several spots, the broken rings embedding in her flesh. The guard collapses to the ground, making sucking and gasping sounds as she starts bleeding out - the woman is not long for this world now.

To the north, the other four guards finally draw within access range for Elva and Shizune, at least in theory. Meanwhile, the two remaining guards, outnumbered and expecting defeat, seem willing to die for Lolth, at least at the moment, as they moved together in unison southward a little, covering eachother's movements, and the one lashed out at Alfren, and the other at Demaire. Demaire gets a cut across his arm for his trouble, while the one attacking Alfren tries to aim for the man's armpit, hoping to cut at the soft skin there, where armor tends to be weaker.

Mechanics

See Above post for the rolls - If Alfren is hit, he needs to make a Fort Save. DC 14.

image.png.87c0e9f222e022b0ab3482589b0d57e0.png

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Alfren Ker

"Really?"

He gave the drow fanatic a flat look and twisted away from the blow the scrapped across the mail beneath his leathers, taking two quick steps back and lashing out with the whip to rip the weapon from the guard's hand before delivering a following slash from the opposite direction.

Actions

5 ft step diagonal SE

Disarm Atk 1, Regular Atk 2

Disarm

Disarm Dmg

Attack

Attack Dmg

 

 

Name
Disarm
36
1d20+20 16
Disarm Dmg
9
2d6 4,5
Attack
15
1d20+12 3
Attack Dmg
16
1d4+7+1d6 4,5
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Elvangara Collosz

spacer.pngElvangara Collosz — Half Elf (Drow) Investigator 9
AC/T/FF 25/15/22 | HP 81/81 | Init +7 | Speed 30ft | Fort/Ref/Will 10/12/12 | Darkvision
Inspiration 8/8 (1d6+2)| Martial Flexibility 4/4

Active Conditions (not included in stats above):

  • heightened awareness (?? minutes remaining)
  • heroism (200 minutes remaining)
  • barkskin +4 natural AC (90 minutes remaining)
  • mutagen +4 str -2 int +2 natural AC (90 minutes remaining)
  • elixir of stealth +10 stealth (60 minutes remaining)
  • channel vigor gain the benefits of haste (6 rounds remaining)

 

Extracts

1st: cure light wounds, heightened awareness, shield x2, open x12

2nd: alchemical allocation x24, barkskin, open x2

3rd: channel vigor, displacement, fly, open
 

The Llothite Ambush

Patience little one, Elva said to herself, in her mind. No need to rush. No need to rush into things. They are coming to us. Just wait a little longer.

 

Mechanics

Swift:

Move:

Standard:

Full (if needed):
Free:

AoO if needed:

 

 

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Alfren is able to rip the guard's weapon from her grip, but she is able to dodge his second swing, though given the way she half leapt in the wrong direction, it seems to be more dumb luck than skill on her part. But ripping the blade from her hand did still cut her a little, the whip splitting the skin on her hand with ease that would surprise anyone unfamiliar with whips.

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Shizune DeVir

Shizune watched Elva's patience, and nodded her ascent without any word. She backed up a bit from the wall of fog, giving Elva room to get to work and readied the words of a spell.

 

Celestial Elk Stats

Summoned Celestial Elk
Level 2, Init 3, HP 15/15, Speed 50 ft[B]Base Attack Bonus[/B] 1   
 Gore: +3 (1d6+2, x2)
2 hooves -2 (1d3+1, x2)
 
Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7

Spell Resistance 6
Resist acid, cold, electricity 5
Perception +7, darkvision 60 ft

Actions

Start of Turn: If Alfren took damage, he heals 5 and Shizune loses 5, but it didn't look like he did.

Move: 3 spaces southwest

Standard: Ready action to cast BurstClose Range, 10' radius WrackSaving Throw: DC 17 Fortitude
Spell Resistance: Yes

Effect: The targets of a wordspell with this effect word are sickened for 9 rounds.
catching as many guards as cross over without hitting Elva.

 

 

 

 

Name
Caster Level Check for Spell Resistance
26
1d20+9 17
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Pym watched Alfren's battle. The man had proven himself a capable combatant more than once and Pym had every confidence that assistance owuld not be required in defeating the foe. Pym prepared himself to cast an offensive spell once the enemy spellcasters broke through the fog.

Name
Demaire vs G2
30; 9; 16; 6
1d20+15; 1d6+3; 1d20+10; 1d6+3 [15]; [15,6]; [15,6,6]; [15,6,6,3]
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As Pym readies himself for attack, Demaire stabs out at the guard that was still armed, getting her again in the same shoulder as before - she sags, gritting her teeth, but clearly not quite fallen yet, readying to lash out at him. He seems to have consumed her attention, his repeated blasphemies and insults taking their toll on her ability to be mindful of her surroundings - such as the other enemies near them.

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    T'rissae Torana

T'rissae continued her dance, an Ode to her Goddess. Her spinning body and nimble steps brought her closer to the remaining guards on this side of the nebulous barrier. Her blade lashes out three times. The first strikes deep into the remaining armed guard, possibly piercing vitals but her next swing goes wide which carries her blade around for another attempted strike.

Actions

Free Action: 5-foot step East, maintain Battle Dance

Full-Round Action: Attack G2 (and G1 if G2 goes down during attacks)

Combat Stat Block

Active effects: haste (6/9), battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4) (23/24)

Defense
AC 2710
+4 armor (mithral shirt)
+2 enhancement
+6 dex
+1 deflection
+4 dodge (+1 from Haste +2 from Defensive Stance)
, touch 2110
+6 dex
+1 deflection
+4 dodge (1 haste, 2 defensive stance)
, flat-footed 1710
+4 armor (mithral shirt)
+2 enhancement
+1 deflection
; +2 dodge vs AoO
HP 66/68Swashbuckler d10
Bard d8
Con +2

10+8*5+9*2
Fort +5Swashbuckler +1/3
Bard +2-2/3
Con +2
, Ref +13Swashbuckler +1/2
Bard +4
Good Save +2
Dex +6
Haste +1
, Will +8Swashbuckler +1/3
Bard +4
Good Save +2
WIs +2
; +2 vs. enchantment, underground traps/hazards
Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1.

You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.
-1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively.
Immune sleep
Offense
Speed 65Base 30
Swift Target (Ex) +5 (as long as she has at least 1 panache point)
Haste 30
ft.
Melee +2 keen mithril bastard sword +18/+18/+13BAB +7
Dex +6
Weapon Focus +1
Enhancement +2
Haste +1
Defensive Stance -1
Risky Strike -2
Battle Dance (courage) +4
(1d10+16+6 dex
+2 enhancement
+4 risky strike
+4 battle dance (courage)
/17-20)
Ranged darkwood composite longbow +14/+14/+9BAB +7
Dex +6
Enhancement +1
(1d8+2/x3)

Special Attacks bardic performance 24 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
(3 targets, DC 2010
+1/2 bard level (8)
+6 cha
), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
(
DC 2010
+1/2 bard level (8)
+6 cha
), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing.

Prerequisite: Perform (dance) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance.

Use: 1 bardic performance round per round.

Action: 1 full round.
], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. +6), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
(5/6), risky strikePrerequisite: Base attack bonus +1.

You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
-2/+4

Spell-Like Abilities (CL 9; concentration +4)
1/dayblindness* (DC 1810
+2 spell level
+6 cha
), faerie fire*
6/daybeguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1710
+1/2 character level (9)
+3 int
, 4 rounds)
* during bardic performance
Statistics
 Str 15, Dex 2318
+2 race
+1 level
+2 enhancement
, Con 1517-2 race, Int 16, Wis 15, Cha 2217
+2 race
+1 level
+2 enhancement
Base Atk +7; CMB +13BAB +7
Dex +6
; CMD 2710
+7 BAB
+2 str
+6 dex
+1 deflection
+1 dodge
(+2 vs. AoO, bull rush, grapple, reposition, trip)
Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse.

You’ve learned to use your quickness in place of brute
force when performing combat maneuvers.

Benefit: You add your Dexterity bonus to your base
attack bonus and size bonus when determining your
Combat Maneuver Bonus (see Combat) instead of your
Strength bonus.
, Combat ReflexesYou can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
, DodgeFrom Swashbuckler (courser)

Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
, Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
, Nimble MovesYou can move across a single obstacle with ease.

Prerequisites: Dex 13.

Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain
, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death.

Region: elf (Cormanthor Drow)

Benefit: You can move up to your normal speed while using the Stealth skill at no penalty.

Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks.
, Sword DanceYou have learned to turn your speed into power, even with a heavier blade.

Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword.

Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
, Weapon FocusChoose one weapon group listed under the fighter’s
Weapon Training class feature.
Prerequisites: Proficiency with at least one weapon
from the selected weapon group, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you
make using any weapon from the selected group.
(large blades),
Adventuring Skills Acrobatics +189 ranks
+3 class
+6 dex
, Bluff +131 rank
+3 class
+6 cha
+3 enhancement
, Climb +61 rank
+3 class
+2 str
, Diplomacy +153 ranks
+3 class
+6 cha
+3 enhancement
, Escape Artist +101 ranks
+3 class
+6 dex
, Intimidate +239 ranks
+3 class
+6 cha
+2 race
+3 enhancement
, Knowledge (arcana) +71 rank
+3 class
+3 int
, Knowledge (dungeoneering) +71 rank
+3 class
+3 int
, Knowledge (local) +71 rank
+3 class
+3 int
, Knowledge (nature) +71 rank
+3 class
+3 int
, Knowledge (planes) +71 rank
+3 class
+3 int
, Knowledge (religion) +115 ranks
+3 class
+3 int
, Perception +149 ranks
+3 class
+2 wis
, Sense Motive +105 ranks
+3 class
+2 wis
, Spellcraft +71 rank
+3 class
+3 int
, Stealth +259 ranks
+3 class
+6 dex
+2 race
+5 enhancement
, Swim +61 rank
+3 class
+2 str
, Use Magic Device +167 ranks
+3 class
+6 cha
Background Skills Artistry (choreography) +115 ranks
+3 class
+3 int
, Craft (alchemy) +71 rank
+3 class
+3 int
, Craft (weapons) +104 ranks
+3 class
+3 int
, Knowledge (geography) +71 rank
+3 class
+3 int
, Knowledge (history) +71 rank
+3 class
+3 int
, Knowledge (nobility) +71 rank
+3 class
+3 int
, Lore (Eilistraee) +115 ranks
+3 class
+3 int
, Perform (dance) +189 ranks
+3 class
+6 cha
, Perform (sing) +123 ranks
+3 class
+6 cha
, Profession (cook) +61 rank
+3 class
+2 wis
Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon
SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime).

Drow can take this trait in place of keen senses.
, daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells:
1st—faerie fire
2nd—blindness
), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +3, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat.

This racial trait replaces the spell-like abilities racial trait.
, voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.

Drow and elves can take this trait in place of weapon familiarity.
Traits magical knackYou were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
(bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture.

Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.

 

  

Edited by DarkNetwerk (see edit history)
Name
Attack 1 with bastard sword
35; 22
1d20+18;1d10+16 [17]; [17,6]
Crit check for Attack 1
38; 20
1d20+18;1d10+16 [20]; [20,4]
Attack 2 with bastard sword
19; 17
1d20+18;1d10+16 [1]; [1,1]
Attack 3 with bastard sword
25; 22
1d20+18;1d10+16 [7]; [7,6]
G7 & G8 Fort Saves
21; 14
1d20+6; 1d20+6 [15]; [15,8]
Wizard Dispel Magic Check
13
1d20+10 3
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T'rissae's attack fells both her targets in a flurry of well-placed strikes - the first one slices across the back of her distracted opponent's neck and shoulder blades, bending and cutting chainmail nearly as easily as the skin and muscle beneath - her death is at least nearly instantaneous, something important clearly severed or at least cut badly enough to make no difference there.

She is able to fell her other target with two well timed cuts to each arm, which make her drop her weapon as she drops to the ground, bleeding out, but not dead, and she probably won't die on her own - the damage is enough to leave her breathing weakly, and the cuts, long and severe-looking though they are, are not likely to bleed out forever. I.e. she could be saved with healing magic after the battle is over if you so desire. Probably.

With all the southern guards either surrendered or fallen - dead or unconscious doesn't matter for the moment - the remaining threats are to the north. The four guards rush south, pulling up short in front of the fog, swords raised, perhaps unwilling to take the chance of being ambushed. The other two, however, show more boldness, and rush into the fog.

And as they come out, they both find their bodies hit by sudden waves of Nausea, and G8, even as she stumbles forward, into stabbing range of Elva with her blade, she doubles over, making a retching sound, free hand on her stomach, Shizune's magic overwhelming her.

Elvangara

They did move through threatened spaces, but I'm not sure if Elva gets AoOs against targets she wouldn't have been able to see. If we assume she does - which is what I believe the rules say - then she only gets the one AoO against G8 after she steps out of the fog and moves more, fully into view as she moves next to Elva. So you do get one AoO against G8, by my reckoning, but I could be wrong.

The priestesses and the wizard finally arrive on the scene, just north of the fog. The Wizard holds out a hand in an effort to get rid of the fog, targeting the magic of it directly with his chant... his attempt fizzles out entirely, failing to produce any results, sparks flying off the fog uselessly.

image.png.a4e86d56ee93dbbdb441e22d45238373.png

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Elvangara Collosz

spacer.pngElvangara Collosz — Half Elf (Drow) Investigator 9
AC/T/FF 25/15/22 | HP 81/81 | Init +7 | Speed 30ft | Fort/Ref/Will 10/12/12 | Darkvision
Inspiration 8/8 (1d6+2)| Martial Flexibility 4/4

Active Conditions (not included in stats above):

  • heightened awareness (?? minutes remaining)
  • heroism (200 minutes remaining)
  • barkskin +4 natural AC (90 minutes remaining)
  • mutagen +4 str -2 int +2 natural AC (90 minutes remaining)
  • elixir of stealth +10 stealth (60 minutes remaining)
  • channel vigor gain the benefits of haste (5 rounds remaining)

 

Extracts

1st: cure light wounds, heightened awareness, shield x2, open x12

2nd: alchemical allocation x24, barkskin, open x2

3rd: channel vigor, displacement, fly, open
 

The Llothite Ambush

And just like that the patience paid off. One practically ran into her spear. Then she launched into them both, skewering as best she could, stepping back to make some room.

 

Mechanics

Rolls coming... this might take a bit to figure out!

AoO on G8 on the way in: hits AC 22 for 22 (probably vs. flat footed)

5 foot step S to make room for longspear

Swift: study G7 for +4/+4

Move:

Standard:

Full (if needed): full attack on G7 (or if G7 falls G8) attack 1 hits AC 41 for 32; attack 2 hits AC 39 for 32; attack 3 hits AC 26 for 31. If G7 falls after one or two attacks, put any left on G8 instead and they're at -4 hit and -4 damage. Oh and if she hit G7, G7 is sickened for 1 round.
Free:

 

 

 

Edited by ccanary (see edit history)
Name
AoO on G8
22; 22
1d20+20; 1d8+16 [2]; [2,6]
Power attack studied on G7
41; 32
1d20+22; 1d8+24 [19]; [19,8]
Power attack studied on G7
39; 32
1d20+22; 1d8+24 [17]; [17,8]
power attack studied on G7 iterative
26; 31
1d20+17; 1d8+24 [9]; [9,7]
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