[LPF] Kostry Kopec

Satin Knights

First Post
Unnatural darkness has fallen upon Kalgor. That shall not last, he shall fight back the dark. The aasimar casts and restores light to the area.

Gragnor, being a student of flank fighting knows he is in a bad position. With deft grace, he moves to put his back in a corner and draw the group away from the entrance so they may flank the little buggers.

[sblock=actions]move action, drop the dead body, (assuming more than a free considering the weight), std cast Daylight upon his horned helm. That will cancel and block darkness spells, but only cancel one deeper darkness spell

Gragnor: acrobatics move to I7, fight defensively while biting number 3. (He's never going to get that amulet turned on in time for a fight. :p)

Yeah, missed the surprise action only, would have chosen move over activating the amulet.
[/sblock][sblock=mini-stats]
Kalgor AC 15 HP 45/45, Init +2, Perception +8/+10 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +8, 2d6+7+1 dirty fighting trait when flanking, or
Handbo +7, d6+4
Comp Longbow, +6, d8+4..... Arrows 10 Normal, 5 CI, 3 Blunt, 2 Smoking
Fort: +5, Reflex +5, Will +5, CMB +7, CMD 19
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Dancing Lights
.,....Summoner 1st Lvl: 0/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Enlarge Self*(3m), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (50 minutes)
,.Summoner Monster II:
4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Effects:

Gragnor HP: 17/26, AC 27 with Mage Armor and fighting defensively ...... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +14, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: Mage Armor 2.5 hrs, fighting defensively [/sblock]
 
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jkason

First Post
Kalgor's spell lights up the stairway back the way the party came, and appears to clear away the effect suppressing Tyrien's ioun torch, at least in her direct firing range. The half-elf takes quick advantage, sinking an arrow into the gut of the closest creature, which cries out in pain.

Gragnor meanwhile manages to vault out of the reach of all three slashing daggers to land by the furthest creature, though that feat and his attempts to cover his own flank make his bite little more than a nip in the creature's forearm.

[sblock=ooc]I've been treating both light and darkness effects as cut off by walls, so while he's at his current position, The Daylight effect only counters in a straight line, but that's enough to let Tyrien make her shot. The un-suppressed darkness effect is now noted with the gray on the map. Doesn't effect characters with darkvision.

I debated making the body difficult terrain, but honestly, I find making normal dead work that way gets messy logistically, and there are already enough effects to keep track of, so everyone can ignore corpses in their path for now. :)

Status

Creature 1: Undamaged
Creature 2: Heavily Wounded
Creature 3: Mildly Wounded


Anaerion: 37/37
Ausk: 67/67
Gragnor: 17/26, Mage Armor, Fighting Defensively (Total AC 27)
Kalgor: 45/45
Tyrien: 40/40[/sblock]

GM: Ausk and Anaerion can still act this round
 

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Satin Knights

First Post
[sblock=ooc]Gragnor went to I7 to get the corner. I later realized that the door is open, but it is still CMD 16 base +5 to move through an occupied square + 2 Dodge from defensive fighting (=23) to get through his square to the other side of the door. Failure stops the movement and provokes the AoO.

The position of H7 would allow the trivial re-flank he wanted to avoid.

Gragnor is a halfling rogue. He scratches and nips for d3 or d4 damage unless he has flank with his master. :p[/sblock]
 

sunshadow21

Explorer
Ausk drops the body, moves forward to protect Tyrien (I-4), pulling his morningstar as he does so due to the limited quarters, going into a rage at the same time. When he gets there, he (and if the creature is alive, the spirit he has while raging) attacks with full fury.
 

jkason

First Post
Ausk shoves his way through the others, spirits howling with his rage, and though his own weapon fails to connect, the spirits raging about him knock the closest creature to the ground with a squeal of pain.

[sblock=Status]

Creature 1 (AC 16): Undamaged
Creature 2 (AC 16): Dying, Prone
Creature 3 (AC 16): Mildly Wounded


Anaerion: 37/37
Ausk: 77/77, Rage
Gragnor: 17/26, Mage Armor, Fighting Defensively (Total AC 27)
Kalgor: 45/45
Tyrien: 40/40[/sblock]

GM: Anaerion still up, and Kalgor has a move action if he wants to take it
 

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Satin Knights

First Post
Kalgor moves in, leaving an opening for Ausk to take battle steps and thereby opening himself up to retaliation while moving.
[sblock=move]Kalgor will move to H5, drawing an AoO from #3, but giving Ausk room to 5' next round without taking a AoO himself.[/sblock]
 

jackslate45

First Post
Moving forward to Kalgor's recently taken spot, Anaerion looks forward and tries to think what he needs to do. As he cannot enlarge anyone without moving, and with every one in the way of his normal acid splash, he decides to keep his guard up instead.

[sblock]
Move to Kalgor's spot.
Standard: Total defense.

[/sblock]

[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (14 flat-footed, 13 Touch )
HP: 37 Current: 37
CMB: +0 CMD:13(10ff) Fort: +3 Reflex: +3 Will: +4
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand:

School Focus:
Shift: 10' Teleport as Dim Door. Does not Provoke AoO (7/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 7 Rounds

Malkovian:
Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by either Anaerion/Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.

Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor ,Grease , Grease, Protection From Evil, Enlarge Person, Comprehend Languages
Level 2: Glittedust, Invisibility, Mirror Image, Web
Level 3: Haste,SM3x2
[/sblock]
 

jkason

First Post
Kalgor moves forward, drawing a dagger swipe from one of the creatures in a bid to open a space for Ausk. It's a solid slash across his ribs, but little more than a scratch in his experience. Before he has a chance to shrug off the hit, however, Kalgor feels a shiver up his spine, and finds himself feeling suddenly weaker.

The ranger's movement brightens the far side of the crypt, but his helm's magical aura is blocked by the wall now, and Tyrien's Ioun torch once again snuffs out, just as Anaerion moves into the field of darkness.

Even as their companion fell, the creatures began gibbering back and forth, their volume indicating some kind of argument. As Kalgor takes the swipe from the dagger, the creature near Gragnor nods and spits out some kind of command. Its companion moves forward, raises its own dagger. The hard corner of the cavern makes it too difficult for Ausk to take advantage of the opening the creature would normally have given him, and the half-orc can only watch as the creature plunges its dagger deep into the heart of its companion.

A bloodcurdling screech comes from the creature, and every inch of its pallid, exposed skin suddenly erupts in a brilliant light. Ausk, powered by rage and spirits, looks into the explosion of light and barely blinks at it. Kalgor and Gragnor, however, aren't so lucky. Both find themselves blinded by the dazzling effect. Tyrien and Anaerion seem to be shielded by the same darkness which has stymied them, merely noting the Ioun torch flaring briefly then extinguishing again.

Of the dead creature, nothing seems to remain but a pile of rags and its dagger. The other two seem momentarily dazed by the same effect which has hurt the Ranger and panther.

[sblock=Actions and Status]Oi. Okay, adjudicating multiple effects = headache. But, here's what I've got:

Kalgor moves, and the wall blocks his Daylight effect, making the Ioun torch once again subject to the darkness suppression. He also takes an AoO from creature 3. Hit. 3 damage. Also, he fails his Fort save vs. poison, so he also takes 2 Str damage.

Kalgor must make a DC 15 Fort save on his turn or take another 1d2 Str damage from the poison.

Enemy turn:

Creature 3: Attack vs. Kalgor. Miss.
Creature 1: 5' step, coup-de-grace the dying creature 2 (AoO blocked for Ausk from cover by the corner). Creature 2 dies, which instigates its Death Throes ability. Creatures in 10' radius must save vs. blinding. The darkness effect Tyrien is under brings the illumination down so that I ruled she didn't need to make the save. Ausk makes his save. Kalgor and Gragnor fail theirs.

Kalgor and Gragnor are Blinded for the next 3 rounds.

The creatures are also currently blinded by the light flash

Whew. Okay, then, Status

Creature 1 (AC 16): Undamaged, Blind (effective AC 11)
Creature 2 (AC 16): Dead / destroyed (-14/19)
Creature 3 (AC 16): 2 damage (mildly wounded), Blind (effective AC 11)


Anaerion: 37/37, no current light
Ausk: 77/77, Rage
Gragnor: 17/26, Mage Armor, Fighting Defensively, Blind 3/3
Kalgor: 42/45, poisioned (-2 STR, continue DC 15 Fort saves), Blind 3/3
Tyrien: 40/40, no current light[/sblock]

GM: PCs up. Assume Ioun torch re-activates if Tyrien moves into line of effect with Kalgor.
 

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Satin Knights

First Post
Gragnor swats at the space in front of him trying to land a solid strike. Landing both claws, Gragnor calls out to Kalgor telepathically,"Ssame spot betweeen usss." Kalgor draws his greatsword and misses. "Using poisoned blades." Assuming the flash blinded equally, Kalgor sidesteps to H6 and notifies only Gragnor telepathically.

[sblock=mini-stats]Kalgor AC 15 11 HP 45/45, Init +2, Perception +8/+10 vs human, Darkvision, Move 20' STR 18 16 Dex 14
+1 Greatsword +8, 2d6+7+1 dirty fighting trait when flanking, or
Handbo +7, d6+4
Comp Longbow, +6, d8+4..... Arrows 10 Normal, 5 CI, 3 Blunt, 2 Smoking
Fort: +5, Reflex +5, Will +5, CMB +7, CMD 19
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Dancing Lights
.,....Summoner 1st Lvl: 0/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Enlarge Self*(3m), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (50 minutes)
,.Summoner Monster II:
4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Effects: poisoned, blind 3 rounds

Gragnor HP: 17/26, AC 19 with Mage Armor ..... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +14, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: Mage Armor 2.5 hrs, blind 3 rounds[/sblock]
 
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sunshadow21

Explorer
Ausk takes a step forward (I5) and attacks the one being flanked by Kalgor if it's still up; otherwise he turns his attention to the other one.
 
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