[LPF] No Loitering

FrancisJohn

Explorer
Wilmorn, human male

[sblock=MiniStats][SIZE=+1]Wilmorn[/SIZE] Human Ranger 1
Initiative: +2 Perception: +6

AC: 16 (12 touch; 14 flat-footed)
HP: 12 Current: 12
CMB: +5 CMD: 17 Fort: +3 Ref: +4 Will: +2

In Hand: Bardiche
Conditions: Poisoned, reduced strength (-2),
Medium Encumbrance (+3 dex max, -3 ACP, 20' move)
Favored Enemy:
  • Human +2
  • Bluff, Knowledge, Perception, Sense Motive and Survival
  • Weapon Attack and Damage
  • May ID creature untrained (look, it's a human!)
Wild Empathy: 1d20-1
Skills:

Acrobatics +7, Handle Animal +2, K(Dungeoneering) +5, K(Geography) +5, K(Nature)+5, Perception +6, Stealth +6, Survival +6, Survival(Track) +7

Notes for this trip:
Chain shirt (equipped; removed studded leather)
[/sblock]

Map after Wilmorn

Wilmorn cautiously hustles ahead, bardiche raring to go. As he approaches, he sees how intimidating the human actually is. His swing falls incredibly wide, and his eyes convey a deep sense of fear.

[sblock=rolls]+2 BAB + 3 STR +2 favored -1 power, +3 str +2 favored +2 power: 1D20+6 = [1]+6 = 7
1D10+7 = [6]+7 = 13
[/sblock]

[sblock=actions]move: approach human
standard: melee attack[/sblock]
 

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Anastrace

First Post
Erin Vaneese, Magus Initiate

175px-Erin_vaneese_cropped.png

"Don't hog all the fun Wilmorn, I want a piece of him too."

New Map

[sblock=Actions]
Closing in on Wilmorn and the human
[/sblock]


[sblock=Erin Vaneese Mini Stats]

Erin Vaneese
AC:17 (11 flat-footed, 16 touch)
HP: 14/14
CMB: +2 CMD: 16

Fort: +3 Reflex: +4 Will: +2
Perception: -1 Sense Motive: -1
Initiative: +4

Concentration: +6
Arcane Pool: 4/5
Level 0 Spells Prepared: Detect Magic, Prestidigitation, Ray of Frost
Level 1 Spells Prepared: 2/2 Mirror Strike, Shocking Grasp

Class Skills: Knowledge (Arcana) +9, Knowledge (Planes) +9, Linguistics +10, Profession (Cook) +4, Spellcraft +9, Stealth +12

Current Weapon in Hand: Wakazashi, +6, 1d6-1, 18-20, S or P
Current Conditions in Effect: Str -3
Temporary items in possession:
Items not currently in possession:
Items depleted: none
[/sblock]
 

GlassEye

Adventurer
Kepli Stormborn, shaman (+Aszar)

[section]
Kepli is dismayed that Siddhartha ran off instead of standing and fighting. How is she supposed to face off against an orc? She hopes the orc either goes after Siddhartha or Wilmorn instead of herself, then instantly feels guilty about it. Nothing to do for it but continue. She takes a cautious step back and begins casting her sleep spell. She had wanted to catch more opponents in its effect but it looked like her enemies weren't going to be cooperative and stand around in little groups while she cast at them.

Scuttle senses the target of Kepli's ire (and he's learning a keen dislike of orcs). He flies forward with a high pitched shriek and dive bombs the orc trying to peck out its eyes. Kepli suppresses a groan as her crazed familiar again throws itself into grave danger on her account but keeps up her casting.

Aszar inscrutably watches the crazy land-born from the back of his horse. The horse isn't so calm about the shrieking bird, the whistling of arrows and the calls starting the battle. It begins to shy and Aszar is forced to try to rein it in. Failing, Aszar is forced to work long, valuable seconds trying to calm his mount.

[/section]
New Map
[sblock=OOC]Kepli: 5 ft step + Full round: cast sleep, target Orc 2

Scuttle: Move as on map (provokes AoO)
Standard: attack: [roll0] for [roll1]

Aszar: Move: Ride [roll2]
[/sblock]
[sblock=MiniStats][size=+1]Kepli[/size] Aasimar Shaman 2
Initiative: +1 Perception: +11 (+13 w/ Alertness); Darkvision 60 ft.

AC: 13 (11 touch; 12 flat-footed)
HP: 20 Current: 13
CMB: +2 CMD: 13 Fort: +1 Ref: +1 Will: +6

In Hand: shortspear
Conditions: None yet
Spells Prepared:
  • 1st level (DC 14): Cure Light Wounds, Sleep, Cure Light Wounds
  • Orisons: Daze, Detect Magic, Guidance, Virtue
Special:
Concentration +7
Spirit Magic: Charm Animal 1/1
Stormburst: 6/6 (target treats foes as if they have concealment, 20% miss, for 1 round)
Fury Hex: 1/target (+2 morale to attack, +2 resistance to save vs fear; 3 rounds)
Alchemist's Fire 2/2 (w/ Aszar)
sling (9/10 bullets)

[size=+1]Scuttle[/size] Seagull Spirit Animal
Initiative: +2 Perception: +10

AC: 15 (14 touch; 13 flat-footed)
HP: 10 Current: 10
CMB: +1 CMD: 7 Fort: +1 Ref: +4 Will: +5

In Beak: Nothing
Conditions: None yet
Special:
Speed: 10 ft; fly 40 ft
Melee: Bite +5 (1d3-4); 0 ft reach
Improved Evasion

[/sblock]
 

jkason

First Post
Round 2

"Brave human not so brave when you feel Arakan!" the orc decked out in furs and bone growls. He points a clawed finger at Wilmorn, growling and spitting words, and the ranger feels it, welling up within him: unmitigated fear.

"Gut you for hurting me!" the human woman yells as she recovers from dodging Wilmorn's polearm. She draws her longsword, risking another hit from the longer weapon so that she can get within striking distance. Sure enough, even as he feels the chill of fear, Wilmorn feels the hot burn of a blade strike opening up his side.

Between Siddhartha's arrow and the bloodthirsty bite of Scuttle, the orc at the breach in the wall wobbles. Like the others you've met before, however, he stays standing when any reasonable creature would lie down and bleed quietly.

Caught in the rubble, he chooses to vent his ire on the closest target. Kepli's spirit animal nearly loses a wing to the bloody chop of the orc's falchion. Whether through luck or stubbornness, the bird yet lives.

Both Kepli and Siddhartha catch sight of the orc from the wall as he starts to pick his way through the rubble to come to his companion's aid, though he's still too far away to attack.

UPDATED MAP

[sblock=Environmental Notes]* Any square with debris in it is difficult terrain.

* Targets on the wall have a cover bonus (+4 AC) against ranged attacks from anyone in a ground-level square adjacent to the wall.

* Targets on the wall have a cover bonus (+4 AC) against ranged attacks which pass through more than 1 plane of walls (e.g., the orc has a bonus against Siddhartha at his current position).

* Targets in ground-level squares adjascent to the wall have a cover bonus (+4 AC) against ranged attacks from anyone on the wall.[/sblock]

[sblock=ooc] [MENTION=40413]GlassEye[/MENTION] , Scuttle's attack was actually a crit threat. Since the Orc has ferocity, he's staggered either way, it doesn't affect anything else that happens on his turn. Go ahead and roll the confirmation / damage this go 'round and we'll just apply it.
[MENTION=6778347]FrancisJohn[/MENTION], A bardiche is actually a reach weapon (attacks 10' out, but can't attack adjascent). I moved Wilmorn back 5' to account for that.

Enemy actions:

Orc 2 missed his AoO when Scuttle attacked.
Orc magic-y guy cast Cause Fear on Wilmorn. He has to make a DC 11 Will save or he'll be forced to flee during his turn from being Frightened (2 rounds). Even if he saves, he's Shaken for 1 round (no need to flee and can take normal actions). Both conditions also come with -2 to attack, further saves, skills, and ability checks.

The human closes in order to attack. This opens her up to an AoO from Wilmorn due to his reach weapon. Note that he has a -2 to that attack from Shaken or Frightened, depending on how the save goes.

Unless he manages to do 29 damage with that AoO, she hits Wilmorn for 12 damage.

Orc 1 double moves.

Orc 2 attacks Scuttle because he can't 5' step. Hits for 9 damage. The orc also takes 1 point of damage from staying upright.

STATUS

Wilmorn 9/21, Str 16/18 (Shaken or Frightened - Will save 11 to determine which)
Erin 14/14, Str 9/12
Siddhartha 12/17
Kepli 13/20
Scuttle 1/10
Aszar 14/14
Klot'Kar 3/3
Horsie 15/15

Resources used: Aszar: Sleep, Ill Omen,
Kepli: CLW
Erin: Arcane Pool 4 / 5 remain, Aszar's Healing Hex
Siddhartha: potion CLW
Wilmorn: Chakram

Human: 28/40, AC 17 (T:9, FF:16), Rage, Bless (+1 attack & fear)
Orc 1: 6/6, AC 13 (T:10, FF:13), Dazzled (-1 attacks & Perception), Bless (+1 attack & fear)
Orc 2: -1/6, AC 13 (T:10, FF:13), Staggered (to -12), Dazzled (-1 attacks & Perception), Bless (+1 attack & fear)
Orc Shaman: 19/19, AC 13 (T:9, FF: 13), Dazzled (-1 attacks & Perception), Bless (+1 attack & fear) (used: Bless, Cause Fear)[/SBLOCK]

Party's up.
 

FrancisJohn

Explorer
Wilmorn, human male

[sblock=MiniStats][SIZE=+1]Wilmorn[/SIZE] Human Ranger 1
Initiative: +2 Perception: +6

AC: 16 (12 touch; 14 flat-footed)
HP: 12 Current: 12
CMB: +5 CMD: 17 Fort: +3 Ref: +4 Will: +2

In Hand: Bardiche
Conditions: Poisoned, reduced strength (-2),
Medium Encumbrance (+3 dex max, -3 ACP, 20' move)
Favored Enemy:
  • Human +2
  • Bluff, Knowledge, Perception, Sense Motive and Survival
  • Weapon Attack and Damage
  • May ID creature untrained (look, it's a human!)
Wild Empathy: 1d20-1
Skills:

Acrobatics +7, Handle Animal +2, K(Dungeoneering) +5, K(Geography) +5, K(Nature)+5, Perception +6, Stealth +6, Survival +6, Survival(Track) +7

Notes for this trip:
Chain shirt (equipped; removed studded leather)
[/sblock]

Although terrified out of his mind, Wilmorn stays to fight. Seizing an opportunity as the rager approaches, he takes his free swing. After taking a the bigt hit, he takes a cautious step backwards, and swings again.

[sblock=Fear Save 17]_: 1D20+2 = [17]+2-2 = 17
[/sblock]

[sblock=AoO 5]_: 1D20+4 = [1]+4 = 5
1D10+7 = [3]+7 = 10
[/sblock]

[sblock=Attack 5]_: 1D20+4 = [1]+4 = 5
1D10+7 = [3]+7 = 10
[/sblock]

[sblock=actions]five foot: east
standard: attack

Those two attacks can't be real can they?[/sblock]
 

FrancisJohn

Explorer
Siddhartha the Hunter
[sblock=Mini Stats]Siddhartha the Hunter
HP: 12/17
AC: 18 FF:14 T:14
CMB: +5 CMD: 19
Fort: +2 Reflex: +4 Will: +3
Perception: +3 Stealth: +2
Initiative: +6
Unarmed: C. Longbow SR2 +6 d8+2
Armed: Longsword +6 d8+4
Arrows: 95/100
Common Modifiers: Deadly Aim -1/+2, Point-Blank +1/+1
Items Used: Potion CLW[/sblock]

Map after Siddhartha


Siddhartha fires again at the same orc, hopefully dodging the manic seagull. His caution proves to be to great as the arrow sails just wide.

[sblock=Attack]_: 1D20+5 = [7]+5 = 12
1D8+4 = [8]+4 = 12


I didn't miss a plus 1 anywhere right? :)[/sblock]
 
Last edited:

GlassEye

Adventurer
Kepli Stormborn, shaman (+Aszar)

[section]
Scuttle makes good with his attack though he doesn't do any serious damage. The orc's attack against Scuttle knocks him spiraling through the air. Kepli shrieks as blood and feathers spray 'cross the sky. Luckily her spell is near completion and she manages to finish it off and her magic settles over the orc. After Scuttle regains control he goes winging off to a tree to nurse his wound.

With her spell complete Kepli looks around for something, anything, that she can do to help. Aszar is still having difficulty with his horse but she doesn't think that her help will accomplish anything. Instead, she wonders if Siddhartha had the right idea: skirmish, fire and keep moving. She moves across the open ground to stand next to Siddhartha and she chants to the spirits who settle on the big man to aid his attack.

Aszar continues to struggle with his horse trying to get it calm enough that he can slip off and help.

[/section]
New Map
[sblock=OOC]Scuttle: Confirm? [roll0]
Scuttle is only capable of doing one point of nonlethal damage, two if the crit confirms.
Fly DC 10, to avoid crashing to the ground: [roll1]
Full-Round: withdraw (provokes AoO if Kepli's spell fails)

Kepli: finishes sleep, DC 14 to save
Move: as map, to Siddhartha
Standard: use Fury hex on Sid (+2 morale to attack; +2 resist to fear saves for the next 3 rounds)

Aszar: Ride: [roll2]
[/sblock]
[sblock=MiniStats][size=+1]Kepli[/size] Aasimar Shaman 2
Initiative: +1 Perception: +11 (+13 w/ Alertness); Darkvision 60 ft.

AC: 13 (11 touch; 12 flat-footed)
HP: 20 Current: 13
CMB: +2 CMD: 13 Fort: +1 Ref: +1 Will: +6

In Hand: shortspear
Conditions: None yet
Spells Prepared:
  • 1st level (DC 14): Cure Light Wounds, Sleep, Cure Light Wounds
  • Orisons: Daze, Detect Magic, Guidance, Virtue
Special:
Concentration +7
Spirit Magic: Charm Animal 1/1
Stormburst: 6/6 (target treats foes as if they have concealment, 20% miss, for 1 round)
Fury Hex: 1/target (+2 morale to attack, +2 resistance to save vs fear; 3 rounds)
--Used: Siddhartha
Alchemist's Fire 2/2 (w/ Aszar)
sling (9/10 bullets)

[size=+1]Scuttle[/size] Seagull Spirit Animal
Initiative: +2 Perception: +10

AC: 15 (14 touch; 13 flat-footed)
HP: 10 Current: 1
CMB: +1 CMD: 7 Fort: +1 Ref: +4 Will: +5

In Beak: Nothing
Conditions: None yet
Special:
Speed: 10 ft; fly 40 ft
Melee: Bite +5 (1d3-4); 0 ft reach
Improved Evasion

[/sblock]
 
Last edited:

FrancisJohn

Explorer
[sblock=ooc]yea, um, let me see here, why yes! Siddhartha did wait for Kepli's hex! I knew it all along! Gee um, what fortuitous timing!oh how the gods favor the party![/sblock]
 

Anastrace

First Post
175px-Erin_vaneese_cropped.png

Moving next to Wilmorn, Erin readies to strike the woman as soon as comes close. "I've got your back Wilmorn!"

New Map

[sblock=Actions]
Move Next to Wilmorn, ready attack to strike the first person to close in. Does that also mean if she closes in, I'll get an AoO as well?"
[/sblock]


[sblock=Erin Vaneese Mini Stats]

Erin Vaneese
AC:17 (11 flat-footed, 16 touch)
HP: 14/14
CMB: +2 CMD: 16

Fort: +3 Reflex: +4 Will: +2
Perception: -1 Sense Motive: -1
Initiative: +4

Concentration: +6
Arcane Pool: 4/5
Level 0 Spells Prepared: Detect Magic, Prestidigitation, Ray of Frost
Level 1 Spells Prepared: 2/2 Mirror Strike, Shocking Grasp

Class Skills: Knowledge (Arcana) +9, Knowledge (Planes) +9, Linguistics +10, Profession (Cook) +4, Spellcraft +9, Stealth +12

Current Weapon in Hand: Wakazashi, +6, 1d6-1, 18-20, S or P
Current Conditions in Effect: Str -3
Temporary items in possession:
Items not currently in possession:
Items depleted: none
[/sblock]
 


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