[sblock=OOC]Mowgli, can you let me know if Sol does manage to crit on her riposte attacks as that is how she is able to recharge her panache points (other than delivering a killing blow). (I think you were referring to Sol, but called her a him?)
If she did crit troll is staggered for 1d4+1 rounds. A FORT save DC 23 to reduce this to one round.
For now what I have understood is that she used 2 panache points to parry the AoO against her as she approached.
Then she used another panache point to parry the first attack the troll made against her.
And she spent one panache point to deal a bleeding wound of 7 to troll 1 when she first hit. (used Plume)
So all up 4 panache points used so far and possibly 1 recovered from the riposte crit if it confirmed? [/sblock]
Sol was determined to finish the troll on bended knee, as blood poured freely from her first puncture wound. What followed was a whirlwind of steel flashing up and out at unexpected and surprising angles, searching for tender spots upon the massive troll's body.
"You are meat, and I'm the butcher! You cannot win troll!" she laughed cuttingly as she worked her blade with deadly precision.
[sblock=Actions]
Full attack spending as many attacks as needed to fell the troll. If it drops the rest of her attacks will be directed at the unwounded troll.
First attack: 1d20+26=39 for 1d6+25=26 dmg
2nd attack: 1d20+21=32 for 1d6+25=29 dmg
3rd attack: 1d20+16=21 for 1d6+25=27 dmg
Rolls
Menacing swordplay: If Solomon hits she will use a swift action to demoralise the troll (she'll try to do this on the second attack as she'll wait to see if the first attack kills the first troll, hoping to intimidate the second troll instead; otherwise she'll do this to whoever her second attack is ditrected against):
Initimidate 27
If she delivers the killing blow Sol regains a panache point.
Defense: Sol will use a panache point to parry the first attack against her; if successful she will Riposte attack +29 to hit 1d6+25 dmg; crit on 15 - 20 (staggers for 1d4+1 rounds; Fort DC 23 to reduce to 1 round)
Body guard: use AoO to aid Misande's defense if attacked.
[/sblock]
[sblock=Solomon Silence]Human Swashbuckler lvl 13
Initiative: +7 (+9)
AC: 32 (Touch 21; FFt 22*)HP: 158 Current: 121
CMB: +12 (+20 Disarm, Sunder, Trip)CMD: 29 (Currently immune to Disarm, Steal, Sunder)
Fort: +8 Reflex: +15 Will: +6 (+2 vs Divination/Fear; +4 vs mind affecting)
Conditions:
In Hand: Courageous Answering Mithral Scimitar +2 and Darkwood Buckler: +26/+21/+16; 1d6+12 (+25) (Crit 15-20:x2)
Opportune Parry (1ppt;uses AoO): +29 vs enemy attack roll to negate attk
Riposte (immediate; req. 1 ppt) : +29; 1d6+25 (Crit 15/20:x2)
Ranged: 8/8 Daggers: +23/+18/+13 1d4+10 dmg, Crit: 17-20/x2, Special: Range 10ft; Precision +13 dmg within 30 ft
Panache Points (ppt): 8/8 (-3+1)
Abilities while having min. 1 Panache point:
Kip up (Move): Stand up (no AoO)
Menacing Sword Play (Swift): On a hit Intimidate target (+17)
Swashbuckler Initiative: +2 Initiative (+9); Draw blade on initiative roll
Precise Strike: +13 dmg
Swashbuckler's Grace: Acrobatics (+21) at full speed vs AoO
Superior Feint (Standard): Target loses DEX bonus to AC
*If wearing Cape of Feinting target is also Dazed til start of Sol's next turn
Evasive: Evasion; Uncanny Dodge*; Improved Uncanny Dodge (lvl 13)
Subtle Blade: Immune to Sunder, Disarm and Steal CM
Abilities (cost 1 ppt):
Derring Do: +1d6 (exploding 7) to physical skill rolls
Dodging Panache (immediate): AC 36 vs triggering atk; move 5ft
Targeted Strike: (full round) Cripple part of target's body
Free Abilities/Feats:
Charmed Life (7/7 uses left): +4 to saving throw
Quick Draw: Full attack with daggers
Combat Reflexes: 7 AoO/round
Body Guard: Aid Other as AoO to defend adjacent (+2 AC) ally from an attack
Critical Focus: +30 to Confirm Critical hit (+33 if Riposte Critical)
Critical Versatility: Staggering Critical
Gloves of Marking: Instead of extra dmg target is marked (1 minute) Sol gains +3 morale bonus to atk/dmg vs creature (Courageous Weapon) Allies gains +2 morale bonus to atk/dmg vs creature Target must save (Will DC 23) or shaken (1 minute)
Plume of Panache 3/4 uses left
Celestial Armor: Fly 1/1 uses left
Quick Runner's Shirt 1/1 uses left
Wand of CLW Uses: 50/50
Wand of Ant Haul: 50/50
Potions:
Endure Elements 1/1
Air Bubble 1/1
Touch of the Sea 1/1
Monkey Fish 1/1
See Invisibility 1/1
Darkvision 1/1
Delay Poison 1/1
Owl's Wisdom 1/1
Spider Climb 1/1
Haste 2/2
Consumables:
Soul Soap 1/1
[/sblock]