A Merc's Life: Howl of the Carrion King [02]

If that's Houwlou adjacent to the asp, he will execute a full attack when his turn comes. Assuming the asp is still alive by then, and he is able.

Go ahead and roll your attacks - it'll be your turn before the Asp strikes again.

OOC - How big is this thing? Can Tsadok move to B3 to flank and use his sneak attack to try and grab it behind it's head, location of the hood on a cobra?

Size Medium (the size of a small human). You can move to B3 which would give you the +2 flanking bonus to hit. To grab the snake you'd initiate a Grapple - roll TH using your CMB and the +2 TH. Since you don't have Improved Grapple you'll provoke an attack of opportunity. If you succeed you'll both have the 'Grappled' condition (see below). As the initiator you can release the grapple anytime you want. From there you can chose to attack with your sap or to Pin it (see below).

[sblock=Grappled/Pinned]Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell must make a concentration check (DC 10 + grappler’s CMB + spell level, see page 206), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is f latfooted. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creaturecan take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.[/sblock]
 

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Tsadok

Go ahead and roll your attacks - it'll be your turn before the Asp strikes again.



Size Medium (the size of a small human). You can move to B3 which would give you the +2 flanking bonus to hit. To grab the snake you'd initiate a Grapple - roll TH using your CMB and the +2 TH. Since you don't have Improved Grapple you'll provoke an attack of opportunity. If you succeed you'll both have the 'Grappled' condition (see below). As the initiator you can release the grapple anytime you want. From there you can chose to attack with your sap or to Pin it (see below).

[sblock=Grappled/Pinned]Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell must make a concentration check (DC 10 + grappler’s CMB + spell level, see page 206), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is f latfooted. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creaturecan take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.[/sblock]

Tsadok quickly moves to B3 and attempts to grab the asp from the backside directly behind it's head.

1d20+7=18

OOC - Damn, I hope this works.

[sblock=Note to GM]Not sure if this helps me in anyway but thought I'd through it in there in case he is trying to grapple me back. "Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll." [/sblock]

[sblock=Stat Block]
Code:
   HP: 26/26     AC: 15   AC(T): 13   AC(FF): 12
 Init: +03    ST(F):+03   ST(R):+06    ST(W):+04

  BAB: 02       CMB:+05     CMD: 18

Weapon                  Attack    Damage      Critical     Special
Sap (MW)                +6        1d6+3          20/x2     Non-Lethal
[/sblock]
 
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Houwlou Groulenas, Olcán Ranger 3

Houwlou makes his full attack, but misses. Houwlou attacking asp with sword and dagger (1d20+6=13, 1d8+3=8, 1d20+5=10, 1d4+4=5)

[sblock=Stat Block]
Code:
   Level: Olcán Ranger3
   HP: 30/32     AC: 17   AC(T): 11   AC(FF): 16
 Init: +01    ST(F):+04  ST(R):+04    ST(W):+05

  BAB: 03       CMB: +6     CMD: 17

Weapon                  Attack    Damage      Critical     Special
Longsword (MW)          +6        1d8+3       19-20/x2     +1 TH Gnolls
  Dagger +1             +6        1d4+2       19-20/x2     +3 TH/Damage
Longsword (MW)          +4        1d8+3       19-20/x2        (Undead)
  Longsword             +3        1d8+1       19-20/x2     
Javelin                 +4        1d6+3          20/x2     

                        *+7 & +6 TH if using these alone in primary hand
[/sblock]
 

[sblock=Note to GM]Not sure if this helps me in anyway but thought I'd through it in there in case he is trying to grapple me back. "Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll." [/sblock]

[sblock=MikeL]It would definitely help if the snake were humanoid :). It would at least keep him from keeping you from releasing the grapple.[/sblock]

Just need Keeland's action (unless I missed it earlier). And Aodhan's - he'll go again before the Asp.
 

[sblock=ooc]
Does Aodhan suffer a penalty to attacking a grappled foe? Does he have a chance to hit Tsadok? After our last scrum I don't think our trusty cleric will risk re-opening "old" wounds [/sblock]
 



Tsadok slips deftly behind the snake, avoiding it's quick strike, and grabs the writhing asp just behind the head.

OOC: TH rolls remain the same but the snake's AC is dropped by two (to 12) as long as Tsadok maintains his grapple. Scotley, did you include the -4 for firing into melée? If so you hit, if not the roll was 09 and you did indeed miss. Also, I still need Keeland's Fort save.
 

Aodhán is surpised at his ally's efforts to wrestle the snake and moves forward, hoping to cleave the beast with his waraxe, but it is difficult to battle when its so close to Tsadok

[sblock=ooc]


Move: forward to get next to snake
Standard: attack - waraxe attack against the snake (1d20+7=12, 1d10+2=10) hmmm "hits" AC 12 for 10 that includes +2 to hit from it being grappled

[/sblock]

[sblock=Stat Block]
Code:
   HP: 29/29     AC: 20   AC(T): 12   AC(FF): 18
 Init: +02    ST(F):+05   ST(R):+03    ST(W):+08

  BAB: 02       CMB: 04     CMD: 16

Weapon                  Attack    Damage      Critical     Special
Dwarven WarAxe          +5        1d10+2         20/x3     +3 Damage (2H)
Javelin                 +4        1d6 +2         20/x2     

Domain Powers:
    Travel                                Trickery
    * Agile Feet (8x/Day)                 * Copy Cat (1 Rnd/Lvl, 8x/Day)

Channel Energy: (6 remaining)

Spells:
    Orisons (4)                           First Level (4+1)
    * Create Water                        * Bless
    * Detect Magic                        * Cause Fear
    * Light                               * Longstrider (Domain Spell)
    * Mending                             * Lonrach's Favor
                                          * Protection from Evil

    Second Level (3+1)
    *
    *
    *
[/sblock][/QUOTE]
 

OOC: Just need Harnry's roll to confirm (or not) his critical fumble with the acid ball and Keeland's Fortitude Save and I'll be able to wrap the round!
 

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