Dockside Diversion/Still Waters

Borric Hawkins, Male Human Fighter

Borric doesn't even hesitate, "You fooks are about to meet the Mageslayer. Consider yourselves in big trouble."

Moving forward after Zelena, he goes after the gnomish thug. Big or small doesn't matter, he is an equal opportunity fighter when it comes to bashing foes.

Quickly drawing out his trusty flail, the fluid motion continues and the weapon's chain wraps around the small thug's ankle. Borric yanks and up ends the bugger to crash upon his arse.
[sblock=Actions]Free Action: Talking
Move Action: Move to K11
Standard Action: Trip Tamm; Trip(With Imp Trip, Flail Feats, & Magic Flail) (1d20+13=32) - I am assuming I have all those bonuses right.[/sblock][sblock=Mini Stats]Initiative: +4
AC: 26 (23 without shield, 21 flat-footed, 13 Touch)
HP: 53 Current: 53
CMB: +8 CMD: 21 (23 vs. Trip/Disarm) Fort: +7 Reflex: +4 Will: +3 (+4 vs. Fear)
Conditions in Effect: Ioun Torch (night)

Current Weapon in Hand: Shield & Flail
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 

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[sblock=perrinmiller][MENTION=88649]perrinmiller[/MENTION] That position puts you in position to attack the half-orc, not the gnome (I'll mark the map so that it is easier to distinguish between the two when I next post it). If that doesn't matter to you then I'll go ahead and update.

I also calculate your bonuses at +13. Took me a little bit to figure out the Weapon Training added...[/sblock]
 


When Zelena moves forward the half-orc, called Mr. Baggett by his gnome companion, slings frail Aldino around and shoves him into Zelena’s way. Aldino stumbles and falls into Zelena but the gnome is able to nimbly swing herself around without dumping the old man onto the ground. Once into position next to the gnome, Zelena mocks him mercilessly; she quickly notices the gleam of uncertainty in the other gnome’s eyes and the length of weighted wood held ready in his hand.

Borric moves past Aldino setting the old man to turning round in confusion. What? Oh dear. Where do… I…

Borric’s flail neatly hooks the half-orc’s ankle pulling his feet out from under him and depositing him on his back in the dirt. The air whooshes out of the half-orc’s lungs.

The gnome facing Zelena adjusts his grip on the weighted club he carries and jabs with it. The wooden end thuds into her armor causing a light bruise. Seeing his associate in trouble with Borric the gnome sidesteps up to the fighter.

Mr. Baggett manages to roll backwards out of Borric’s immediate reach. He remains prone and vulnerable but you can hear him grumbling and groaning under his breath.

OOC: Combat: Round 2
[sblock=Combat Information]
Initiative:
Baggett
The Party
Tamm

Map:


Party Status:
Borric: 53/53 hp remaining;
Nathan: 32/32 hp remaining;
Sylvain: 42/42 hp remaining;
Zelena: 34/34 hp remaining; [6 nonlethal]
Celebfedhiin: 13/13 hp remaining;

Abilities Used:
Spells Cast:
Conditions in Effect:

Enemy Status:
Baggett (half-orc): prone
Tamm (gnome): shaken

Map Notes:
[/sblock]
GM: Everyone is up for Round Two.
 

Nathan Tchanlach, human sorcerer

"It'll be alright, grandfather," Nathan assures Aldino as he hustles up to him. "But we should get you out of the way of the ruffians first," he adds, gesturing toward where the party entered. "Just don't go far. This won't take but a minute."

Aldino hopefully at least re-oriented, Nathan looks to the air above him and points to the goons.

"Alright, folks, how about you play 'eye for an eye' on as many of theirs as you can get in?" he says. A small cluster of motes appears, zipping to a point above the heads of both gnome and half-orc. The motes burst into a shimmering cloud, settling down upon the opponents.

[sblock=actions]Move: to L11
Free: Speak to Aldino, trying to get him to exit the battlefield
Standard: Cast Glitterdust on enemies (K & L 9&10). DC 17 will save or blinded[/sblock]

[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (1 hour)
In Hand: Wand of Mage Armor

AC: 15 (19)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 32/32
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster, Vanish. Remaining: 7/7
2nd (DC 16): Glitterdust (DC 17), Resist Energy, Create Pit (DC 17, missing focus). Remaining: 4/5

Wand Charges: 45/47

Heavenly Fire: 7/7 remaining[/sblock]
 


[sblock=ooc] Before I answer the question, now that you've placed Nathan, it looks like I read coordinates wrong. I meant him to be a square below that, on the same vertical level as Aldino (and thus out of AoO range)?

On the spell, since you asked, I figured i was probably misunderstanding a rule again, and it looks like I am. I read "10' radius" to mean an area of four squares (10'). It looks like it's actually larger than that. Sorry, I still get confused on areas and spreads. My intent is to get the two bad guys without getting any of us, which seems like it should be do-able to me given their relative positions. I believe moving the red dot up to the upper right corner of the half-orc's head accomplishes that.

If I've still got it wrong, could I beg you to take whatever liberties you can to adjust to match intent? I may get confused by all this, but Nathan should at this point be quite clear on how it all works.

Thanks in advance, and sorry for the confusion. :blush:[/sblock]
 

Borric Hawkins, Male Human Fighter

Following after the rolling away Baggett, Borric hooks the other thug's ankle to drag him down as well.

"You wanna surrender now? I might not bash yur fookin' skulls in."

"Celeb, chomp this ones family gems!"

Unfortunately, the dog doesn't obey him.

OOC: Prob a good thing, Borric failed. Zelena might not want to be so close to the action. :p
The 1st prone one did not provoke an AoO? Also, by club do you mean sap? I noticed the non-lethal damage.
[sblock=Actions]Free Action: Talking & 5ft step to K10
Standard Action: Trip Tamm; Flail Trip (1d20+13=23)
Move Action: Order Celeb to Attack Tamm; Handle Animal (1d20+5=8)
AoO: Flail (AoO) (1d20+11=21, 1d8+7=12)[/sblock][sblock=Mini Stats]Initiative: +4
AC: 26 (23 without shield, 21 flat-footed, 13 Touch)
HP: 53 Current: 53
CMB: +8 CMD: 21 (23 vs. Trip/Disarm) Fort: +7 Reflex: +4 Will: +3 (+4 vs. Fear)
Conditions in Effect: Ioun Torch (night)

Current Weapon in Hand: Shield & Flail
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 

At Nathan's command the motes zip forward past the area he commanded them. The sorcerer opens his mouth to object when he remembers the motes have always been overzealous when taking the form of the shimmering cloud as if they enjoy it somehow. That they aren't following his wishes so literally is also surprising considering past performance.

The motes burst in a shimmering cloud that settles slowly down over the two rogues. Baggett's eyes widen and he throws his arm over his eyes to protect them. Tamm seems entranced by the golden rain but when it reaches him he begins to howl and rub furiously at his eyes.

Borric easily hooks Tamm's feet and deposits the now blinded gnome on his backside...

OOC: Combat: Round 2
[sblock=Combat Information]jkason, I don't have a problem following the intent of your action; I just hate to second-guess players so I thought I would ask you to clarify.

PM, nope, no AoO on Baggett. A successful Acrobatics can avoid that and can still move 5 ft when prone at the cost of a full-round action. I personally think prone is too harsh a condition which makes trip too good but them's the rules.

At quick glance in a stressful situation their saps could be mistaken for clubs. Yes, they use saps.

Between tripping and blinding and the conditions and effects the others can pile on I'm afraid this challenge isn't too challenging. :erm: Seems I should have worried less about Acrobatics and Sneak Attack and more about CMD and Will saves.

Initiative:
Baggett
The Party
Tamm

Map:


Party Status:
Borric: 53/53 hp remaining;
Nathan: 32/32 hp remaining;
Sylvain: 42/42 hp remaining;
Zelena: 34/34 hp remaining; [6 nonlethal]
Celebfedhiin: 13/13 hp remaining;

Abilities Used:
Spells Cast: Nathan: Glimmerdust
Conditions in Effect: Nathan: Mage Armor; Sylvain: Mage Armor

Enemy Status:
Baggett (half-orc): prone
Tamm (gnome): shaken, blind, prone

Map Notes:
[/sblock]
GM: Zelena and Sylvain still to go in Round Two.
 

[sblock=ooc]
jkason, I don't have a problem following the intent of your action; I just hate to second-guess players so I thought I would ask you to clarify.

Thanks much, and I definitely appreciate the consideration. Hopefully next time I'll calculate the spread correctly. :)

Between tripping and blinding and the conditions and effects the others can pile on I'm afraid this challenge isn't too challenging. :erm: Seems I should have worried less about Acrobatics and Sneak Attack and more about CMD and Will saves.

Given that last time Nathan was within a hair's breadth of dying, I'm more than okay with a less treacherous encounter this time. :) [/sblock]
 

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