[LPF] Don't Let It Go!

Charity, Human Female
Charity's green eyes narrow as she considers the captain's demand. "I think not," she begins, distinctly not dropping her pole-arm to the ground. "In fact, your actions continue to demonstrate the wisdom of being armed in this kingdom. I'm not sure why you harass me and my companions when these alarming conditions obviously constitute a clear threat to all who reside here. Your course of action will not alleviate the depressing reality confronting your wives and children, will it?"

Clad in winter boots, the Cortesian's feet slide apart into a comfortable fighting stance. "I'm giving you another chance to relent your unreasonable demands, Captain. Surely there is something larger in play here than the conflict you seem to be driving towards."

[sblock=Charity Mini Stats]Charity
AC: 20/18 (19/17 flat-footed, 11 touch)
(Use second AC value when shieldless)
HP: 42/42
CMB: +7 CMD: 18

Fort: +9 Reflex: +7 Will: +9
Perception: +10 Sense Motive: +9
Initiative: +1

Lay on Hands remaining: 8/8
Channel Energy remaining: 7/7
Spells remaining: Lesser Restoration (x2)
Smite remaining: 1/1
Divine Bond remaining: 1/1

Current Item(s) in Hand: none
Current Conditions in Effect: Cold Weather Clothing
Temporary items in possession: none
Items not currently in possession: none
Items depleted: none[/sblock]
 

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Aishe Luminitse (Jaelle Nuri)
[section]



Aishe still remains quiet, but she's fully ready to back Charity's play. The small girl surreptitiously rests her hands on the knife hilts at her hip.

[/section]


[sblock=Actions/Rolls]Taking 10 on Disguise Checks (for a 27).[/sblock]
_______________
[sblock=Mini Stats]
Jaelle Nuri

Initiative: +03
AC: 17 (13 Touch, 14 Flat-Footed)
HP: 38/38
Senses: DarkVision (120’), Low-Light Vision Perception: +07
CMB: +06 CMD: 19
Fort: +05 Reflex: +07 Will: +01
[/sblock]
 

Yosephus was surprised that the guard replied saying where the Queen was. He thought the guard would never say.

The cleric resisted putting down the weapons he had.

“No,” he said firmly. “We won’t drop our weapons. Drop yours first.”


~ Written by LMiller​

[sblock=Yosephus]Yosephus Errol Smithe
AC: 19 (10 flat-footed, 19 touch)
HP: 34/34
CMB: +3 CMD: 13

Fort: +6 Reflex: +2 Will: +8
Perception: +4 Sense Motive: +13
Initiative: +0

Current Weapon in Hand: None
Channel Energy: 6/6
Spells:
Orisons: Create Water, Guidance, Purify Food and Drink, Resistance
1st Level: Bless, Hide from Undead, Shield of Faith, Cure Light Wounds (Domain)
2nd Level: Lesser Restoration, Silence, Cure Moderate Wounds (Domain)
Domain Powers Remaining Today:
Rebuke Death: 7/7
Resistant Touch: 7/7
Race Features:
Halo Status: OFF
Incorruptible: 1/1[/sblock]
 

~ Day 19, mid-afternoon: Ashore Yarendel ~

Winter%20Guard%203_zpsbzacv3fp.png
Winter%20Guard%201_zpsjykpwvec.png

The Guard Captain was not impressed with the red-haired woman’s lecture. “You are all under unrest for failure to comply with my authority, the charge is suspicions of sedition and now resisting arrest.”

“I will take personal pleasure in dealing with you!”
he pointed the sword at Charity.

One of his men threw a small stone at your feet and it went off with a loud BANG that threaten to deafen the three of you!

Combat was joined!

With the loud sound ringing in your ears, the guards attacked. The Captain stepped forward, inside the woman’s reach and swung his sword. It was poorly done and Charity interposed the shaft of her weapon to block.

The other guards swung their polearms, looking to trip you up by hooking ankles with the guisarmes’ hooks. Before you all knew you you were all on the ground. The fourth guard swung his guisarme down on Yosephus, impacting his armor with resounding thud that nearly knocked the wind from the cleric.

Winter%20Guard%202_zpsadqgfvsd.png

Meanwhile Francis started casting spell while he was escorting the two guards. It took a moment to catch on, but they reacted quickly once they realized they were betrayed. “REBEL!” one cried as he swung his guisarme around, looking to drag the Halfling off his porcine mount. The next thing the halfling knew he was yanked from his saddle and landing onto the street. Francis found it difficult to maintain concentration to complete his spell.

The other guard tried whacking the halfling with his polearm, but the blade only clanged off the stone of the street underneath the packed snow.

OOC: Combat: Round 1 – Everyone is up
[sblock=Combat Information]
The Guard Captain & Co initiated combat with main group
Francis John initiated combat with his group (see Sleep Spell below)
GC Intimidates Charity pre-combat, no effect due to Aura of Courage
G1 throws Thunderstone pre-combat. Yosephus, Charity, & Aishe need Fort SV DC15 or be deafened for 1 hour

Round 1:
GC moved, missed Charity
G1 Tripped Charity
G2 Tripped Yosephus
G3 Tripped Aishe
G4 Hit Yosephus 8 dmg
G5 Tripped Francis, Concentration DC16 or lose the Sleep Spell
G6 attacked Francis, missed

Initiative:
Bad Guys
You Guys

Tactical Map:
1. The snowy ground is NOT difficult terrain in this case.
2. Medium or Large bodies provide difficult terrain for medium creatures or smaller.
3. Each square is 5 Feet
4. You can move your tokens around yourselves, but coordinates are on the map
Tactical Map link

Party Status:
Code:
Charity:   42/42 HP remaining; Prone
Yosephus:  26/34 HP remaining; 8dmg; Prone
Francis:    21/21 HP remaining; Prone
->Bacon:   18/18 HP remaining;
Jaelle:    38/38 HP remaining; Prone

Spells Cast:
Abilities Used:
   Charity:  Smite Evil 0/1, Lay on Hands 0/6, Chan Erg 0/7, Spells 1st 0/1
   Yosephus: Chan Erg 0/6,  Reb Death 0/7, Resist Tch 0/7, Incorrupt 0/1, Spells 1st 0/5, 2nd 0/4
   Francis:  Spells 1st 1/2
   Jaelle:   None
Conditions in effect: None
Enemy Status:
Code:
GC  [AC18, Touch 11, CMD15]: 26/26hp
G1  [AC17, Touch 11, CMD15]: 21/21hp
G2  [AC17, Touch 11, CMD15]: 21/21hp
G3  [AC17, Touch 11, CMD15]: 21/21hp
G4  [AC17, Touch 11, CMD15]: 21/21hp
G5  [AC17, Touch 11, CMD15]: 21/21hp
G7  [AC17, Touch 11, CMD15]: 21/21hp
[/sblock][sblock=Sleep Spell]Francis initiated Combat with his spell. It takes 1 complete Round to cast, so Francis John has to pass Concentration checks to actually complete the casting of it by the start of his Round 1 turn. Then he can release the spell as a Free Action (Roll guard’s Fort +5, Will +3 Saves to see if he succeeded)

Then Francis can act in Round 1 with additional actions.[/sblock]
 

[section]Francis John, III - Self-Proclaimed Prince of All Halflings


Francis somehow manages to keep his focus even as he is plucked off the pig. A trail of translucent purple vapor flies from the halfling's small hands to the faces of the guards. One of them drops. A moment later he hops up to his feet and yells at the other man standing. "I'll run you through like hook through a fish! Drop your weapons before your friend dies." He slides over a few feet then looks at his pig and points back to the guard. "Sick'em boy!" The pig doesn't move. "You worthless piece of walking sausage!"

[/section]

[sblock=Actions]Free: Release Sleep spell
Move: Stand Up
Standard: Intimidate G6
5-Step: AK17
Free: Handle Animal attack G6[/sblock]

[sblock=Concentration 21, G5 Sleep 6, G6 14, Intimidate 26, Handle Animal 4]Concentration: Sleep: 1D20+4 = [17]+4 = 21

Sleep DC: 14 [Will G6, G7]: 1D20+3 = [3]+3 = 6
1D20+3 = [11]+3 = 14

Intimidate G7: 1D20+17 = [9]+17 = 26

Handle Animal: 1D20+3 = [1]+3 = 4
[/sblock]




[sblock=MiniStats]
Character Sheet

HP: 21/21

AC: 14 FF:12 T:13
CMB: 1 CMD: 13
Fort: +1 Reflex: +5 Will: +3 (+2 Fear)

Initiative: +2

Bluff: +17
Perception: +10

Shortsword +3 d4+1
Light Crossbow +4 1d6

Bolts Remaining: 17/20
Adaptable Luck: 0/3

Cantrips: Dancing Lights, Detect Magic, Spark
Level 1: Hypnotism, Sleep

[sblock=Boots, Viper Familiar]
HP: 10/10

Initiative: 3
AC: 17 FF: 14 T:15
CMB: +1 CMD: 8
Fort: +1 Ref: +6 Will: +3

Melee: bite +3 (1d2-2)
Poison: Fort DC 9, 1/round for 6 rounds, 1d2 CON, cure 1 save

Climb: +16,
Perception: +10
Stealth: +20
Swim: +16
Senses: Lowlight Vision, Scent[/sblock]
[sblock=Bacon, War Pig]
HP: 18/18

Initiative: 0

AC:
14 FF: 14 T:10
CMB: +4 CMD: 14
Fort: +6 Ref: +3 Will: +1

Melee
: gore +4 (1d8+4)
Defensive Abilities: ferocity

Speed
: 40 ft. (30 medium, 20 heavy)

Skills: Perception +6
Senses: Lowlight Vision, Scent[/sblock][/sblock]
 
Last edited:

Aishe Luminitse (Jaelle Nuri)
[section]



Aishe sprang immediately back to her feet, a smile of . . . contentment . . . on her pretty features as she surveyed the situation calmly, figuring the best way to move.

[/section]


[sblock=Actions/Rolls]I'll wait on further actions until any AoOs are rolled to see if she just gets knocked back down.[/sblock]
_______________
[sblock=Mini Stats]
Jaelle Nuri

Initiative: +03
AC: 17 (13 Touch, 14 Flat-Footed)
HP: 38/38
Senses: DarkVision (120’), Low-Light Vision Perception: +07
CMB: +06 CMD: 19
Fort: +05 Reflex: +07 Will: +01
[/sblock]
 

~ Day 19, mid-afternoon: Ashore Yarendel ~

Winter%20Guard%203_zpsbzacv3fp.png
Winter%20Guard%201_zpsjykpwvec.png

Aishe drew attention from two of the guards while she stood up from being dragged down. They brought their polearms slashing down at her exposed back. One's guisarme thudded into the snow beside her, but the other slammed into her armor and nearly knocked her flat again. The armor prevented more serious harm than bruising though.

Winter%20Guard%202_zpsadqgfvsd.png

With his comrade falling asleep, the second guard was shaken. Clearly he was out of his element with the magic using halfling.

OOC: Combat: Round 1 – Yosephus, Aishe, Charity are up
[sblock=Combat Information]I Rolled Saves vs. Thunderstone: Aishe failed, Charity & Yosephus passed
G3 & G4 took AoOs on Aishe; 1 hit for 11 dmg

Initiative:
Bad Guys
You Guys

Tactical Map:
1. The snowy ground is NOT difficult terrain in this case.
2. Medium or Large bodies provide difficult terrain for medium creatures or smaller.
3. Each square is 5 Feet
4. You can move your tokens around yourselves, but coordinates are on the map
Tactical Map link

Party Status:
Code:
Charity:   42/42 HP remaining; Prone
Yosephus:  26/34 HP remaining; Prone
Francis:    21/21 HP remaining; Prone
->Bacon:   18/18 HP remaining;
Jaelle:    27/38 HP remaining; Deafened; 11 dmg

Spells Cast:
Abilities Used:
   Charity:  Smite Evil 0/1, Lay on Hands 0/6, Chan Erg 0/7, Spells 1st 0/1
   Yosephus: Chan Erg 0/6,  Reb Death 0/7, Resist Tch 0/7, Incorrupt 0/1, Spells 1st 0/5, 2nd 0/4
   Francis:  Spells 1st 1/2
   Jaelle:   None
Conditions in effect: None
Enemy Status:
Code:
GC  [AC18, Touch 11, CMD15]: 26/26hp
G1  [AC17, Touch 11, CMD15]: 21/21hp
G2  [AC17, Touch 11, CMD15]: 21/21hp
G3  [AC17, Touch 11, CMD15]: 21/21hp
G4  [AC17, Touch 11, CMD15]: 21/21hp
G5  [AC17, Touch 11, CMD15]: 21/21hp; Sleep
G6  [AC17, Touch 11, CMD15]: 21/21hp; Shaken(3r)
[/sblock][sblock=GM Notes]Francis John, you made references to G6 and G7, but the numbers facing you are G5 & G6 (not G7) like I have on the map. Should I subtract 1 to resolve who you meant? That puts G5 asleep and G6 Intimidated.

Mowgli, once you are prone, I don’t think we ever played where the attacker can trip again for the AoO since it gets resolved before the target reaches their feet. [/sblock]
 

Charity, Human Female
Sliding into a wide kneeling stance, Charity grips her lucerne hammer resolutely as she gets her bearings back. However, the captain's comment about personal pleasure grabs her attention. "Seriously. You don't have to make it any more clear this isn't about law or justice than you already have. We get it." With that, she swings wildly at one of the guards, but cannot make the business end of her weapon connect, doing little more that kicking up a dusting of snow and ice.

[sblock=Actions]Convert prone to kneeling stance as per AC modifiers on page 195 (-2 AC). Rules are a bit unclear on this, but on multiple occasions the attack of opportunity issue is specified when standing up from prone, so I should be good on avoiding that? I'm assuming that's a move action. Then standard action to power attack guard 2. No attack modifier is listed, but my roll is so bad as not changing this round's outcome.

And here's my bad roll:
R1 Kneeling Lucerne Hammer Power Attack on G2: 1D20+6 = [3]+6 = 9
1D12+9 = [1]+9 = 10
[/sblock]

[sblock=Charity Mini Stats]Charity
AC: 20/18 (19/17 flat-footed, 11 touch)
(Use second AC value when shieldless)
HP: 42/42
CMB: +7 CMD: 18

Fort: +9 Reflex: +7 Will: +9
Perception: +10 Sense Motive: +9
Initiative: +1

Lay on Hands remaining: 8/8
Channel Energy remaining: 7/7
Spells remaining: Lesser Restoration (x2)
Smite remaining: 1/1
Divine Bond remaining: 1/1

Current Item(s) in Hand: none
Current Conditions in Effect: Cold Weather Clothing
Temporary items in possession: none
Items not currently in possession: none
Items depleted: none[/sblock]
 

[sblock=GM Note]
Rules are a bit unclear on this, but on multiple occasions the attack of opportunity issue is specified when standing up from prone, so I should be good on avoiding that? I'm assuming that's a move action.
Pazio decided to leave this open to interpretation and thus perhaps situationally dependent for GMs to decide.

In this case, getting up from Prone (to Standing or Kneeling) costs you a Move Action and provokes an AoO. Using Kneeling as an intermediate step to avoid the AoO would not help you in this case otherwise everyone would be doing to make tripping less of a problem.

Kneeling to standing would not provoke an AoO. What the action costs is unclear, but you could realistically do it as part of normal movement too, maybe costing the person an extra square. But it really depends on how the character got to be kneeling. If they dropped to kneeling as Free Action, then it costs Move Action to stand. If they spend Move Action to get there from Prone, then it could be easier to continue on to Standing and thus Free Action.

You can adjust if you want, Aura.[/sblock]
 

[sblock=OOC]Sorry about the confusion on G5 and G6. Yes, G5 asleep, G6 intimidated. I think on one of your previous stat blocks (but not the map) you listed one as G7. No worries though, at least not yet. Tough encounter!

This definitely reveals the weakness of multi-classing a full-caster. I feel like many standard rogue builds are typically useless in combat. Coupled with a level 1 caster in facing something of an APL of I am guessing 4 or 5 isn't very friendly to my character.... but that's my fault of course. A level 3 witch would have much cooler stuff at their disposal me thinks. Plus Francis is absolutely useless in combat, oops. That's why I got the pig.... but he's been useless too. Need me another rogue level and perhaps pump some handle animal.

I appreciate the challenge! I know Francis certainly doesn't want to go to prison and be locked up. Or die. But having a real fear of either is totally part of the fun!

I hope this post doesn't constitute too much meta-gaming or talking over the table in a game thread.[/sblock]
 

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