[LPF] Greener is the Grass


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Systole

First Post
Sylla slips off the horse and casts another pair of trio of spells on the darkwolf. The first surrounds him with a shimmering barrier; the second makes him larger; the last makes him disappear.

"These are Goti. Ranged combat is their strength. Boots will sneak up and engage them, and while they're surprised and disorganized, we ride them down. If you have combat magics that last a minute or more, use them now."

[sblock=OOC]Send Boots in, then charge over the ridge as soon as he engages. With a 32 buffed AC, he should be able to hold out for a few rounds on his own. Sylla will cast Haste on the rest of the party immediately before combat starts.[/sblock][sblock=Mini Stats]
Sylla_150-1.png
Boots_150-1.png

Sylla the Grim
AC: 18 (14 flat-footed, 14 touch)
HP: 40/40
CMB: +6 CMD: 20
Fort: +2 Reflex: +6 Will: +5 (All saves +2 when adjacent to Boots)
Perception: +6, Low Light Vision
Initiative: +4
Current Weapon in Hand: Cestus (+6, 1d4+2, 19-20x2) & Longbow (+7/+7 or +9, 1d8+3, 20x3)
Current Conditions in Effect: None
Spells Remaining (1st): 2/5
Spells Remaining (2nd): 2/4

Boots

AC:
23 [32] (20 [30] flat-footed, 11 touch)
HP: 52/52
CMB: +10 CMD: 23 (27 vs. trip)
Fort: +6 Reflex: +7 [+6] Will: +1 (+5 vs. enchantment)
Perception: +7, Darkvision 60', Scent
Initiative:
+3 [+2]
Current Weapon in Hand: Natural weapons (+8/+8/+8, 1d6+9 [1d8+10], 20x2)
Current Conditions in Effect: Power Attack, Unfetter (40 min), Mage Armor +4 (40 min), Barkskin +3 (40 min), Shield +4 (6 min), Enlarge Person (6 min), Invisibility (6 min)

Used Items:
Mage Armor x1
Whistling Arrow x1
Smoke Arrow X2[/sblock]
 

ScorpiusRisk

First Post
"Are we sure sudden murder is our only option here? Maybe I could offer a sufficient enough distraction to allow everyone to sneak into position. They may surrenders is surrounded by an armed force." Denizel offers in hushed whispers.

[sblock=Denizel, Level 6 Bard/Oracle]Denizel
AC: 20 (18 flat-footed, 12 Touch)
HP: 38 Current: 38
CMB: 3 CMD: 15 Fort: +2 Reflex: +7 Will: +9
Speed: 20'

Current Weapon in Hand:
Current Conditions in Effect:

+1 Longsword: +4, 1d8, crit 19-20/x2
Wand, Inflict Light Wounds: 50/50, Touch, 1d8+2, Will DC 16 for Half, SR = Yes
+1 Crossbow: +7, 1d8+1, Crit: 19-20/x2, Rng: 80ft, 31 Bolts
Wand, Cure Light Wounds: 46/50, Touch, 1d8+2, Will DC 16 for Half, SR = Yes

Key Skills: Bluff +15, Diplomacy +12, Disguise +13, Kn Arcana +13, Kn History +10, Kn Local +10, Kn Nobility +10, Kn Religion +16, Linguistics +9, Perception +8, Perform (Dance) +9, Profession (Courtier) +6, Sense Motive +9, Spellcraft +8

Bardic Performance: 11/11 rounds per day

Bard Spells Remaining: 1st level 4/4
Bard Spells Known: 1: Charm Person (DC 16), Disguise Self, Hideous Laughter (DC 16)
0: Daze (DC 15), Detect Magic, Light, Message, Prestidigitation

Oracle Spells Remaining: 1st level 5/8 2nd Level 1/1
Oracle Spells Known: 2: Cure Moderate Wounds, Tongues, Zone of Truth
1: Bless, Command, Cure Light Wounds, Identify, Sanctuary, Comprehend Languages
0: Ghost Sound, Guidance, Mage Hand, Mending, Read Magic, Resistance, Stabilize, Purify Food/Drink.
[/sblock]
 

GlassEye

Adventurer
GM: Just to clarify a bit since I think my previous post wasn't quite as clear as it could have been, the bandits are riding at an unhurried pace (50 ft. total move/round) away from you in a scattered formation, i.e. not in orderly rows. Boots' stealth is very good (+21 w/ size & movement penalty) but it will take him ten rounds before he is able to hit the stragglers of the group, twelve rounds to hit anyone in the group. Three rounds of buffs would put the party at 180 ft back from the bandits. One round of full out run for the horses will bring the party into melee range for the rear of the group; or you could close a little bit during Boots' sneaking time though that risks being detected by the bandits. Not sure when you were planning on casting haste. I assume you want to affect Boots; casting before he advances would cut his advancement time to two rounds and the whole party could attack on that second round. At this point in time you will have surprise and initiative. I'll edit with a map later today.
 

GlassEye

Adventurer
Though they are still some distance away the bandits can be seen to be laughing and joking amongst themselves. It is too far to make out what they are saying but at least they haven't detected you yet.

OOC: Pre-combat & Round One. Everyone is up.


[sblock=Combat Information]
Initiative
Adventurers
Bandits

Map:


Party:
Denizel: 38/38 hp
Maui: 47/47 hp
Taniwha: 42/42 hp
Sylla: 40/40 hp
Boots: 52/52 hp
Vincenzo: 57/57 hp

Conditions in Effect:

Enemy Status:
Bandits
# 1 (AC 17, T 11, FF 16) 25/25 hp
# 2 (AC 17, T 11, FF 16) 25/25 hp
# 3 (AC 17, T 11, FF 16) 25/25 hp
# 4 (AC 17, T 11, FF 16) 25/25 hp
# 5 (AC 17, T 11, FF 16) 25/25 hp
# 6 (AC 17, T 11, FF 16) 25/25 hp
# 7 (AC 17, T 11, FF 16) 25/25 hp
# 8 (AC 17, T 11, FF 16) 25/25 hp
[/sblock]
 

jbear

First Post
"No words. Swords" replies Maui to Denizel's proposal to consider other options than violence. "Te blade turns upon te bloody hand."

Maui takes out his other wand and taps Maui on the skull. The great cat flattens its ears and bares its fangs in annoyance, fangs which suddenly gleam like sharp steel. "Tane, give strength to te King" he prays and pats the tail twitching cheetah whose muscles seem to ripple and twitch with anticipation. Seeing that Sylla is done with her own magical preparations Maui draws his sword and shield, readying himself for battle.

[sblock=OOC] That was Maui's pre-battle preparation. Cast Magic Fang (Bite) and Bull's Strength on Taniwha

As for his surprise round: Shall I have him cast entangle? (Range 600ft ft, 40ft radius) [/sblock]
 

ScorpiusRisk

First Post
"Very well." Denizel sighed. If Maui wasn't going to consider the idea he doubted the others would. He whispered a quick prayer and prepped his crossbow.

[sblock=Actions]Cast Bless[/sblock]

[sblock=Denizel, Level 6 Bard/Oracle]Denizel
AC: 20 (18 flat-footed, 12 Touch)
HP: 38 Current: 38
CMB: 3 CMD: 15 Fort: +2 Reflex: +7 Will: +9
Speed: 20'

Current Weapon in Hand:
Current Conditions in Effect:

+1 Longsword: +4, 1d8, crit 19-20/x2
Wand, Inflict Light Wounds: 50/50, Touch, 1d8+2, Will DC 16 for Half, SR = Yes
+1 Crossbow: +7, 1d8+1, Crit: 19-20/x2, Rng: 80ft, 31 Bolts
Wand, Cure Light Wounds: 46/50, Touch, 1d8+2, Will DC 16 for Half, SR = Yes

Key Skills: Bluff +15, Diplomacy +12, Disguise +13, Kn Arcana +13, Kn History +10, Kn Local +10, Kn Nobility +10, Kn Religion +16, Linguistics +9, Perception +8, Perform (Dance) +9, Profession (Courtier) +6, Sense Motive +9, Spellcraft +8

Bardic Performance: 11/11 rounds per day

Bard Spells Remaining: 1st level 4/4
Bard Spells Known: 1: Charm Person (DC 16), Disguise Self, Hideous Laughter (DC 16)
0: Daze (DC 15), Detect Magic, Light, Message, Prestidigitation

Oracle Spells Remaining: 1st level 4/8 2nd Level 1/1
Oracle Spells Known: 2: Cure Moderate Wounds, Tongues, Zone of Truth
1: Bless, Command, Cure Light Wounds, Identify, Sanctuary, Comprehend Languages
0: Ghost Sound, Guidance, Mage Hand, Mending, Read Magic, Resistance, Stabilize, Purify Food/Drink.
[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Vincenzo draws his bow and an arrow. He waits for boots to attack befor he will draw and shoot. He nods his readiness.
 

Systole

First Post
Sylla finishes with a spell of speed. There is a whisper in the tall grass as the invisible eidolon takes off running. The elf mounts her horse and nocks an arrow in her bow. "Use your nature magics, druid. Just try to leave a few for Boots to kill," she says, and puts another arrow in between her teeth. There's a bloodthirsty look in her eyes, and it does not seem she has more to say.

[sblock]I think the plan is, wait one round, then entangle on most of the guys so that Boots has a few to bite. Boots can open with a pounce on round 2, correct? Sylla will full attack during the second round. -8 attack penalty, but better than nothing.

It's not a bad thing if we blow the surprise one round out, because then they're stuck having to decide between melee and missile weapons, and if they have to switch it might waste time on subsequent rounds.[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
[sblock=addendum to above spoiler] And if we open with ranged fire and advance with a move/fire tactic, we can seriously soften them up before we arrive?[/sblock]
 

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