[LPF] Greener is the Grass

jbear

First Post
As Taniwha begins to pad forward, his coat naturally blending with the grass, Maui whispers a prayer under his breath as he awaits to follow Sylla's lead.

[sblock=Actions]
Surprise Action:
Taniwha moves forward stealthily (take 10 = DC 20)
Maui casts Guidance on himself
[/sblock]
 

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GlassEye

Adventurer
The bandits have not yet discovered the presence of their hunters behind them and ride on blissfully unaware of impending action.

OOC: Round Two. Everyone is up.


[sblock=Combat Information]
GM: Boots can charge/pounce but will definitely not be able to stealth if he does so. However, he is invisible (for the moment) and that'll likely confuse the bandits.

Choose your coordinates when you post. You can only place yourself somewhere on rows 17 thru 31.

Don't forget Mounted Combat (if you are remaining mounted): specifically, DC 5 Ride to control mount with legs; if your mount moves more than 5 ft you can only take one melee attack; ranged attacks when mount is running are at -8 (-4 if just a double move) but you can take full attacks; & you and mount can attack with a DC 10 Ride check.


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: lots of buffs.

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]
 

ScorpiusRisk

First Post
Denizel rushes up with the group and when he realizes he has the chance to strike before boots he decides they can afford a bit of distraction after all. He peels his horse to the the right of the bandits, grasping his crossbow along the length of his reins. He eyes one of the outriders and focuses his thoughts on his speech before shouting.

"FALL!"

[sblock=Actions]Move to T21/U22
Cast Command "Fall" on Bandit 5. Will 16 to Resist.

ALSO: I no longer have Comprehend Languages. That was a mistake I made at level up. If you'd like I'll make a linguistics check to gain the knowledge I did from the letters, we can ignore it, or whatever you'd like.[/sblock]

[sblock=Denizel, Level 6 Bard/Oracle]Denizel (Blessed)
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 3/8 2nd Level 1/1
Oracle Spells Known: 2: Cure Moderate Wounds, Tongues, Zone of Truth
1: Bless, Command, Cure Light Wounds, Identify, Sanctuary
0: Ghost Sound, Guidance, Mage Hand, Mending, Read Magic, Resistance, Stabilize, Purify Food/Drink.
[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
[sblock=ooc for clerification]
Just to make sure I do this right, to attack with my bow, stow it and draw rapier that would require
1. dc 10 ride check
2. attack at (-4) + (range increment penalty)
3. Sheath weapon on shoulder (Move action)
4. draw rapier as part of move action
5. have horse move at double move rate

is this right? if so, how far away is Bandit 1 from Vincenzo? (for range increment purposes)

[/sblock]
 

GlassEye

Adventurer
[sblock=Scorpius & Scott]We'll keep the letters & information gained as played. It makes little to no difference whether Denizel deciphered the messages or waited and had someone translate: the information is still the same and it hasn't affected the course of current action.

Ride:
Scorpius, the casting spells while mounted section of the above link says a DC 16 concentration check (DC 15 + spell level) is required if the mount is running. Also, in this case spellcasting occurs after the mount has moved 100 ft. so Denizel would be 80 feet away from the rearmost bandit and out of range for 'command'.

Scott, distance measured was based on a horse's run of 200 ft. If your mount only makes a double move, that's 100 ft and you can be no closer than row 37 (not on the map, yet). Ranged attacks happen when the mount has taken half of its total move so Vincenzo would be able to fire his arrow when 180 ft away from bandit 1. So, your actions would be as follows:
1. DC 5 Ride (to guide with knees; free action)
2. Ranged attack at -4 + range increment (by the way, I don't see any ranged weapons other than dagger listed on Vincenzo's sheet)
3. Sheathe bow (move action)
And that's it.

Note that one can draw a weapon as part of a 'regular' move. I take that to mean as part of moving your base speed and not any of the other special actions listed as 'move actions'. A search of discussions on this topic support this as well.[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
[sblock=comp. mighty +2 longbow]
Here are the dicussion posts:

246: http://www.enworld.org/forum/showth...-Grass/page9&p=6059760&viewfull=1#post6059760

269: http://www.enworld.org/forum/showth...-Grass/page9&p=6064130&viewfull=1#post6064130

270: http://www.enworld.org/forum/showth...-Grass/page9&p=6066590&viewfull=1#post6066590

It appears that the bow was to be partial payment for the task of dealing with the bandits,and was sold to Vincenzo on that premise. I just forgot to list on the character sheet the transaction.

either that, or I had listed it but during the hack it disappeared?
[/sblock]

Ride check vs dc 5: +7
1d20+7=15

Attack W/ bow: +1 vs flat footed (attack: +7, attack while riding -4, range increment -2)
1d20+1=13, 1d8+2=4

move action: shoulder bow
 
Last edited:

Systole

First Post
Riding hard, Sylla fires three arrows at the Goti, just as Boots pounces on one of the hindmost. While the eidolon easily dismembers the bandit, unfortunately, none of the elf's arrows strike true.

[sblock=OOC]Sylla fires three arrows (Haste + Rapid Shot). +7 base +1 haste - 8 mount is running = +0. Sylla has +9 ride so ride skill check is automatically passed even on a 1. 1d20+0=14, 1d8+3=5, 1d20+0=2, 1d8+3=10, 1d20+0=13, 1d8+3=6

Boots pounces on bandit 7. 1d20+11=21, 1d6+9=11, 1d20+11=30, 1d6+9=15, 1d20+11=29, 1d6+9=10 Note: I realized after I rolled that I completely borked his rolls (-1 to hit because of size, advance damage die to d8, one extra attack due to haste), but the bandit is utterly hosed either way, so I'll just let it stand.

[/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: Haste, Rapid Fire
Spells Remaining (1st): 2/5
Spells Remaining (2nd): 2/4

Boots

AC:
23 [33] (20 [30] flat-footed, 11 [12] 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) +1 Haste
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), Haste (4 rounds), Pounce

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


ScorpiusRisk

First Post

[sblock=ooc]I misunderstood. I thought by placing my mount within the squares you specify it would just be going through normal movement. So if I move and then I'm still 80 ft away what was the point of listing those starting squares? Can I do nothing but move this round?[/sblock]

[sblock=Denizel, Level 6 Bard/Oracle]Denizel (Blessed)
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 3/8 2nd Level 1/1
Oracle Spells Known: 2: Cure Moderate Wounds, Tongues, Zone of Truth
1: Bless, Command, Cure Light Wounds, Identify, Sanctuary
0: Ghost Sound, Guidance, Mage Hand, Mending, Read Magic, Resistance, Stabilize, Purify Food/Drink.
[/sblock]
 


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