[LPF] Rodents of Unusual Size, pt 3

Wahyu did not know how much more duress today he could ask of his Lady by invoking her name, so he would have to resort to violent action. Raising his crossbow, he took aim at one of the archers and squeezed the lever, but alas, the shot went wide. The oracle simply grimaced and nocked another bolt. This was not a task to which he was best suited.

Map
[sblock=OOC]He commands Ridley to take a 5 foot step from Q16 to P15.
Ranged Attack (1d20+7=12)
I can't remember if his crossbow was already loaded or not. If it was, then he reloads after he attacks, if not, then before. :P[/sblock]
[sblock= Wahyu's Mini Stats]Wahyu
AC: 16 (14 flat-footed, 13 touch)
HP: 23/23
CMB: 1 CMD: 13
Fort: +3 Reflex: +4 Will: +5
Perception: +5, Darkvision 60 ft
Initiative: +6
Current Weapon in Hand: Light Crossbow (+7^*, 1d6+1^, 19-20 x2)
Current Conditions in Effect: Bless*, Inspire Courage^
Spells Remaining (1st): 2/6

Used Items:
Bolts (1/20)
Abilities Used:
SLA: Pass Without Trace[/sblock]​
 
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Hilltop Battle Round 3

The goblin fighting Hawk spins, cutting her again with a deft slice while keeping the raging barbarian off-balance. Coming out of the spin, he flashes a comfortable smile before stepping back and calling out in gutter-speak. The two bow using goblins north of Hawk answer the call, but their arrows fail to find the target.

Meanwhile, the dog-slicer and shield user on Mystie continues to fight on, having just weathered the magical missile from Cruendithas. Not as fancy or as heavy hitting, he cuts the gnome while shielding off Bubba's counterattack. He babbles as well, which draws a response from his more capable teammate.
[sblock=Mystie]The dialogue:
Goblin F: "Stinkfoot, how goes?"
Goblin L: "Sloppy rage fighter almost dead. I'll pick up orc!"
Goblin F: "Kay!"[/sblock]However, it is the cackling goblin running down the slop that catches Mystie's attention. Shouting in common, "The BOMB ha ha ha ha!," he sweeps in and throws a bomb at Mother Rabbit's servant. Flames erupt, burning Mystie and singing Bubba as well, producing a yelp of pain from the latter.

Frightened by Jonas' ferocity, one of the archers previously shooting at Mystie (and with great luck there) turns to him, but misses badly, cowed by savage strike to one of his fellows.

With the wear and tear building, reinforcements begin to arrive for the heroes. Dunkel and Wahyu enter the fray.

[sblock=Combat Stuff]Goblin L hits Hawk for 10 (9 after DR), steps back to I-9. Goblins A and S north of Hawk both shoot at her, miss, and move a little bit more away.

Goblin F hits Mystie for 4, steps back to M-8. Goblin B moves in and throws bomb for 14 damage. Bubba makes save for splash and takes 2. Goblin S west of Mystie shoots her for 1.

Goblin A west of Jonas shoots at him, but misses.

No Misfortune from Mystie this round. The only good d20 roll by the goblins was by L, who has already been effected. The other good roll was damage, not d20 (bomb).

Reminder: The horses/ponies are not war trained, although you can get pretty close to target with them without them freaking out.

Combat Actors
Cruendithas: 0 dam/26 (bless 15r, inspire courage)
Dunkel: 0 dam/18 (bless 15r, inspire courage)
Hawk: 32* dam/38+ (bless 15r, inspire courage)
Jonas: 0 dam/40 (bless 15r, inspire courage)
Mystie: 33 dam/45 (mounted, bless 15r, inspire courage)
Bubba: 2 dam/16 (bless 15r, inspire courage)
Wahyu: 0 dam/23 (mounted, bless 15r, inspire courage)
Goblin L: 0 dam/?, AC 22, dogslicer and shield
Goblin F: 5 dam/?, AC 21, dogslicer and shield
Goblin D: Dead, 19 dam/6, AC 18, dogslicer and shield
Goblin H1: Bleeding out, 14 dam/6, AC 16, horsechopper
Goblin H2: Bleeding out, 9 dam/6, AC 16, horsechopper
Goblin B: 0 dam/?, AC 24, lt crossbow, bombs
Goblin S1: 0 dam/?, AC 16, shortbow
Goblin S2: 0 dam/?, AC 16, shortbow
Goblin A1: 0 dam/?, AC 16, longbow
Goblin A2: 0 dam/?, AC 16, longbow

EVERYONE is up.

* HP correction for Hawk, was originally stated as 34.

Ditzie Map: http://beta.ditzie.com/70656/546eea810b50b[/sblock]
 
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[section]

"On my way, Hawk!" bellows Jonas, his usually gentle bass rumble grown to a roar that easily pierces the sounds of the battlefield. His flail whirrs once more, the half-orc's massive shoulders twirling the heavy ball as though it weighs nothing. He moves in on the goblin facing Hawk, his preliminary attack more a feint than a true attempt to connect.​
[/section]

Combat Map

[sblock=Actions/Rolls]Power Attack (1d20+8=16) vs Goblin L.[/sblock]
_______________
[sblock=Mini Stats]
[URL="http://livingpf.wikia.com/wiki/Jonas_Psalter_(Mowgli)]Jonas Psalter[/URL]

Initiative: +04
AC: 17 (12 Touch, 15 Flat-Footed)
HP: 40/40
Senses: DarkVision (60’) Perception: +10
CMB: +06 CMD: 18 (+8/20 vs. Trip)
Fort: +07 Reflex: +02 Will: +05
[/sblock]
 

Dunkel moves his pony forward and strikes out with his battle-axe against the goblin in front of Mystie.

OOC: Dunkel moves from M15 to L9 and attacks with his axe.
1d20+5=19, 1d8+2=4
Most likely hit with a 19, damage of 4. Added to hit bonus from Bless effect.

Updated Map: http://beta.ditzie.com/70656/546f69f6bbf13

Mini-Stats
[sblock]
Dunkel Metzgerei the 1st level Dwarven Cleric (awaiting level 2 approval)
AC: 18, Flat-Footed: 17, Touch: 11
HPs: 10/10
Init: +3
CMB: +2
CMD: 13
Fort: +5, Reflex: +2, Will: +6
Speed: 20 feet
Battleaxe: Attack: +2 = [BAB (0) + Ability (2) + Misc (0) + Magic (0)]
Damage: 1d8+2, Crit: 20/x3, Special: S
Sling: Attack: +1 = [BAB (0) + Ability (1) + Misc (0) + Magic (0)]
Damage: 1d4+2, Crit: 20/x2, Range: 50 ft
Consumable: 20 Sling Stones, 7 Trail Rations
In Hand: Battleaxe
Spells Prepared
Level 0: Detect Magic, Guidance, Light
Level 1: Protection from Evil
Spells Used:
Level 1: Enlarge Person, Bless
[/sblock]
 

cruendithas.jpg
With the others advancing and dealing their own damage Cruendithas moves to aid Hawk. He places a hand on her shoulder to send the healing energy to her wounds. "Lets keep you on your feet alright. We have a few more to clean up here."

updated map


[sblock]
move to Hawks location
cast CLW 1D8+3 = [5]+3 = 8
[/sblock]

[sblock=mini stats]
Cruendithas
Initiative +1
AC: 17 (with shield/ Flat:16, Touch: 12)
HP: 26 current: 26
CMB: +1 / CMD: 12 Fort: +2 / Ref: +4 / Will: +4
Resistence: 0
Current Weapon in Hand: Buckler in off hand

Spell Like Abilities: Dancing Lights1/1, Ghost Sound 0/1, Prestidigitation1/1, Speak with Animals1/1
Arcane Strike +1
0 Lvl Spells:
Acid Splash, Detect Magic, Read Magic, Mage Hand, Message, Light

1st Lvl Spells: 0/4 per day
Cure Light Wounds, Grease, Expeditious Retreat, Identify

Archaeologist's Luck (+1) rounds/day: 1/6

Wand CLW 10/10
Wand MM 23/25

effects: Expeditious Retreat +30 base move 24/30 rounds
Bless
[/sblock]
 

[sblock=Deuce Traveler]Rawhide is a pretty good non-combat mount in terms of keeping his cool, but he isn't formally war trained. The riding check for such a mount to be sent into active combat is normally DC 20, although I'll give it to you on a 15 due to his tough-as-nails mind.

Or, you can entertain modifying the plan, and that is to ride close to the goblin, dismount with a move action, 5 foot step into melee range, and attack with your standard action.

Or some other thing that I haven't thought of, but those are the two most obvious. Let me know.[/sblock][sblock=Commander Fallout]Yes, you loaded your crossbow early on, at the same time Mystie did. So that means your action was shoot, then reload, giving you a loaded weapon for the beginning of your next action.

BTW, I have a character in LPF with a crossbow, and to help myself I keep track of the status in mini-stats as such:
Current Weapon in Hand: Crossbow(loaded)[/sblock]
 

Hawk, Little Halfling with a Big Sword

Hawk circles around so that she can get into flanking position safely and then swings at GoblinL.

CURRENT MAP

[sblock=Actions/Rolls]Actions: Moving J-11, I-11, H-11, G-10, H-9. Total to hit is +10 base, +1 Bless, +1 Inspire Courage, +2 flanking; for +14. Total damage is 1d10+6, +1 Inspire Courage; for 1d10+7.

Rolls: Attack roll against GoblinL: 1D20+14 = [14]+14 = 28
Damage roll: 1D10+7 = [10]+7 = 17[/sblock][sblock=Hawk Mini Stats]Hawk
AC: 17 (13 flat-footed, 12 touch)
HP: 20/44
CMB: +4 CMD: 18

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

Current Weapon in Hand: Greatsword (2-handed)
Current Conditions in Effect: bless, inspire courage, raged, reckless abandon
Rage Rounds remaining Today: 4/10[/sblock]
 

wayangavi_zpsd834477b.png
" align="left" border="0" alt="" style="padding:6px;" /> Once again, Wahyu took aim at one of the archers and let fly another bolt, yet this one actually hit! He nudged his own mount on as he drew back the string to mount another quarrel.

Updated Map
[sblock=OOC]Ranged Attack (1d20+7=17)
Damage (1d6+1=3)[/sblock]
[sblock= Wahyu's Mini Stats]Wahyu
AC: 16 (14 flat-footed, 13 touch)
HP: 23/23
CMB: 1 CMD: 13
Fort: +3 Reflex: +4 Will: +5
Perception: +5, Darkvision 60 ft
Initiative: +6
Current Weapon in Hand: Light Crossbow (+7^*, 1d6+1^, 19-20 x2)
Current Conditions in Effect: Bless*, Inspire Courage^
Spells Remaining (1st): 2/6

Used Items:
Bolts (2/20)
Abilities Used:
SLA: Pass Without Trace[/sblock]​
 

[sblock=Deuce Traveler]Rawhide is a pretty good non-combat mount in terms of keeping his cool, but he isn't formally war trained. The riding check for such a mount to be sent into active combat is normally DC 20, although I'll give it to you on a 15 due to his tough-as-nails mind.

Or, you can entertain modifying the plan, and that is to ride close to the goblin, dismount with a move action, 5 foot step into melee range, and attack with your standard action.

Or some other thing that I haven't thought of, but those are the two most obvious. Let me know.[/sblock]

OOC: I'll go with your dismount plan with a move action, sir. :)
 

[section]
Remembering one of the tactics that she has drilled into others, 'Don't let the healer fall', Mystie pulls back on Bubba's collar and moves him to a bit safer position behind the front lines. She channels again and another wave of white light caresses and heals her allies while avoiding the most of the goblins. "Victory shall be ours!" Bubba didn't like the fire and was glad to step away from it. "Jonas, careful, they want to target you!"

updated map
Bard Song: +1 to attack and damage, Channel selectively heal group 5
[sblock=Actions]Mystie: Channel Positive Energy selectively not HHDFL (2d6=5) excluding H1 H2 L D F goblins, healing B, free continue bardsong for the last round
Bubba: move away from danger 10'
[/sblock][sblock=Mystie Thissiledew's Mini-stats]Mystie Thissiledew
HP 12+5/45, AC 14, 10 Touch, 14 FF; Init -1, Darkvision 60', Move 15'
Fort: +5, Reflex +2, Will +5, CMB -2, CMD 7
Perception +4, Sense Motive +4, Spellcraft +5, Linguistics +2, Stealth +4, Handle Animal +10, Ride -1

Dagger +0, d4-3
Lt Crossbow +2, d6, range 80' increment, 9 bolts
Thrown Dagger +2, d4-3, range 10' increment

.,,,.....,,,,,,..Orisons: Detect Magic, Read Magic, Create Water, Guidance, Stabilize
.,,,.....,,,,,,..Orisons: Mage Hand, Ghost Sound
.,,,.....,,,,,,.Cantrips: Message, Jolt, Breeze, Umbrella
.,,,,,,,,,
Racial Spells:
(1/day) Dancing Lights , Flare, Prestidigitation, Produce Flame
.,,.,,...Oracle 1st Lvl: 6/7 remaining; Cure Light Wounds, Bless, Protection from Evil, Ill Omen, Murderous Command
.,,.,,.,,..Bard 1st Lvl:
1/3 remaining; Share Language, Grease (DC 15)
.Bardic Performance:
0/9 remaining;
......,,.......Consumables: 1 Cure Light Wounds potion, Mystie's Wand of Cure Light Wounds (25/25 ch)
......,,.......Consumables: 3 Alchemists' Fires, 2 Antitoxin, 4 Antiplague, 10 Vermin Repellants
....,,.........
Consumables: 2 Scrolls of Lesser Restoration, 12/12 days trail rations, 12/12 days of dog food
....................... Scrolls: Endure Elements, Comp Languages, Diagnose Disease
....................Channels: 5 of 6 left, 2d6, DC 16, Selective excluding 5 opponents
...............Energy Body: 3 of 3 left, Healing elemental body 1d6+3 if someone moves through my square
.........
Immediate Action:
Misfortune, force immediate reroll, once per creature per day, range 30'
..................................If bad guy rolls 15-20, reroll
..................................If friend rolls 12 or less on a dangerous save, reroll
..................................
If friend rolls 10 or less on an attack for the base die roll, reroll
..................................This consumes the swift action
.................................
Bubba: Mastiff riding dog, Low light vision + scent; Perception +5,
Understands Common
(from Share Language)
AC 13, Touch 12, FF 11
HP 14+5=16/16
.... Fort +5, Reflex +5, Will +1; Move: 40'
..................CMB +3, CMD 15 (19 vs. Trip)
Melee: Bite +3, 1d6+3 plus trip
Tricks: Attack, Attack Unnatural Creatures, Defend, Heel, Flank and Hunt

Effects:
In hand: dropped crossbow
[/sblock]
[/section]
 

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