Pathfinder 1E [Pathfinder] airwalkrr's Rise of the Runelords Reborn! IC

kinem

Adventurer
Nuko moves up 30' and casts an acid dart at the goblin Jamir wounded.

ooc: ranged touch attack [roll0], damage [roll1] acid (not subject to DR)

[sblock=pic]
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[sblock=Nuko ministats]Init +2, perception +2, sense motive +2
acid darts 6/7 (+2 ranged touch, 30', 1d6 acid)
greataxe +4 melee (1d12+3, crit 20/x3)
Defense 12, DR 4/armor; hp 9/9 (1 nonlethal damage)[/sblock]
 

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airwalkrr

Adventurer
As a goblin stands triumphant over the dog corpse and the commando closes in on the man in the blue doublet, they appear oblivious to your approach, save for one unfortunate goblin near the back rank...



Jamir's javelin tears through the goblin's leather, leaving a nasty wound. Green blood spills upon the ground as the goblin removes the javelin from his upper torso angrily. Just a little closer to the heart and it might have killed him. But he appears to have enough mettle to fight on... for now. (5 dmg)

Kelvyn closes to within 40' of the commando, but the commando has yet to react. Thrindar moves steadfastly forward with Kelvyn, mace in hand.

Nuko's acid dart flies true and burns the wounded goblin deeply in his leg. He falls to the ground wailing in pain as the enormous acid burn continues to eat away at him (crit success! 9 dmg).

Upon downing the goblin, it appears the rank and file are no more skilled than the ones you fought before. In fact, they seem less improved in morale, as evidenced by the scene upon your arrival. You saw the hesitance of the lesser three to attack the dog until their leader had killed it, despite the dog's obvious disadvantage in numbers; goblins hate and fear dogs... except goblin dogs apparently. (One might question whether such beasts are truly dogs anyway.) These goblins also fight with less fervor than before. (Knowledge: arcana)

[sblock=Jamir]Jamir does not need to make the Knowledge: arcana check to realize the goblins you were fighting before were likely under the effects of a bard's inspire courage ability.[/sblock]
OOC: Initiative
Kelvyn
Jamir
Goblins
Nuko
Thrindar
(as before, those who beat the goblins in initiative (Kelvyn and Jamir) will get to act first while the goblins are flat-footed, then I will take the goblin turn, then all the players will receive a turn)

Begin player turns: Jamir, Kelvyn

Goblin Commando: Def ??, CDCB +?, HP ??/??, DR 3/armor (st. leather), Fort ??, Ref ??, Will ??, Melee horsechopper+? (?d?+?/CDDC +?), Ranged +? (?d?+?/CDDC +?), CMB ??, CMD ??
Goblin 1: Def 14, HP -9/6 (dying), DR 2/armor (leather), CDCB +?, Fort ??, Ref +2, Will ??, Melee dogslicer+2 (1d4/CDDC +?), Ranged shortbow +? (?d?+?/CDDC +?), CMB +?, CMD ??
Goblin 2: Def 14, HP ?/6, DR 2/armor (leather), CDCB +?, Fort ??, Ref +2, Will ??, Melee dogslicer+2 (1d4/CDDC +?), Ranged shortbow +? (?d?+?/CDDC +?), CMB +?, CMD ??
Goblin 3: Def 14, HP ?/6, DR 2/armor (leather), CDCB +?, Fort ??, Ref +2, Will ??, Melee dogslicer+2 (1d4/CDDC +?), Ranged shortbow +? (?d?+?/CDDC +?), CMB +?, CMD ??

[MENTION=24234]kinem[/MENTION]: remember that with armor as dr rules, you don't need to roll to confirm. The target instead makes a critical defense check based on the critical defense DC of your attack (Critical defense DC = critical hit roll + 1/2 attacker's base attack bonus + 1 for each critical feat + 1 for each size category larger attacker is than target). The DC for that attack, since it was a natural 20 is 22 + 0 + 0 + 1 = 23. The goblin rolled a 22 and failed the check so the critical hit was successful!

Note in cases where the attack is vs. touch AC, the target does not get to add its shield modifier to its critical defense check, and in cases where DR does not apply to the attack, the target does not get to add its DR to the check. So the goblin was only allowed to roll using Dex and deflection, a highly advantageous situation for this attack!
 

perrinmiller

Adventurer
Jamir Rolande

BarloAvatar_zps186bb901.jpg

Jamir followed after the large Keshite warrior and switch another of his arcane energy charged javelins into his throwing hand. So far the goblins were unaware of the danger coming towards them and he was content to keep it that way for the moment.

His voice was low, “You have the rider and we can take care of the lil' minions, Kelvyn.”

However, once again the bard was proving to be lacking in the combat skills as his javelin flew wide again to thunk into the ground a few yards past the goblin he was aiming for. If the little bastards had not seen them yet, that javelin sticking in the ground was sure to alert them.

[sblock=Actions]
Move Action: Close to within 30ft of Goblin 2
Swift Action: Arcane Strike
Standard Action: Ranged attack Gob 2; Missed with a 10
Rolls[/sblock][sblock=MiniStats]Jamir Harkness
Init +6, Speed 30, Senses: Perception +3
Defense: 14, Touch 14, Flat-footed 10, CMD 16
Crit Def Bonus: +7, Crit Attack Bonus: +0
Fort +1, Ref +6, Will +1
HP 9 (DR3/Armor); Current: 9
Conditions in effect: 30ft ranged Aid Another (+1 only) for 24 hours

Bardic Performances Remaining: 6/6
1st Level Spells (CLW, Grease): 1/2
Javelins Remaining: 3/5

Weapon in Hand: Javelins x 2 (LH)[/sblock]
 


Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]

"Right," Kelvyn replies quietly, and rushes forward to engage. Heavy footfalls are muffled by dust and cobbles, and yet the Goblin Commando still manages to catch a hint of the mountain rushing down on him; he dodges adroitly out of harms way, spinning to confront his foe with a wicked grin!
[/section]

[sblock=Actions/Rolls]Charge! (1d20+7=9) (Makes Kelvyn's defense a 12 for this round).[/sblock]
_______________
[sblock=MiniStats]
[SIZE=+1]Kelvyn Damonder[/SIZE]
HP: 15/15, Speed: 20' Perception: +0

Defense: 14, Critical Defense: +08, Armor DR: 5/Magic or Large, CMD: 19
Fort: +3, Reflex: +3, Will: +0

Initiative: +3, Perception: +0, Sense Motive: +0

Weapon in Hand: Heavy Mace

Abilities: Str 19, Dex 16, Con 12, Int 10, Wis 10, Cha 10

Condition: None
[/sblock]
 

airwalkrr

Adventurer
The lesser goblins clearly regard the approach of a new challenge with a bit of hesitation; the songs of goblin warchanters have ended. But the commando leading them urges them forward in their guttural tongue. He leads the attack with a swing of his horsechopper against Kelvyn (Def 10: miss). His swing is wide, and Kelvyn sidesteps it to avoid. One goblin moves to approach Thrindar in melee while the other draws a shortbow and aims for the half-orc with the surprisingly deadly acid magic. Thrindar raises his shield too slowly and the dogslicer cuts at the gut, but Thrindar's armor provides sufficient protection such that he only feels a minor bruising (nat 20; CDC 27; 1 nonlethal). The goblin arrow flies towards Nuko and finds its mark, but the arrow lodges itself in the protective aura of his mage armor, and he feels only a small prick rather than painful jab (Def 14; 1 nonlethal).

OOC: Begin all player turns.

Goblin Commando: Def 14, CDCB +??, HP ??/??, DR 3/armor (st. leather), Fort ??, Ref ??, Will ??, Melee horsechopper +4 (?d?+?), Ranged +? (?d?+?), CMB ??, CMD ??
Goblin 1: Def 14, CDCB +5 (2 DR + 2 Dex + 1 Sh), HP -10/6 (dying), DR 2/armor (leather), CDCB +?, Fort ??, Ref +2, Will ??, Melee dogslicer+2 (1d4), Ranged shortbow +4 (1d4), CMB +?, CMD ??
Goblin 2: Def 14, CDCB +5 (2 DR + 2 Dex + 1 Sh), HP ?/6, DR 2/armor (leather), CDCB +?, Fort ??, Ref +2, Will ??, Melee dogslicer+2 (1d4), Ranged shortbow +4 (1d4), CMB +?, CMD ??
Goblin 3: Def 14, CDCB +5 (2 DR + 2 Dex + 1 Sh), HP ?/6, DR 2/armor (leather), CDCB +?, Fort ??, Ref +2, Will ??, Melee dogslicer+2 (1d4), Ranged shortbow +4 (1d4), CMB +?, CMD ??

Notes: added combat feedback information to stat blocks and removed some superfluous information.
 

perrinmiller

Adventurer
Jamir Rolande

BarloAvatar_zps186bb901.jpg

Jamir sidestepped to get a clear angle on one of the goblin archers. He still had 2 javelins in hand, but he drew the last one from the quiver and channeled arcane power into it. The metal head glowed with crackling blue and white energy as he cocked his arm back.

Flinging the javelin at the goblin was another lame attempt, no better than the one before.

“Well, dammit.” All sense of chivalrous eloquence out of him mind. “Mayhap I am not really cut out for all this fighting…”

“Yeah, I am more of a lover than a fighter,”
he added with a wry expression.

[sblock=Actions]5ft step to remove potential cover from allies
Move Action to draw javelin
Switch Action to use Arcane Strike
Standard Action to miss again: Rolls[/sblock][sblock=MiniStats]Jamir Harkness
Init +6, Speed 30, Senses: Perception +3
Defense: 14, Touch 14, Flat-footed 10, CMD 16
Crit Def Bonus: +7, Crit Attack Bonus: +0
Fort +1, Ref +6, Will +1
HP 9 (DR3/Armor); Current: 9
Conditions in effect: 30ft ranged Aid Another (+1 only) for 24 hours

Bardic Performances Remaining: 6/6
1st Level Spells (CLW, Grease): 1/2
Javelins Remaining: 2/5

Weapon in Hand: Javelins x 2 (LH)[/sblock]
 

airwalkrr

Adventurer
The goblin archer laughs gleefully as he dodges out of the way of Jamir's javelin, blissfully unaware of its deadliness should it actually strike him.
OOC: Continue player turns [MENTION=29558]Mowgli[/MENTION], [MENTION=11456]Tailspinner[/MENTION], and [MENTION=24234]kinem[/MENTION].
 

G

Guest 11456

Guest
Thrindar: Initiative +2 / Perception +3 / Sense Motive +3

Thrindar swings at the goblin that swung at him. He connects with his borrowed light mace. He again thinks that, had he had his scimitar, the results would have been different.

OOC: Swing at goblin Attack roll (1d20+2=18); Damage roll (1d6+2=5)
 

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