Thrane strike force. RAIDERS OF AUNDAIR STAY OUT

Alestair Sarhain, AC 24, HP: 39/39

Sense motive check #2! (1d20+6=9)

Alestair holds for Valderion's mark, touches the silver arrowhead hanging from his neck, then follows in Armament's wake.

[sblock=OOC]
Free move action: Move to X22, tumbling from Y22-X22.

Alestair delays his turn until haste goes off or it becomes obvious that haste is not forthcoming this round.

Swift action: Activate law devotion for +3 to attacks. (10/10r)
Full-round action:
- If the halfling is still up and in it's current space: Alestair takes a 5' step to Y23 and full-attacks the halfling. If the halfling is downed by one of his attacks, he switches to one of the adjacent hostiles, giving preference to already-damaged characters and people he has flanking on, in that order.
- If the halfling is already downed: Alestair full-attacks one of the adjacent hostiles, giving preference to previously damaged characters, taking a 5' step to reach them or gain flanking as necessary/possible. If the halfling (or the nearest significantly damaged opponent, if the halfling's down) isn't reachable with just a 5' step, Alestair moves to reach them (tumbling as necessary) and makes a single attack.

Protection Devotion: +2 sacred AC to allies in 30', 9/10 r

Dice rolls:
Tumble check, DC 15 (1d20+15=25)
Attack rolls (1d20+11=16, 1d20+11=21, 1d20+11=20)
Hypothetical damage rolls (1d6+1=5, 1d6+1=6, 1d6+1=3)
Hypothetical sneak damage (2d6=6, 2d6=10, 2d6=6)

The attack modifiers here are presuming a full attack with haste.
AC is also presuming haste.[/sblock]
 
Last edited:

log in or register to remove this ad

Guys. don't forget that the others act first. The caster held his initiative untill he could see hostiles, which was at the end of your second move. The PC's will get to take an action before you initiative count.
 


Code:
..ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz
01...................................................................................
02...................................................................................
03...................................................................................
04....................................................................................
05....................................................................................
06....................................................................................
07............................/..\.....................................................
08........................../......\...................................................
09......................../....BB...\.................................................
10....................../............\................................................
11..................../_______________\...............................................
12...................I....SS...........I............................................
13...................I.................I............................................
14......__...........I................ I............................................
15..../.... \______..I.................I...........................................
16...I.H....I........IF....HHH.........I............................................
17...I......I___K__..I.....HHH.........I.............................................
18....\ __ /.........I.....HHH.........I.............................................
19...................I.................I............................................
20.............XXXXXXX................XXXXXXX....................................
21...................I..D...........1..I.............................................
22...................I..gJx.......234..I.............................................
23...................I....A........56..I.............................................
24...................I...s.............I.............................................
25...................I_SS______________I.............................................
26....................I................I..............................................
27.....................\............../................................................
28......................I.....BB....I...............................................
29.......................\_________/.................................................
30....................................................................................
31...................................................................................
32.....................................................................................
33.....................................................................................

H  hatch
BB Ballista
SS stairway
XXXXXXX : support beams for the elemental ring.

x astral Construct
g halfling
J unarmored elf
D Armored figure
F Armored figure
K Armored figure
s Unarmored, armed with shield and sword

the doors to the decks are located next to the stairway. The foredeck is one floor high, the aft deck two floors. The top floor of the aft deck contains the pilot's house and has large windows all around.

Round5



A uses a spell from his wand. F imbues D. Devon casts 'astral construct' and moves towards the group. S comes outside dressed in his pants and a shield to see what on Eberron is happening outside. Jael casts a spell. Swirling lights appear in the middle of your group

Time for your actions.

Could you post your stat blocks in your replies? Tx.
 

Okay then, NOW I use a free action to change my minor aura to Force of Will (+3 to Will Saves) and activate Grant Move Action as a standard action. Now my allies get to take a free move action in their initiative order, and then I move ahead, keeping 10 feet above the deck so that I may use my guisarme from a " safe " distance.

Actually, do you think you could describe for us what the heck they look like/wear/wield now? Since, you know, it might be relevant to me if one of them has a reach or ranged weapon.

Combat Stats:
HP 33/33; AC 20, T 12, FF 20; Fort +6, Ref +3, Will +9*
Attack +6 melee (2d4+5*/x3, Reach, +1 Guisarme)
Active Auras: Force of Will (+3 to Will Saves), Motivate Ardor (+1 to Damage Rolls)

Code:
[B]Name:[/B] Valderion
[B]Class:[/B] Marshall 5	[b]Starting Level[/b]: 5
[B]Race:[/B] Half-Elf
[B]Region of Origin:[/b] Stormhome
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Action Points:[/B] 7
[B]Deity:[/B] Silver Flame

[B]Str:[/B] 14 +2 (06p.)	[B]Level:[/B] 5	[B]XP[/B]: 11500
[B]Dex:[/B] 12 +1 (04p.)	[B]BAB:[/B] +3		[B]HP:[/B] 33 (5d8+5)
[B]Con:[/B] 12 +1 (04p.)	[B]Grapple:[/B] +5	[B]Craft Points:[/B] ----
[B]Int:[/B] 14 +2 (06p.)	[B]Speed:[/B] 20'	[B]Stat Increases:[/b] +1 Cha
[B]Wis:[/B] 12 +1 (04p.)	[B]Init:[/B] +1	[B]Spell Save:[/B] --
[B]Cha:[/B] 16 +3 (08p.)	[B]ACP:[/B] -5		[B]Spell Fail:[/B] 35%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+8	+0	+1	+0	+0	+1	20
[B]Touch:[/B]	12	[B]Flatfooted:[/B] 20

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+6	+4	+1	+1
[B]Ref:[/B]	+3	+1	+1	+1
[B]Will:[/B]	+6	+4	+1	+1
[B]Notes:[/B] Immunity to Sleep, +2 Racial vs. Enchantment

[B]Weapon			Attack	Damage	Critical	Range[/B]
+1 Guisarme		+6	2d4+4	   20/x3	------
MW Shortsword		+5	1d6+2	19-20/x2	------
[B]Notes:[/B] Guisarme has reach and can be used for trip attacks.

[B]Languages:[/B] Common, Elven, Gnomish, Auran

[B]Abilities:[/B] Lowlight Vision, Elven Blood, Marshall Auras, Grant Move Action 1/day

[B]Feats: [/B] Least Mark of Storm, Skill Focus (Diplomacy), Combat Reflexes

[B]Auras[/B] Minor +3, Major +1
[B]Auras Known:[/B]
	Minor - Motivate Dexterity, Force of Will, Art of War
	Major - Motivate Ardor, Hardy Soldiers

[B]Spell-Like Abilities:[/B] Gust of Wind 1/day

[B]Skill Points:[/B] 48	[B]Max Ranks:[/B] 8/4
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Balance		-2	 0	+1	-3
Bluff		+7	 4	+3	--
Diplomacy	+13	 8	+3	+2
Gather Info	+5	 0	+3	+2
Intimidate	+9	 6	+3	--
K (Geography)	+8	 6	+2	--
K (Nature)	+6	 4	+2	--
K (Religion)	+6	 4	+2	--
Listen		+6	 4	+1	+1
Search		+3	 0	+2	+1
Sense Motive	+7	 6	+1	--
Spot		+8	 6	+1	+1
[B]Notes:[/B] +2 to Balance, +2 Racial to Diplomacy/Gather Information, +1 Racial to Listen/Search/Spot

[B]Equipment:		Cost	Weight[/B]
MW Full Plate		1650gp	50lb
+1 Guisarme		2309gp	12lb
MW Shortsword		310gp	 2lb
Rng of Prtct +1		2000gp	--lb
Clk of Rsst +1		1000gp	 1lb
P of Cure Ser		750gop	--lb
P of Cure Mod		300gp	--lb
P of Cure Lht		50gp	--lb
P of Invis		300gp	--lb
P of Enlarge		250gp	--lb
Backpack		 2gp	 2lb
Bedroll			 1sp	 5lb
Crowbar			 2gp	 5lb
Flint + Steel		 1gp	--lb
Belt Pouch		 1gp	.5lb
3 Days Rations		15sp	 3lb
50' Silk Rope		10gp	 5lb
Waterskin		 1gp	 4lb
Whetstone		 2cp	 1lb

[B]Total Weight:[/B]90.5lb	[B]Money:[/B] 62gp 3sp 8cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	 58	116	175	350	875
 
Last edited:

Armament gives the signal to scatter and surges forward, his greatsword trailing behind him as he shimmers into view, moving faster than something so bulky should be able to move. In utter silence, Armament barrels towards the spellcasting halfling, swinging his greatsword in a broad arc.

[sblock=OOC] Free move: move to f21.
If he doesn't get the effect of haste before his normal turn, swift action to activate his sandals of sprinting for +30' move. Otherwise, no swift action for the round.
Move action: move f21->a21->Z20->Y20->X21, ending adjacent to g, J, D, and x.
Standard action: initiate Steel Wind to attack both g and J with full attack bonus (+9 if normally; +10 if hasted). Each attack is rolled for and resolved separately.

At this point, all of the opposition on the ship is enveloped in Armament's silence, and none of them can 5' step out of the radius.

If Armament is forced to make a Will save, he'll use Moment of Perfect Mind to make the save at +11 with no auto-failure on rolling a natural 1.[/sblock]
[sblock=character stats (unhasted)]
Armament
HP: 59/59
AC: 16 (Touch 8, Flat-footed 15)
Fort +8 Ref +5 Will +3
BAB/Grapple: +5/+8
Melee Atk: +9 (2d6+5+1d6/19-20/x2, greatsword +1)

Manuevers Readied:
Counters - Moment of Perfect Mind
Strikes - Steel Wind, Emerald Razor, Bonecrusher

Current Stance:
Punishing Stance (-2 AC, +1d6 damage, already figured into stats)

Magic Item charges:
Sandals of sprinting 2/3
Brute gauntlets 3/3



If he does get hasted, add 1 to his attack, AC, reflex save, and he'll still have full charges on the sandals.

Note also that his damage is +1 and his Will save is +3 if he ends up within 30' of Valderion.
[/sblock]
 

Which figure is Devon (who summoned the Astral Construct?)

EDIT: PLAN! Alright, here's the way this works best I think: Everyone except Armament delays (doesn't matter, we're all on the same initiative, Armament, don't forget you have 40' move speed). Armament uses sandals of sprinting to get in and readies an action to attack once hasted. Now that we're free of the silence, I cast Haste on the rest of the party (everyone but me), so we now have 90' move speed, then I move up and back (to avoid getting in melee). THEN Valderion grants everyone a move action with their new 90' speed (the cleric uses the free move to reach me). Cleric heals then moves up, everyone else does his merry thing.
 
Last edited:

Trask delays until after Valderion gives everyone a move action. He moves to Syro with the free move action, casts Faith Healing (for 13 hp) on him, then moves to b22 (or nearby if it's occupied by the time Trask moves).

[sblock=Trask]Trask
Male Human, 5 cleric
Alignment: Neutral Good
Diety: The Silver Flame
Age: 22

Ability Scores
STR: 14
DEX: 12
CON: 14
INT: 10
WIS: 18 (15 + 1 level + 2 item)
CHA: 14

Hit Points: 42
AC: 19 (10 + 8 armor + 1 dex)
ACP: 5 (-5 armor)
Initiative: 5
BAB: 5
Grapple: 6
Speed: 20 (30 base - heavy armor)

Saves
Fort: 6 (4+2con)
Refl: 2 (1+1dex)
Will: 8 (4+4wis)

Attacks
Melee: MW Morningstar +8 hit, 1d8+2 x2 (hit: 5 BAB + 2 str + MW)

Languages: Common

Skills
Knowledge(religion): 8
Knowledge(planes): 3
Concentration: 7 (5 ranks + 2 con)
Heal: 14 (8 ranks + 4 wis + 2 belt (competency))


Feats
Improved Initiative (Human racial)
Augment Healing (1st)
Combat Casting (3rd)

Equipment
MW Morningstar (308gp)
+1 Full Plate (2,650gp)
+2 Periapt of Wisdom (4,000gp)
Healing Belt (750gp)
Wand of Cure Light Wounds (750gp)
Backpack (2gp)
--Bedroll (1sp)
--7 days Trail Rations (35sp)
--Tent (10gp)
Scroll of Fly (187gp)


Coin 88gp 4sp

Carrying capacity

Domains: Exorcism, Protection

Powers
You can exorcise possessing spirits (see p.106 Eberron)
Once per day you may grant someone by touch a resistance bonus equal to cleric level on next saving throw. This is a standard action, duration of 1 hour.
Turn undead 5/day, +2 on turning checks from knowledge(religion). (see p. 159 PhB for table)
Healing spells do +2 per spell level (Augment Healing feat).


Spells prepared
0: Detect Magicx2, Light, Guidancex2
1: Command, Faith Healingx2, [Sanctuary]
2: Hold Personx2, Silence, [Shield Other]
3: Stone Shape, Dispel Magic, [Protection from Energy]

Spells per day:
0: 5
1: 4+1
2: 3+1
3: 2+1[/sblock]
 

Nac Mac Feegle said:
Which figure is Devon (who summoned the Astral Construct?)

EDIT: PLAN! Alright, here's the way this works best I think: Everyone except Armament delays (doesn't matter, we're all on the same initiative, Armament, don't forget you have 40' move speed). Armament uses sandals of sprinting to get in and readies an action to attack once hasted. Now that we're free of the silence, I cast Haste on the rest of the party (everyone but me), so we now have 90' move speed, then I move up and back (to avoid getting in melee). THEN Valderion grants everyone a move action with their new 90' speed (the cleric uses the free move to reach me). Cleric heals then moves up, everyone else does his merry thing.

Devon is D
 

Okay, whatever. Let's just hurry up and do it, because I imagine the guys in the other thread are probably thinking, " What the hell is taking them so long? "
 

Remove ads

Top