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Post by codeslinger on May 19, 2011 12:54:32 GMT 1
Valndir repositions and fires again. AC: 19 = 18 + 1(Skirmish) Move: Move to L-29 Std: Attack G2, Atk: 16 = 8[d20] + 8, Dam: (d8 + 2) + (2d6 Skirmish)
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Post by Talon on May 19, 2011 14:11:14 GMT 1
Dra'gen curses loudly then follows Padre's advice and falls back knowing that he is the only one who can hold the guards at the stairs.
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Dropping back to H31
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Post by achinca on May 19, 2011 21:13:22 GMT 1
Initiative: Valandir, Dra'gen, Ryxikor, Sirali, Kerraur, Padre, enemies
Valandir shoots another arrow which misses its mark and ends up against the wall.
Dra’gen steps back, breaking the flank for Ryxikor and decides to guard the stairway going down (H31).
Ryxikor attacks but now that the guard does not have to worry about Dra’gen, he is more alert and avoids the rogue’s rapier.
Sirali pulls her bow, knocks an arrow and fires it. It finds it way in the guard’s armor.
Kerraur examines the situation, wondering what is best use of his arcane skills.
Padre swings his mace and hits the guard, feeling bone breaking under the power of the metal. By Olidammara, this feels good!
The first guard swings at Padre and misses while the second one swings at Ryxikor and also fails to connect. The two sentries from the second floor appear on the top of the stiars, sword drown. [/b]What is going on?[/b] The guards reply Intruders! Attack!
The noise generated by Kerraur’s spell continues in the room. Dra’gen sees some soldiers appearing at the bottom of the stairs.
OOC: Valandir: -2 arrows; Sirali: -1 arrow Map later today.
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Post by puffthemagicdragon on May 19, 2011 21:58:18 GMT 1
"We've snuck our way in here, right under your noses." Ryxikor starts telling the guard he's fighting in a harsh tone, trying to break his spirit, "We're the killers of dragons. We've already killed some of your brethren downstairs, and now I'm here to kill you!" The elven fighter rogue says the last loud enough for both guards to hear, as he attacks his same opponent with bothe his rapier and dagger.
Ryxikor continues his verbal assault, After we've killed you, we'll continue on to rescue our friends and the gnome" he says the last to see what kind of information the guard may give up, during such a precarious situation.
HP:29 AC: 20
free action: speak to guard, try to intimidate to demoralize opponent full round action: attack with both rapier and dagger rapier: 1d20(19)+8=27, confirm crit: 1d20(6)+8=14, ugh dagger: 1d20(17)+6=23 intimidate: 1d20(20)+10=30, woo hoo
damage rapier: 1d6+1 damage dagger: 1d4+1
Intimidate (Cha) Check You can change another’s behavior with a successful check. Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6×10 minutes afterward. After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).
If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts.
Demoralize Opponent You can also use Intimidate to weaken an opponent’s resolve in combat. To do so, make an Intimidate check opposed by the target’s modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a -2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.
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Post by achinca on May 20, 2011 11:50:33 GMT 1
Here is the map:
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Post by codeslinger on May 20, 2011 13:03:31 GMT 1
Valandir curses under his breath in elven, drops his bow next to Kerraur and wades into battle, pulling a short sword. ________________________________________ AC: 19 = 18 + 1(Skirmish) Free: Drop bow Move: Move to J-28, drawing short sword Std: Attack G2, Atk: 24 = 14[d20] + 10 (+8 normal + 2 flank with Padre), Dam: (d6 + 2) + (2d6 Skirmish)
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Post by Talon on May 20, 2011 13:33:52 GMT 1
Dra'gen sees the guards and smiles a menacing smile and yells out Come to die with your friends? By all means, please do! I thirst for more blood. With that he extends his arm out and beckons them forward with a finger gesture and then summons the red glow of the bastard sword shaped energy into his waiting hands hoping the effect throws them off a bit.
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Post by She-Elf on May 20, 2011 18:25:34 GMT 1
Sirali continues her arrow assault on the guard she already struck, nocking another arrow and shooting at him.
Attack: 1d20+7=12 Damage: 1d6+2=3
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Post by achinca on May 23, 2011 19:00:41 GMT 1
Initiative: Valandir, Dra'gen, Ryxikor, Sirali, Kerraur, Padre, enemies
Valandir realizes that he is not that efficient with his bow so he decides to attack with his sword. He drops his bows and using Padre as a flank attack the guard. His short sword find a weakness in the armor and nearly pierce the heart but not quite.
Dra’gen pulls out his psionic bastard sword and tries to intimidate the sentries but does not attack them.
Ryxikor tries to intimidate the guard and ends his tirade with a double thrust of his weapon. The rapier pierces the throat as the dagger hit a kidney. The guard falls in a ground as he gurgles his own blood, dying in a large pool of blood. (G2 is dead).
Sirali fires an arrow that ends up bouncing off the guard armor.
Kerraur starts talking arcane words, as if readying a spell. Which one? Who knows? Or he could be praying for his safety.
Padre swings at the guard and hits him hard on the chest, with the familiar noise of bone cracking bringing a smile to the cleric’s face.
The guard retaliates and with his long sword, cut Padre deep. The sentry in front of Dra’gen tries to tumble past him but fails. The warrior does not miss the opportunity to hit the cultist. The other sentry stays behind and soldiers are piling up the stairs. Rathwill appears at the bottom of the stairs and mention a few arcane words. 2 energy darts fly from his hand to Dra’gen and burn the warrior.
Padre: -8HP – Currently at 12/36 Dra’gen: - 6HP – Currently at 27/39
OOC: Valandir: -2 arrows; Sirali: -2 arrow Map is the same as before except without G2 and Valandir in J28..
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Post by Ilya on May 23, 2011 20:24:50 GMT 1
Kerraur approaches the enemy, readying a spell, and asks Dra'gen, "Get out of the way for me to cast a spell, please. Then... get in front of me, again?" before beginning his incantation, a complex modification of a normal spell.
Move: to I 30. By the rule of
"Start/Complete Full-Round Action
The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can’t use this action to start or complete a full attack, charge, run, or withdraw."
Start a full-round action: casting an Enlarged Burning Hands.
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Post by codeslinger on May 23, 2011 21:21:31 GMT 1
Valandir rolls past Ryx, into the corner, slashing again with his short sword. ________________________________________ AC: 19 = 18 + 1(Skirmish)
Move: Move to H-28, (Tumble: 19 = 7[d20] + 12) Std: Attack G1, Atk: 30 = 20[d20] + 8 (+8 normal + 2 flank with Padre) Crit Check: 25 = 17[d20] + 8, Dam: (d6 + 2) + (2d6 Skirmish)
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Post by puffthemagicdragon on May 24, 2011 13:13:17 GMT 1
Taking the spot Ryx was gonna take, the elf withraws defensively, and backs up in the corner to await their reinforcements.
HP: 29 AC: 26 (20+6 total defense) can i use total defense as he backs up?
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Post by Talon on May 24, 2011 13:48:41 GMT 1
Dra'gen nods then, fighting defensively, moves into an attack allowing him to take a step about 5 feet to the side and uses the advantage of having the high ground, hoping this is enough to allow his friend to work his magic.
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Dra'gen only moves about 5 feet (one step-ish) to the side which should be just enough to allow Kerraur to see his target w/o provoking an AoO.
AC: 19 (21 this round) HP: 27/39
Attack: Roll(1d20)+8: 17,+8 (-4 from fighting defensive) Total:21
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Post by She-Elf on May 24, 2011 18:25:19 GMT 1
Seeing that shooting an arrow at the remaining guard would mean potentially endangering her allies and also noting they seem to be handling the situation quite effectively, the Elf decides to turn her attentions to healing. She steps towards Padre and puts on hand on his shoulder uttering words that close his wounds.
5ft step North. Cure Light Wounds on Padre 1d8(7)+5=12 At least the dice was on my side this time
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Post by achinca on May 24, 2011 21:55:56 GMT 1
Initiative: Valandir, Dra'gen, Ryxikor, Sirali, Kerraur, Padre, enemies
Valandir moves next to the last standing guard and with a master move places his his sword past the guard armor and buries it in the man’s heart, falling him at once.
Dra’gen wants to give Kerraur a straight line but Padre in on the way. He stays at the top of the stairs and swings his bastard sword, slicing more of the sentry.
Ryxikor moves in the corner, getting ready for what’s to come.
Sirali moves forward and touches Padre, partially healing his wounds.
Kerraur moves closely to the group and starts a powerful incantation.
Padre thanks Sirali and looks at the raptorian, not sure what his plan his.
The sentry swings at Padre and fails to connect. Aflaming sphere appears where Dra’gen is standing (sorry I failed your save roll) burning the warrior.
Padre: +12HP – Currently at 24/36 Dra’gen: -8HP – Currently at 19/39
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