#76
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Last edited by triedtherest; Mar 2nd, 2023 at 12:08 PM. |
#77
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Already moving, when the explosion sounds he reacts as anyone reasonably would: he squats down and covers his head with his shield, looking around for the source of the sound. Seeing the plume and the goblins he growls and curses, this time playing it less safe and sprinting across the square to engage the goblins, likewise interposing himself between his companions and the goblins.
Last edited by DraconigenaArma; Mar 3rd, 2023 at 05:13 PM. |
#78
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[ooc]It looks like we lost Shalara. They haven't even logged on in a while. I'm sending a pm to Ermine. I'm still going to roll Initiative for both of them just in case they show back up.[/ooc]
Dice *
Will Save vs Hex:
Dice Will Save vs Murderous Command:
Azrael is easily able to make one of the goblins fall asleep while the party rushes towards the explosion. However, Hasim can feel in the goblin with the whip resist his violent influence. Tristan takes the lead as he rushes towards combat with the same whip goblin. Dice Fire Ray:
Dice Fire Damage:
As Tristan reaches the group of goblins, the one in red faces the Sandpoint native. It smirks beneath its hood and spews for a beam of fiery energy from a single outstreched hand. The magic hits the warrior right in the center of his chestplate, but it offers him no protection. The metal armor heats up and burns his skin underneath. Dice Dogslicer:
Dice Dogslicer Damage:
The goblin warrior next to the mage charges Tristan. It's blade pierces his armor at the hip. Thankfully, the blade doesn't penetrate too deeply. Dice Trip:
The whip wielder nearest to Tristan backs away and cracks his whip at Tristan's feet. He instantly steps back to avoid it. Skones, Utana, and Azrael can all go. I'm not going to wait too long for Utana they don't respond to the PM. Warning: rolls have been deleted from this post.
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Currently playing Rise of the Runelords-GM Last edited by Goldmyr; Mar 8th, 2023 at 01:57 PM. |
#79
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Last edited by Clawsome; Mar 10th, 2023 at 10:35 AM. |
#80
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STR 5(-3), DEX 20(+5), CON 14(+2), INT 13(+1), WIS 14(+2), CHA 7(-2)Stats | HP: 12/12 | HD 1/1d10 | AC 18 | Touch 16 | Flat 13 | Init +6 | Status: Normal Fort +4, Reflex +8, Will +2 | Melee -1, Ranged +7, CMB -3, CMD 12 | Speed 20 | Craft (Alchemy) +7, Knowledge (Engineering) +5, Knowledge (Dungeoneering) +5, Profession (Soldier) +6, Stealth +6Skills | Common, UndercommonLanguages Ratfolk: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.Tinker, Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.Rodent Empathy, Ratfolk can see perfectly in the dark up to 60 feet.Senses, Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.Swarming, Gunslinger: Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.Favored Class Gulch Gunner: The gulch gunner gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), and Survival (Wis). Skill Ranks per Level: 4 + Int modifier.Class Skills | At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.Gunsmith | At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1).Grit 1/2, The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, she regains 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gulch gunner’s character level does not restore grit, nor do ranged attacks using some ability that prevents the gulch gunner from provoking an attack of opportunity.Daring Adjacent Shot, When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.Killing Blow Traits: You gain a +1 trait bonus on Reflex saves.Deft Dodger, If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.Never Stop Shooting, Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.Black Powder Bravado | Drawback: You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.Provincial | Feats: Gunsmithing The rat man Quick Clear as a movement actionhalted his movement to quickly open the chamber, clear and replace the cartridge, and pulled the trigger again. Skones' flare shot 23 to hithit square in a goblin's chest and 6 damage / 2 = 3burned bright with a blinding light, stinging the eyes of the foul creature and those around it.
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Ok, I realize I've been gone for quite a while. I'm sort of at the point where I'm too embarrassed to come back. Or at least I don't know if I would be welcome to come back. Last edited by FatherDondo; Mar 12th, 2023 at 08:27 PM. |
#81
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Dice Pyromancer Will Save:
Dice *
Warrior 1 Fort Save:
Dice Warrior 2 Fort Save:
The goblin mage quickly collapses under the gaze of Azrael while Skones' alchemical bullet explodes in flash of light against the leather chest piece of the farthest goblin. It screams and jumps and rubs its eyes, more disturbed by the sudden loss of sight than by the injury. Tristan and Hasim are up. Tristan is in melee with a warrior and warchanter, both at full health. The goblin warrior outside of combat is blinded and taking total defense. Warning: rolls have been deleted from this post.
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Currently playing Rise of the Runelords-GM Last edited by Goldmyr; Mar 14th, 2023 at 12:36 PM. |
#82
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Last edited by triedtherest; Mar 15th, 2023 at 02:46 PM. |
#83
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[ooc]Rolling for Tristan's attack so Hasim's spell isn't wasted.[/ooc]
Dice Tristan's Attack:
Dice Confirm Critical:
Dice Longsword Damage:
Tristan slices the goblin open from waist to shoulder. It crumples in a heap of flesh and blood. Dice Tristan Will save:
The goblin with the whip speaks a few words in his goblin tongue, and Tristan feels a dizziness threaten to overwhelm him. However, years of combat training allow him to shake it away with no ill effects. Skones, and Azrael can go.
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Currently playing Rise of the Runelords-GM Last edited by Goldmyr; Mar 22nd, 2023 at 02:31 PM. |
#85
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[ooc]Rolling for Skones Attack[/ooc]
Dice Skones Attack:
Dice Damage:
The goblin's constant jumping around makes aim a chore for the ratfolk. When Skones finally does pull the trigger, he notices that he only grazed the goblin's shoulder. Dice Warchanter Will:
The warchanter succumbs to the power Azrael's gaze. With the leaders incapacitated, the remaining goblins flee toward the outskirts of town. All around you, Sandpoint's guards are pushing the goblins out of the festival ground. Some are fleeing towards the road out of town. Others, however, have only run farther into town with the local militia in hot pursuit. A plainly dressed man with graying hair approaches you in the chaos, "That was impressive. You've found some talented companions, Tristan." Tristan knows him as Father Zantus, the replacement for Father Tobyn. It's been a long time since the two of them had spoken at any length, though.
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Currently playing Rise of the Runelords-GM Last edited by Goldmyr; Mar 30th, 2023 at 10:21 AM. |
#86
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"I'm fortunate." Tristan admits through gritted teeth, seething at the pain he feels along his ribs, sternum, and collar bones. The leather itself is hot, but it was the metal studs along the cuirass which became lancets of fire against his skin. He can smell the cooked leather mixed with burnt hair and skin wafting up from the space above his clavicle. "Father Zantus," he continues, not willing to sheathe his weapon in the chaos, but at least tugging at the collar of his leather cuirass to put some space and air circulation between the armor and his skin while it cools down, suppressing a grimace to the best of his ability, "you should be finding a place to take shelter. It's not safe out here. We were headed to check the gates when we heard..." he gestures impassively to the blaze, the visual speaking for itself better than the ineloquent Tristan, "Right. I can't think of where else so many goblins could have gotten in town if there isn't a breach in the wall."
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#87
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#88
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Father Zantus acknowledges the need to deal with the unconscious goblins. "If any of you have something to bind the goblins with, I can watch over them until the guards come to imprison them. I think going to check out the gate would be a good idea. Oh, and before you go, let me ease your discomfort." The High Priest of Sandpoint surrounds himself with an aura of tiny, star-like lights. The pinpricks flow outwarf from him and surround the party. They land weightlessly on the party wounds, even passing through cloth and metal to reach them. You all can feel your wounds disappearing at their soothing touch.
Everyone gets 7hp back. That should bring everyone up to full.
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Currently playing Rise of the Runelords-GM Last edited by Goldmyr; Apr 4th, 2023 at 10:55 AM. |
#89
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Last edited by Clawsome; Apr 8th, 2023 at 08:46 AM. |
#90
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STR 5(-3), DEX 20(+5), CON 14(+2), INT 13(+1), WIS 14(+2), CHA 7(-2)Stats | HP: 12/12 | HD 1/1d10 | AC 18 | Touch 16 | Flat 13 | Init +6 | Status: Normal Fort +4, Reflex +8, Will +2 | Melee -1, Ranged +7, CMB -3, CMD 12 | Speed 20 | Craft (Alchemy) +7, Knowledge (Engineering) +5, Knowledge (Dungeoneering) +5, Profession (Soldier) +6, Stealth +6Skills | Common, UndercommonLanguages Ratfolk: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.Tinker, Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.Rodent Empathy, Ratfolk can see perfectly in the dark up to 60 feet.Senses, Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.Swarming, Gunslinger: Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.Favored Class Gulch Gunner: The gulch gunner gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), and Survival (Wis). Skill Ranks per Level: 4 + Int modifier.Class Skills | At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.Gunsmith | At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1).Grit 1/2, The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, she regains 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gulch gunner’s character level does not restore grit, nor do ranged attacks using some ability that prevents the gulch gunner from provoking an attack of opportunity.Daring Adjacent Shot, When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.Killing Blow Traits: You gain a +1 trait bonus on Reflex saves.Deft Dodger, If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.Never Stop Shooting, Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.Black Powder Bravado | Drawback: You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.Provincial | Feats: Gunsmithing "Hmph." What he wanted to do was probably more severe than would be acceptable decorum for a rat of the law. He sighed as he hopped off of Kugritch's back to root around in his pack. "I got some, uh, rope with me. I should'a brought some chains, but there we are. Let's tie 'em up real good and make sure we pick up their stuff. I don't want any nasty surprises." He took out a long length of rope and started binding them without cutting the rope. Whether he was concerned about the scarcity of his resources, was too cheap to buy more rope later, or simply wanted to make the goblins easier to catch if they ran, their sleeping forms would soon be connected in a long line.
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Ok, I realize I've been gone for quite a while. I'm sort of at the point where I'm too embarrassed to come back. Or at least I don't know if I would be welcome to come back. |
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