Tarbin took a deep breath and raised up his shield as once again the scene around him erupted in to absolute chaos. ’Just like being back in the arena…” the large man thought to himself. And predictably enough the goblins were trying to fire arrows back towards Liana after she had released her own barrage. Rather calmly Tarbin angled his shield and almost nonchalantly swatted the arrows away.
The speed of the charging ninja however took Tarbin by surprise and before he could properly react he found his head clipped by a rather unusual weapon causing him to slightly stumble backwards.
”Ouch!” Tarbin exclaimed with a rather stern look. ”Why do they always go for the head?” the large man questioned.
”Well you can’t say I didn’t ask nicely…” Tarbin declared as he made a fist that rapidly hardened until it was hard as a club. The large man then lashed out with a powerful blow aiming for the ninjas face.
With a shield equipped and shield of faith active Tarbin’s AC goes up to 21
HP: 16/19
Tarbin is before Liana initiative wide so think I have to go for the orange ninja.
Free: Use wooden fists for +1 damage
Standard: Unarmed attack
Dice Punch to hit:
1d20+7
(7)+7
Total = 14
Dice Punch damage:
1d6+7
(1)+7
Total = 8
Move: Use self sacrifice on adjacent ally to provide cover
Additional move: If Liana grants an additional move action Tarbin will move up to support Vyeggar and provide him cover instead.
Last edited by Alatere; May 25th, 2023 at 03:02 AM.
Kara missed her real target in her flurry of shots. She clicks her tongue from behind cover, where she had just dodged the goblin's wild swings through the door. She glances at her compatriot at the same window, "Yeah, that is Lungri. I'd appreciate it if he doesn't leave this building intact."
She looks to the goblin through the wall, "I'll handle this one, you handle a runner." She thinks of all the other targets and opportunities, and the glimpse of those red sashes. She mutters to herself, "He cannot be alive."
Kara shifts position away from the door and gives the goblin a deathly stare, "You are in the way." She says, before loosing two arrows into his form.
Identity confirmed. As Kara expressed her desire to keep the bastard from escaping, Damien nodded, taking a step back to avoid the wild swings of a nearby goblin trying to get at them through the busted window.
""Tall goblin?" Been a while since I heard that one." Almost on cue, Kara's bolts plowed one after the other into the goblin causing the bold little creature to go limp. "Range... well, WEAPONS really, aren't my specialty, but until I can get closer, I'll do my best." Grabbing the edges of the window frame, Damien planted a foot on the dead goblin's chest, pushing it back as he swung into the building and immediately reached for his crossbow.
Damien knew it was stupid to enter a burning building surrounded by people who were stronger than he was... but he wasn't about to let any of these bastards get away with making fools out of them, or beating the hell out of one of their own and getting away with it.
"Where do you think you're going Kitty?" Damien dashed along the wall, raising his crossbow as he finally got a clear shot on the two ninjas in hiding. "Sorry, but we've got business with the baldie in the chair... and you, as a matter of fact." Stopping by the window, the vishkanya fired a bolt across the flame-filled room and into the closest of the two ninjas.
Move: Into the building through the window, then 20 feet north so he's level with the hiding ninjas. Action: Fire crossbow at Leonardo the blue katana ninja. Free: Maintain Bardic Performance
Attack: 18 Damage: 6 piercing
Active Effects:All allies within 30 feet of Damien get a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by Humans. (Currently just Kara and Damien)Naturalist
Lungri was about to make some other demand when Damien's crossbow bolt sank into the blue ninja's shoulder. There was no sound save for the awful THUNK of metal meeting shoulder. As soon as it did, a dead body tumbled their way - the goblin who had attacked Damien, both of Kara's arrows lodged in his eyeballs, as he rolled across the floor with such force as to be launched across the entire room. He and the red-sashed ninja rose to a stand, and the two of them seemed to make a decision about Lungri's offer to run with their lives.
Both of them were staring at Kara, still.
The blue one pointed towards Vyeggar and Tarbin, and the red ninja ran off, sai in hand and spinning viciously. Then, while still looking at Kara, he charged towards Damien. His feet were so fast that they patter-pattered across the ground like raindrops. He stopped, but his feet continued to skate across the wet alcohol-soaked floor, slick and smooth. His hands reached for his scabbard. His eyes flicked to Kara. He wanted her to watch as he attacked Damien. His katana swung as he nearly stopped in front of Damien. It sliced across the vishkanya's chest, not deep enough to be fatal but carving a great bow of blood in the air, which evaporated in the intensifying heat of the burning dockhouse.
The rest of the fight was going poorly. Shre'Dar was ready to deliver his coup de grace, the greatest blow that any within his company had seen him deliver, to his most hated enemy... the moment he had sprung back up, it was straight into a forced headbutt against his purple-sashed colleague, courtesy of Vyeggar. The leader of the ninjas collapsed into a bloody heap as the blow was done, face pooling with blood and drifting into unconsciousness. The orange-sashed ninja had an equally smashed face, courtesy of Tarbin's hardened fist crashing into him. He stumbled awkwardly, leaving him open for Liana's crossbow bolt to slam into his stomach.
The red ninja tried to hurry to support both of his allies but, wounded heavily, he smashed gut-first into the table rather than spinning over it. Grunting in rage, he drew a large dagger from his belt and hurled it at Vyeggar haphazardly, all rage and no aim.
Meanwhile, the purple and orange ninjas struck, with two nunchaku flailing at Tarbin wildly now, and both ends of the quarterstaff scything at Vyeggar. The nunchucks failed uselessly against Tarbin's shield, with one rattling hopelessly against the hard wood, and the other bouncing so hard that it smashed into the ninja's own wrist, causing him to yelp in pain. The purple ninja's strikes were far more precise. The first smashed into his knee, causing the half-orc to buckle. This set up a second, a straight punch to the solar plexus that shattered at Vyeggar's heart. He could feel his body wobbling, eyes watering, innards liquifying with that one devastating punch.
The goblins lacked the ninja's do-or-die commitment to battle.
One had been struck in the chest by Liana. He just had time to look down at the crossbow bolt lodged in him to see magical sparks fly this way and that. The alcohol suddenly ignited and he burst into flames all at once. There was a screeching wail as the goblin, and the floor around him, was engulfed into a huge fireball. The last goblin standing, seeing this, shot a hasty arrow towards Kara, missing uselessly, and trying to flee. One table was expertly bound over. The other was awkwardly scrambled on top of.
And all the while, Lungri dragged his prisoner towards the stairs, with only escape on his mind while his subordinates fought and failed, and his prisoner dragged his feet desperately.
If Vyeggar fails a Will Save of DC15 or is not healed immediately, he will drop to 0hp and begin dying. DC15 Will Save will stop the bleeding, being healed will increase his current HP. Also, if anyone is near a fire, to risk stating the blindingly obvious, you don't want to be in the same space as the fire when it hits you.
Battle Map Key
Red = Walls - Green = Doors - Light Blue = Windows - Purple = Furniture (DC15 Acrobatics check to vault over) - Gold = Stairs
Initiative
First
Enemies
Second
Kara
Third
Tarbin
Fourth
Damien
Fifth
Vyeggar
Sixth
Liana
NON-PLAYER CHARACTERS
Participants
Shre'Dar (swords on map)
Katana Wielder (blue fist on map)
Nunchaku Wielder (orange on map)
Quarterstaff Wielder (purple on map)
Sai Wielder (red on map)
Currently
HOSTILE!
HOSTILE!
HOSTILE!
HOSTILE!
HOSTILE!
Status
Unconscious
Major Injury (>33% Max HP)
Critical (<33% HP)
Minor Injury (>33% Max HP)
Major Injury (>33% Max HP)
Move Action
Charge
Move towards Vyeggar, vault FAIL
Standard Action
Power Attack
Two-Handed Attack
Two-Handed Attack
Throw Dagger
Targeting...
Damien
Tarbin
Vyeggar
Vyeggar
Actions
Roll 24 SUCCESSDamage 5
Roll 5/8 FAIL
Roll 22/22 SUCCESSDamage 9
Roll 8 FAIL
Misc.
Has -2 AC this round. Has used a Power Attack
Botch! Left hand is disabled and can no longer be used!
NON-PLAYER CHARACTERS
Participants
Gaius Creed
Lungri
Goblin 1 (green on map)
Goblin 2 (blue on map)
Goblin 3 (red on map)
Currently
UNKNOWN!
HOSTILE!
HOSTILE!
HOSTILE!
HOSTILE!
Status
Critical (<33% HP)
Minor Injury (>66% HP)
Healthy (Max HP)
Dead!
Dead!
Move Action
Get to stairs
Vault Success, Vault Fail
Standard Action
Drag Gaius
Attack
Targeting...
Kara
Actions
Roll 7 FAIL
Misc.
Standing on a table
Last edited by Lentil Sponge; May 29th, 2023 at 07:46 PM.
If the half-orc was expecting the skulls of the two ninjas to shatter like a couple of eggshells as he struck them together, he was horribly disappointed.
”What the hell?” he growled, uncertain why the unconscious Shre’Dar was merely unconscious. It irked him, seeing the figure still drawing breath – albeit a weak, blood-filled, shallow breath – but still, it was the principle of the thing.
*BAM!*
A solid thud to the chest from the shaken purple ninja shook Vyeggar from his grumbling and sent him to a knee. He was suddenly struggling to breathe, his chest felt like a steel safe had fallen onto it, and he wondered if he were dying. He could only make small, quick breaths, little sips for air as he tried to sort out if every single one of his ribs had been turned into powder.
Slowly, achingly slowly, he regained his feet. His golden eyes were blazing like twin suns, and he used that anger like a rope to pull himself back up.
”Try… that… SH*T… again!” he roared – and then he was reaching out, he was grabbing the purple ninja’s face and
Dice *
Brawlers Flurry (attack 1) vs Purple:
1d20+7
(11)+7
Total = 18
Dice *
Damage vs orange (nonlethal) + merciful strike:
1d6+5
(2)+5
Total = 7
1d6+1t
(5)+1
Running Total = 13
Total = 6
bringing his knee up to meet it at a rapid velocity again and again and again, a savage mating ritual between skull and patella that left the ninja reeling. Vyeggar took a step back after his furious strikes. He saw that Tarbin was dealing with another ninja, this one in orange. Vyeggar made his hand into a flat edge and
Dice *
Brawlers Flurry (attack 1) vs Orange:
1d20+7
(17)+7
Total = 24
Dice *
Damage vs orange (nonlethal) + merciful strike:
”HI-YAAAHH!” he roared, chopping at the side of the orange ninja’s neck. ”See, I can jump around like an idiot too – where’s my headband? Not talking, huh? Alright, you rest up, you’ve had a hard day.”
Standard Action:
Successful Will save of 18, no longer bleeding
Full Attack Action (Brawler’s Flurry). Rolls. 18 to hit purple for 13 nonlethal, 24 to hit orange for 10 nonlethal
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Ancestral Weapon Mastery (any orc weapon with proficiency gains the Weapon Focus feat)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
Eligible for Azata Style (+1 dodge bonus if move at least 15 feet)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Bullying Blow (-2 to hit, on successful hit can intimidate as a free action)
Eligible for Call Out (use intimidate to force an opponent to duel you)
Eligible for Catch Off-Guard (no penalties for improvised melee weapons)
**Eligible for Charging Stag Style (can charge through difficult terrain and allies, can make 1 90° turn)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Combat Expertise is no longer a feat, can use anytime (+1 dodge bonus and -1 attack roll/-1 CMB roll)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
**Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Crane Style (-2 to defensive attacks, +1 additional Dodge AC)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Deflect Arrows (1 ranged attack/turn)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Destructive Persuasion (bonus to intimidate if you break something)
**Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Disengaging Feint (successful feint let's you move without AoO)
Eligible for Distance Thrower (reduce penalties for thrown weapons)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Focused Discipline (bonus after resisting fear effects)
Eligible for Fox Style (use CMB instead of Bluff bonus to feint)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Fury's Fall (add dex bonus to CMB when tripping)
Eligible for Gang Up (flank from anywhere if opponent threatened by two allies)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
**Eligible for Grudge Fighter (+1 atk & dmg vs opponent who attacked you this combat)
Eligible for Hurtful (after successful intimidate, attack as swift action)
Eligible for Implacable (bonuses vs pain effects while drunk)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
**Eligible for Just Out of Reach (bonus to AC vs reach weapons)
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Kitsune Style (use Dirty trick at the end of a charge)
Eligible for Landing Roll (if tripped move 5 feet as an immediate action)
Eligible for Numbing Blow (temporary disable foe's arm after disarm)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for Patient Strike (+2 to full round readied attack rolls)
Power Attack is no longer a feat but is Eligible
Eligible for Punishing Step (bonus vs foe who fails a combat maneuver)
Eligible for Resisting Grappler (AoO vs monster using Grab ability)
Eligible for River Raider (stealth and swim bonus when weather is clear)
**Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
Eligible for Sidestep (move 5 feet when opponent misses with attack)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Eligible for Animal Ferocity (when HP reduced below 0, can still make attacks but at a -5 penalty per attack roll)
Eligible for Awe-Inspiring Smash (use STR bonus instead of CHA for performance combat checks, as well as a few other performance combat bonuses)
Eligible for Reap the Infirm (bonuses vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
Liana focused her mind upon Tarbin, a shining mote in her mind's eye, in the collective. She passed a surge of athletic energy to him, so that he could rush ahead into the room, if he so chose.
"That man is escaping! Stop him!" she suggested.
With that, she tried on her own to fire on Lungri, a focused barrage instead of spinning shots. One barrage shot hit! One missed....
While her shots seethed with deadly energy, their kinetic impact was merciful: she was more likely to leave a survivor with these shots. Though ... if the building was burning, would survival be a mercy?
I assume it hit, but with 23-4 from soft cover it only AC 19 it hits. So if Lungri is very well defended that might not hurt him.
(If Lungri escapes or falls before she acts, she pivots towards trying to drop other foes.)
Swift action: Pride movement on Tarbin
Move action: Aid Another (self) to boost her attack by +7.
Standard action: Barrage attack, focus on the guy trying to escape with a captive.
Base Attacks is +8 to hit +2 morale -2 barrage = +8 to hit, she is not using deadly aim.
Damage is 1d6(base)+1(enchantment)+2(morale)+1d6(fire)+1d6(a cid)+1d6(nonlethal) = 4d6+3
Dice Aid Another Self DC 10 to boost attack:
1d20+10
(11)+10
Total = 21
Dice Attack vs Escaping Person:
1d20+15
(8)+15
Total = 23
4d6+3
(5, 5, 4, 4)+3
Total = 21
Dice Attack vs Escaping Person:
1d20+8
(2)+8
Total = 10
4d6+3
(2, 3, 2, 4)+3
Total = 14
Active effects:
* Golden Lion's Roar: +2 moral to attack and damage for 1 rounds to Tarbin, Vyeggar and herself.
* +1 moral bonus to attack, 3 rounds to everyone in her collective from Zeal
* 2 spell points spent.
* on Vyeggar for maybe 1/2 an hour left: +1 enhancement to his fists, making them +1d6 nonlethal. [cost 1 sp]
* on her crossbow, +1 enhancement and merciful +1d6 nonlethal [free, one enhancement sustained without concentration as class ability.
* on her bolts, +1 enhancement at corrosive +1d6 acid [cost 1 sp]
* stance of Piercing Rays, +1d6 fire. [free, martial stance]
* Spent Pride Movement maneuver.
Vyeggar was taking a beating and Tarbin’s every instinct was to heal the man but despite the beating he was taking he seemed to somehow be actually winning. Tarbin therefore turned his attention to why they were here and focussed on the only person who might know where the stolen chest might be.
”Stop right there!” Tarbin called out as he rushed forwards towards the fire and grabbed ahold of the bound prisoner at the edge of the flames that Lungri was attempting to drag away. ”He’ll be coming with us!” the large called out as he heaved back in the opposite direction.
With a shield equipped and shield of faith active Tarbin’s AC goes up to 21
HP: 16/19
Delaying until after Vyeggar and Liana to both benefit from the bonus action and to hopefully have had the way cleared by Vyeggar
*This is assuming Vyeggar has cleared the way
Move and Bonus Move: Move up to Gaius
Standard: Combat manuever to grap hold of Gaius and start dragging him back.
Dice Combat manoeuvre to drag, reposition or grapple:
Damien felt his heart leap into his chest as the man he'd shot closed the distance between them with astonishing grace and speed, caught off-guard as the blade slashed across his chest. Cursing loudly in Vishkanyan, he spared a moment's glance up toward Lungri before focusing back on the man before him. He wanted to focus on the escaping catfolk, but... priorities.
"I hope whatever your boss is playing at was worth dying over." Sliding back against the wall, just enough to get a clean shot, Damien rapidly loaded another bolt and attempted to fire it into his attacker's abdomen.
Move: 5-foot step diagonally downward, up against the wall. Action: Fire crossbow at katana boy. Free: Maintain Bardic Performance
Attack: 13 Damage: 5 piercing
Active Effects:All allies within 30 feet of Damien get a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by Humans. (Currently just Kara and Damien)Naturalist
Kara remained steadfast and focused, not worrying about the haphazard arrow that flew from the goblin, landing nowhere near her. She focused herself, remembering her training, and again shot twice. One arrow for the blue ninja attacking Damien. The last for Lungri, who she glared at contemptuously as she loosed her arrow.
Free Action
Expend Martial Focus
Move Action
Focusing Reload - Regain Martial Focus
Standard Action
Sniper's Shot splitshot with +1 composite longbow
Shot Versus Lungri
Result 11 MISS
Shot Versus Blue Ninja
Result 22 HIT Damage 13
Beneath the anger and the fright, there was a definite irritation to the furrow of his brow. He was here for a job, with his men, doing a simple task. Now the heat of fire was blistering his naked back, smoke swirling above his head, dizzying and dazing him. He was dragging around a prisoner up a flight of stairs, one who struggled every bit of the way. He was watching each of his men getting killed or defeated one by one.
And now a fiery, almost holy crossbow bolt had slammed into his shoulder, almost tearing it out of the socket.
There was a piercing "RRRRREEEEEEOOOOOOWWWW!" that could be heard throughout the dockhouse and probably outside too. It was high-pitched and loud enough to make dogs bark miles away. For a moment, his grip on Gaius lasped, before it snapped about the larger man's neck again and pulled back at him. The other crossbow bolt sank in the wall somewhere close to his ear, joined by an arrow shot by Kara. That's when Tarbin barrelled forward, threatening to pull Gaius away. The farmer gripped at his legs.
Gaius kicked back. Not enough to injure, but certainly enough to throw him off. Then, immediately, he began struggling against Lungri again. It was quite clear to all of you that Gaius was not willing to leave with either his current captor, or the people he had orchestrated an attack on at the bridge just a few days ago.
Liana had landed at least one shot on him, but the second in her barrage was far unluckier. Mystic sparks of fire flittered out of her crossbow. They dropped to the floor. The alcohol exploded about her in a small area, fiery tendrils flicking at her. She backfliped away, dodging the fingers. She looked up to see the orange-sashed ninja preparing a strike at her, when BOMF! Having already knocked out the purple ninja, Vyeggar brought his arm around and clapped into the other's throat, making his eyes roll up as his entire body dropped.
When Lungri looked to his right, what he saw was even worse - yet another of his ninjas, one of his finest soldiers, was in battle with a vishkanya, having landed a blow. But then THUNK! Kara's second arrow smashed into the ninja's chest, knocking him off balance. Damien stepped back, crossbow ready and THUNK! The next blow was to the abdomen, throwing him back more and more, until the blue ninja was caught in the advancing wall of fire. He didn't scream - no time for that. He was dead in seconds.
Lungri decided, now, that he had to cut his losses, quite literally.
"**** THIS, AND **** YOU!" he yowled, in pain, dizzy, drawing a knife. Then, with one fluid motion, he drew it across Gaius' neck. The other gangster wheezed, putting pressure on the wound. It was in this moment that Lungri roughly booted the man into Tarbin's arms. Lungri tried to immediately run, but then he noticed Kara's arrow. It was stuck in his trousers, pinning him to the wall. As his leg wriggled desperately, he raised his arms, trying desperately to keep himself alive.
His few conscious subordinates had a similar idea, barreling to the staircase. Unfortunately, Tarbin was in the way. That was a problem for both him and them. The deadlier of them, the ninja, viciously scythed his sai towards Tarbin, who just in the knick of time got his shield up. However, it left him open to the more desperate attacker. The goblin frantically stabbed at Tarbin's side with a little dagger, screeching "LEMME OUT LEMME OUT LEMME OUT!" as the wall of fire caught him and burned at his sides.
Battle Map Key
Red = Walls - Green = Doors - Light Blue = Windows - Purple = Furniture (DC15 Acrobatics check to vault over) - Gold = Stairs
Initiative
First
Enemies
Second
Kara
Third
Tarbin
Fourth
Damien
Fifth
Vyeggar
Sixth
Liana
NON-PLAYER CHARACTERS
Participants
Gaius Creed
Lungri
Goblin (green on map)
Sai Wielder
Currently
UNKNOWN!
HOSTILE!
HOSTILE!
HOSTILE!
Status
Dying (<0% HP)
Critical (<33% HP)
Major Injury (>33% Max HP)
Major Injury (>33% Max HP)
Move Action
None
None
Move to stairs
Move to stairs
Standard Action
None
Coup de Grace
Attack
Attack
Targeting...
None
Gaius
Tarbin
Tarbin
Actions
None
None
Roll 24 SUCCESS!Damage 3 CRIT NOT CONFIRMED
Roll 17 FAIL!
Misc.
He will need his HP brought up past 0 to not die next round
Total Defence, +4 to AC this round
Goblin
Sai
Any faded icons on the map indicate an unconscious foe.
Fire erupted right around Liana. Apparent the vapors alone were sufficient to set off a violent explosion. But bursts of flame were a common gimmick used in the Cirque de la Fumee. It was practically referred to in their name. She did a swift acrobatic backflip to safety, and continued firing.
At the moment, there is too much fire and too much going on for Liana to contribute more to the chaos. She didn't want, by some sudden new burst of fire, to cause one of her allies to inadvertently topple. So she relaxed from the Stance of Piercing Rays.
Taking a couple steps back from the flames, she shot a barrage at the red ninja, and then the green goblin, hoping to clear a path Tarbin to retreat with a rescued captive.
She concentrated, making her first shot extra precise, and recovering her expended Golden Lion's Pride Movement maneuver.
"But the hundred and eleven, get out of there before it all goes up in flames," she urged those inside. (But if the goblins tried to flee in accordance with her urging, she shot them without mercy -- employing her "merciful" enchanted bolts. The memory of the bridge assault and the recent death-threats against her allies put her in a mood of zealous wrath.)
Free action: 5' step back from flames. Drop Stance.
Swift action: Refresh Golden Lions roar.
Move action: Aid Another (self) for first of barrage
Standard action: Barrage, 2 shots vs red ninja, but if the first drops him, pivot to the burning green goblin.
Base Attacks is +8 to hit +2 morale -2 barrage = +8 to hit, she is not using deadly aim.
Damage is 1d6(base)+1(enchantment)+2(morale)+1d6(fire)+1d6(acid)+1d6(nonlethal) = 3d6+3
Dice Aid Another Self DC 10 to boost attack:
1d20+10
(17)+10
Total = 27
Dice Attack vs Red Ninja:
1d20+15
(7)+15
Total = 22
3d6+3
(1, 3, 2)+3
Total = 9
Dice Attack vs Red Ninja or green goblin:
1d20+8
(9)+8
Total = 17
3d6+3
(3, 1, 5)+3
Total = 12
These roles are fair and might hit. But circumstances might change before her actions. Do the opponents get soft cover? (-4 to hit). Are they in melee at the moment she shoots? (-4 as she wont get Precise Shot until 3rd level.)
Active effects:
* Golden Lion's Roar: +2 moral to attack and damage for 3 rounds to Tarbin, Vyeggar and herself.
* +1 moral bonus to attack, 3 rounds to everyone in her collective from Zeal
* 2 spell points spent.
* on Vyeggar for maybe 1/2 an hour left: +1 enhancement to his fists, making them +1d6 nonlethal. [cost 1 sp]
* on her crossbow, +1 enhancement and merciful +1d6 nonlethal [free, one enhancement sustained without concentration as class ability.
* on her bolts, +1 enhancement at corrosive +1d6 acid [cost 1 sp]
* stance of Piercing Rays, +1d6 fire. [free, martial stance]
* Spent Pride Movement maneuver.
As Damien watched the dying ninja fall back into the inferno, it finally clicked for the vishkanya just how much the fire had spread. It was nearly on him... he needed to move, now. But what of the others? What of Lungri and Creed?
"... damn you." Damien seethed powerlessly as he looked up just in time to see Lungri's blade slicing Creed's throat. Their best lead... was just going to die here in a burning warehouse? Maybe one of the others could save the bastard, but not with the Dog Killer up and about.
"Burn..." Focusing on the catfolk, Damien whispered the incantation as he began crossing the floor back toward the open window. It wasn't much, but it was all he could do... he just hoped his own magic was stronger than Lungri's will.
Action: Damien is going to cast A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.Sleep behind Lungri so he's the only one caught in the burst. Move: 5 feet downward toward the window (or further if necessary to stay out of the spreading fire) Free: Dropping Bardic Performance (continues for 2 round due to Lingering Performance)
Active Effects:All allies within 30 feet of Damien get a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by Humans. (Currently just Kara and Damien)Naturalist
The twinning scents of smoke and blood permeated through the warehouse. The conflagration was escalating as quickly as the battle, and behind him Vyeggar heard a sudden WHOOMPH as the air ignited in Liana’s vicinity. The half-orc spared a chance look over his shoulder to make sure the halfling wasn’t on fire herself, but she appeared to be cartwheeling out of the way of danger. Vyeggar nodded approvingly; apparently she could do gymnastics out of bed as well.
His eyes turned back toward the conflict ahead, and he stepped indifferently over the fallen body on the floor before him. It could have been fallen timber in a quiet forest instead of an unconscious ninja, and he chuckled a bit as he ground the heel of his hard leather boots into the motionless figure’s sternum. Liana and her magic had done something to him to keep his strikes from killing these blokes, and that was an annoyance. On the other hand, whatever it was seemed to have helped guide his fists and given them a bit more oomph, so that was kind of nice. He couldn’t be all that mad, he supposed. Besides, he thought, I might not be able to kill them right now – but I can sure give them one hell of a headache. He did a quick little jig as he finished walking over the fallen body and thought he might have heard a rib pop. Classic.
Aside the fire, Tarbin was at the foot of the stairs and fairly well surrounded. Further up the flight, two figures were proceeding reluctantly, although Tarbin was doing his best to restrain the captive and turning him into the rope in a game of tug-of-war. The muscled human had a goblin to his left and another one of those idiot ninjas right behind him. If someone didn’t do something soon, Tarbin might end up hurt.
As it turned out, Vyeggar was someone.
”You should have run when you seen us coming, fool,” Vyeggar growled as he
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Ancestral Weapon Mastery (any orc weapon with proficiency gains the Weapon Focus feat)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
Eligible for Azata Style (+1 dodge bonus if move at least 15 feet)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Bullying Blow (-2 to hit, on successful hit can intimidate as a free action)
Eligible for Call Out (use intimidate to force an opponent to duel you)
Eligible for Catch Off-Guard (no penalties for improvised melee weapons)
**Eligible for Charging Stag Style (can charge through difficult terrain and allies, can make 1 90° turn)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Combat Expertise is no longer a feat, can use anytime (+1 dodge bonus and -1 attack roll/-1 CMB roll)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
**Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Crane Style (-2 to defensive attacks, +1 additional Dodge AC)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Deflect Arrows (1 ranged attack/turn)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Destructive Persuasion (bonus to intimidate if you break something)
**Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Disengaging Feint (successful feint let's you move without AoO)
Eligible for Distance Thrower (reduce penalties for thrown weapons)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Focused Discipline (bonus after resisting fear effects)
Eligible for Fox Style (use CMB instead of Bluff bonus to feint)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Fury's Fall (add dex bonus to CMB when tripping)
Eligible for Gang Up (flank from anywhere if opponent threatened by two allies)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
**Eligible for Grudge Fighter (+1 atk & dmg vs opponent who attacked you this combat)
Eligible for Hurtful (after successful intimidate, attack as swift action)
Eligible for Implacable (bonuses vs pain effects while drunk)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
**Eligible for Just Out of Reach (bonus to AC vs reach weapons)
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Kitsune Style (use Dirty trick at the end of a charge)
Eligible for Landing Roll (if tripped move 5 feet as an immediate action)
Eligible for Numbing Blow (temporary disable foe's arm after disarm)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for Patient Strike (+2 to full round readied attack rolls)
Power Attack is no longer a feat but is Eligible
Eligible for Punishing Step (bonus vs foe who fails a combat maneuver)
Eligible for Resisting Grappler (AoO vs monster using Grab ability)
Eligible for River Raider (stealth and swim bonus when weather is clear)
**Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
Eligible for Sidestep (move 5 feet when opponent misses with attack)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Eligible for Animal Ferocity (when HP reduced below 0, can still make attacks but at a -5 penalty per attack roll)
Eligible for Awe-Inspiring Smash (use STR bonus instead of CHA for performance combat checks, as well as a few other performance combat bonuses)
Eligible for Reap the Infirm (bonuses vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
Wrestling next to a burning inferno was not exactly a situation Tarbin wanted to be in but the former farmer was determined not to leave without his target. Unfortunately the captive seemed no more willing to come with Tarbin than he was Lungri and it looked it was rapidly turning into a three way struggle. Lungri however as not willing to fight fair and rather than admit he would not be able to beat Tarbin in a tug of war he took the cowards way out and slit his prisoner’s throat. Tarbin grunted with an intense frown on his face as the bleeding man was shoved in to him and suddenly the large man found himself surrounded and fending off attacks from all directions. Tarbin glared at the goblin that shanked him in the leg but before he could do anything else Vyeggar’s boot knocked the goblin flat. Tarbin then gave the half-orc a brief nod of gratitude. The last remaining ninja was likewise having problems as bolts were fired in to his back allowing Tarbin to turn his attention towards the man with the slashed throat.
”You don’t get to die right now!” Tarbin declared as he clamped a large hand over Gaius’ throat. If Lungri had truly been intending to silence Gaius for good he had chosen the wrong person to shove him in to. Tarbin’s eyes lit up with divine power for the briefest of moments as Tarbin exerted his will and forced the man’s wounds to stop bleeding. With Gaius stabilised Tarbin then hefted the man up and over his shoulder like a sack of potatoes before he turned and headed for the closest exit.
With a shield equipped and shield of faith active Tarbin’s AC goes up to 21
HP: 13/19
Delaying until after Vyeggar and Liana
Standard: Cast stabilise on Gaius.
Move: Carry Gaius towards the nearest exit.
Last edited by Alatere; Jun 8th, 2023 at 04:11 AM.
Combat was essentially over. Lungri was cornered, few foes of familiar color were alive. Kara needed answers, unfortunately, only the living could provide some answers for why her old gang was still around. For that, her weapon was too deadly.
Kara vaulted over the windowsill, getting closer to her target and danger. The bow in her hands shattered like glass as her worn longbow is swiftly taken into her hands. She chants, inspired by the flow of the decaying combat, "...destroy all that is evil..." Midair, she fires rounds of arrows, their tips blunted, as swiftly as they manifest into being.
As she lands on hand and knee, the arrows find way to their targets, and her head is bowed in thankful prayer.
Move: Disengage: As a move action, the prodigy may move up to half her speed. She does not provoke attacks of opportunity for leaving her starting squares. She may sheath one weapon and draw another as a free action as part of this movement.Disengage moving 3 spaces into the burning building, swapping her weapon as a free action to her standard bow. Changing her Sudden Arsenal to +1 blunted arrows.
Standard: Flurry (finish): As a standard action the prodigy may make one ranged attack per link in her sequence, but no one creature may be targeted by a number of attacks greater than half the length of the sequence. These attacks are made at the prodigy’s full base attack bonus.Flurry finisher with a 4 sequence, targeting Lungri and the ninja.