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navyik
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    The Tomb, part 2

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    Post  whit10 Thu Dec 11, 2014 9:58 pm

    The darkness dissolves as you hear a female voice speak in very accented English... "you have corrupted the bodies of my children, I will take your blood and then devour your souls" (the two zombies that you had under your control fall into dust as she speaks)

    Those who can see to the lower level of this room can see an exquisite woman that is standing over a body... she has four more people standing near her, two possible French soldier/mercenary looking guys and what is most likely another member of the Circle of Apophis.  They also have a giant of a man holding a large metal encrusted club... you have heard of Half-Orcs but this might be the first one that you've seen.  She looks at the soldier holding a chain that seems to be linked to the large man... the man releases the chain and shouts "chaka, KILL!"

    The room is approx. 100' x 80' with large statues of a deformed and snake-headed god holding up the roof.  There is a tomb at the far end with another portal that looks open (it is not on the map as I ran out of room, it is dead center behind her sarcophagus).  The room itself is tiered.  There is a ramp leading down the lower level, which is 20' lower than the upper level. The ramp descends 20' (if any of this is confusing on the map, just let me know, the line is supposed to represent the difference in height for the floor.)

    you are all in the tunnel that leads to this room.  The fucking picture won't load right so I can't put you on this map as of yet, I apologize for that but it can't be helped.  Everyone is in the order that was discussed earlier.

    The Tomb, part 2 Anak_s10


    Initiative Order:
    'Rifle soldier': 24
    Olivia: 22
    Anak Shep-sut: 20
    JT: 18
    CoA sorcerer: 15
    Brute: 14
    Elliot: 11
    'maching-gun' soldier: 10
    CJC and dog: 9
    CRIII: 7


    The 'rifle' soldier moves to cover and holds his action.

    Olivia is up.


    Last edited by whit10 on Fri Dec 12, 2014 1:00 am; edited 1 time in total
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    Post  Robyo Thu Dec 11, 2014 10:24 pm

    I'll wait to act until you can get the map details ironed out.

    Olivia turns towards the party. "Should we take up defensive positions inside the tunnel? Let the villains come to us?"
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    Post  whit10 Thu Dec 11, 2014 11:01 pm

    There's really nothing that I can do. The image can only be so large. To give some perspective, JT is on 2307 right now, you just can't see the line for 2200 and 2300 spaces. Everyone else is in a line down the tunnel, in the order discussed earlier.

    You can always move through a friendly occupied space, you just can't end your movement on one.
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    Post  MAS Thu Dec 11, 2014 11:05 pm

    Are we in Initiative?
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    Post  whit10 Thu Dec 11, 2014 11:07 pm

    yes, you are in initiative...


    here's the best I can do with the map for purposes of where you are relative to the room. The spaces on this map do not actually correspond to the other, obviously.

    The Tomb, part 2 Anak_s11
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    Post  Robyo Fri Dec 12, 2014 8:30 am

    Olivia will move to hex 1206, near the tunnel opening. With her sling ready (it's attached to the top of her staff), she'll hold attack action, pending any aggression towards the party.
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    Post  whit10 Fri Dec 12, 2014 10:21 am

    that map is not accurate as to spaces but I think I have you where you should be...

    You move to your space.

    The vampiress goes through arcane motions. She is done

    It is JT's turn

    The Tomb, part 2 Anak_s12
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    Post  Chris Fri Dec 12, 2014 11:00 am

    whit10 wrote:
    The room is approx. 100' x 80' with large statues of a deformed and snake-headed god holding up the roof.  There is a tomb at the far end with another portal that looks open (it is not on the map as I ran out of room, it is dead center behind her sarcophagus).  The room itself is tiered.  There is a ramp leading down the lower level, which is 20' lower than the upper level.  The ramp descends 20' (if any of this is confusing on the map, just let me know, the line is supposed to represent the difference in height for the floor.)

    great looking map!  I know doing something interesting, like using tiers is hard with this format, but I think I understand.  I just want to make sure before we all start moving and then say "but I thought I could do XYZ" and we start retconning everything

    The Blue Rectangle, in between the 2 statues,  in the middle is the ramp?
    What is to the left and right of the ramp?  I mean, is it a straight drop off there so that we can see down or is it actually a wall that blocks LOS and LOE(line of effect)?
    for example, if JT was standing at 1002, could he look down to 0604 and see the guy there and shoot him?  or is the only access to the lower level at the ramp?

    Also - I can't make out the tokens given the size.  I think I know the vampiress, but can you give us a key to identify the others?
    ie, which one is the "brute" which one is "rifle" which one is "machine gun" etc etc

    I assume that we can see "down" the ramp, but I am not sure given angles and such, where that line of sight would begin. what hex would JT need to be standing in to have a LOS down the ramp towards the 2 guys at 0405 and 0406?


    **my first thought, in answer to Rob's question, would be to hold the ramp, not the hallway. that would be taking the higher ground and should give us the same kind of funnel-kill zone as a hallway. I am assuming it would cost them more movement to go "up hill"
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    Post  whit10 Fri Dec 12, 2014 11:42 am

    all good questions:

    1) yes, the ramp is the blue rectangle in the middle. You will be able to see what's on the second tier if you get to the top of the ramp or line 1200 (running north - south) - though anyone standing next to the wall has at least partial cover unless you are on the same tier.
    2) there are two statues that are holding up the roof here, both will provide partial or total cover, depending on where you are standing. Cover also applies to anyone on the lower tier who is standing next to it (as regards anyone on the upper tier)
    3) Brute - 0604, Rifle merc - 0908 (though you can't see him at the present), Maching-gun merc - 0405, CoA dude - 0406, Vamp - 0207

    Does that clear it up?
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    Post  Chris Fri Dec 12, 2014 12:11 pm

    whit10 wrote:all good questions:

    1) yes, the ramp is the blue rectangle in the middle.  You will be able to see what's on the second tier if you get to the top of the ramp or line 1200 (running north - south) - though anyone standing next to the wall has at least partial cover unless you are on the same tier.  
    2) there are two statues that are holding up the roof here, both will provide partial or total cover, depending on where you are standing.  Cover also applies to anyone on the lower tier who is standing next to it (as regards anyone on the upper tier)
    3) Brute - 0604, Rifle merc - 0908 (though you can't see him at the present), Maching-gun merc - 0405, CoA dude - 0406, Vamp - 0207

    Does that clear it up?

    yeah, that helped a lot, thx.

    1 last question, regarding the LOS to the lower tier.....
    1200 is 3 hexes to the right\east of the drop off to the lower tier, which is a straight drop down and harder to get LOS
    the 1200 is beyond the start of the ramp slope, so I would assume that as the floor drops away we could see down the ramp from a further (right\east) line.

    What line do we need to reach to see straight down the ramp?
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    Post  whit10 Fri Dec 12, 2014 12:17 pm

    you could see down the ramp from the 1400 spaces
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    Post  Chris Fri Dec 12, 2014 1:17 pm

    whit10 wrote:
    Those who can see to the lower level of this room can see an exquisite woman that is standing over a body...

    whit10 wrote:you could see down the ramp from the 1400 spaces

    ok, that was my confusion.  so none of us can actually see down the ramp or the lower level of the tomb.  I was trying to understand who actually gave us this LOS, but it seems like it was just for storytelling, gotcha.

    JT whispers to the party, "the ramp is our choke point.  it has a limited line of sight, so lets move forward, spread out and keep overwatch on the ramp"

    JT will move 30 forward to (?I  think?) 1605 if I am counting right between the 2 maps.  If you count differently, just move me diagonally NW into the room as far as I can get.  If the line down the ramp is 1400, then they can't see us if we stay behind the 1400 line either.  

    JT will ready overwatch with his heavy pistol
    condition: enemy enters his LOS
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    Post  whit10 Fri Dec 12, 2014 3:39 pm

    JT moves... the black robes caster does something magical (but unseen)...

    The brute... charges up the ramp yelling something guttural. He is now in JT's line of sight and is on the upper tier. Actions by Olivia or JT?

    pause for those actions.

    The Tomb, part 2 Anak_s13
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    Post  Chris Fri Dec 12, 2014 3:44 pm

    Olivia gets first dibs, but JT will plan on shooting him if he survives Olivia's action
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    Post  whit10 Fri Dec 12, 2014 3:50 pm

    just to give you a look at his features....

    The Tomb, part 2 Brute10
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    Post  Robyo Fri Dec 12, 2014 7:34 pm

    Olivia hurls a sling-stone at the approaching brute.

    19 + 4 = 23

    If it hits, 2 damage!

    "Take that foul creature!" the witch spits. Then she turns back to the party, "I am nearly depleted of my spells. I knew this would happen, but nooo, y'all didn't want to let me rest. Now with my last spell, should I cast Detect Undead? The brute looks alive, but we all know that looks can be deceiving."
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    Post  whit10 Sat Dec 13, 2014 12:09 am

    lol... damage is noted, JT?
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    Post  Chris Sat Dec 13, 2014 1:56 am

    whit10 wrote:lol... damage is noted, JT?

    JT hisses back at Olivia, "then it's a bloody good thing you can whack them with your hair, madame Rapunzel"

    fire at enemy, per readied action with pistol at point blank range +1

    Roll(1d20)+10:
    6,+10
    Total:16

    if that hits
    Roll(1d10)+1:
    2,+1
    Total:3

    nana-nana boo boo
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    Post  Robyo Sat Dec 13, 2014 9:48 am

    "Using mundane implements, I am more capable in melee than in ranged combat. Anyone got a pistol? I have one first level spell remaining, but I also still have cantrips and magical hexes." Her dreads flair up like tentacles. "Let us follow JT and use the ramp as a choke point. If the villains can fly, we can fall back to the tunnel."
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    Post  whit10 Sat Dec 13, 2014 10:57 am

    you wing him.

    Elliot's turn

    The Tomb, part 2 Anak_s14
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    Post  Chris Sat Dec 13, 2014 11:55 am

    Robyo wrote:"Using mundane implements, I am more capable in melee than in ranged combat. Anyone got a pistol?

    JT shakes his head at the crazy woman's logic, "then fight in melee!" he thinks quietly to himself
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    Post  Arcturus2 Sat Dec 13, 2014 2:22 pm

    Could Elliot use his standard action to toss his weapon to Olivia and still use his move action to advance towards the brute?

    If so, would she have to make a Dex check to catch it? Also, since Elliot has the quick draw feat, would he be able to draw a different weapon as he moves?

    Also, I think I stated that Elliot would carry the loot, so he should have a magic sword of some kind strapped to his waist..

    If it's allowable, Elliot will toss his pistol (1d10+1+dex+ 2d6 vs undead, has 7 rounds in a magazine plus one in the breech)  to Olivia and use his movement to advance as far as he can, to about hex 806.

    "Here, ms. Ormonde, use Lucy!" Elliot calls out as he gives the pistol an underhanded pitch to her.

    He takes off towards the monstrous brute, drawing the mysterious sword they'd found a bit ago as he moves..

    If all that's allowable then Elliot will (maybe) be able to absorb the damage and keep him at range until everyone can drop him, or get his AoO if the lousy bastard wants to move past him towards his friends..
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    Post  whit10 Sat Dec 13, 2014 4:03 pm

    I swear I remember reading about this somewhere but I can't seem to find it...

    For now, yes, you can do that.  I guess a Dex check is in order, or, if Olivia chooses, I can allow her to just catch it but she will now act after Elliot in Initiative, her choice.

    If you already had 'Lucy' out, then it's a free action to draw a weapon with Quick Draw, technically, since you are moving at some point, assuming you toss the weapon, you can have two weapons out (a character with a +1 or better BAB can draw a weapon as part of movement or as a move equivalent action)

    If this is what you're doing, Rob will have to chime in here and then I'll update the map.
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    Post  whit10 Sat Dec 13, 2014 4:14 pm

    actually, Dan, check the other map, the one with the full combat grid. 803 is on the second tier and is two move actions away... the other map was just to give perspective of where you were in relation to the opening into this room. You are two spaces behind Olivia right now, who is at 2107, if that helps
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    Post  Robyo Sat Dec 13, 2014 4:17 pm

    whit10 wrote: I guess a Dex check is in order, or, if Olivia chooses, I can allow her to just catch it but she will now act after Elliot in Initiative, her choice.

    Olivia will opt to catch the pistol and then act in initiative after Elliot, starting next round.
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    Post  Chris Sat Dec 13, 2014 4:18 pm

    whit10 wrote:actually, Dan, check the other map, the one with the full combat grid.  803 is on the second tier and is two move actions away...  the other map was just to give perspective of where you were in relation to the opening into this room.  You are two spaces behind Olivia right now, who is at 2107, if that helps

    Dan should be able to "charge" 60ft in a straight line and reach the 1/2 ork brute. He could drop (free) his pistol and draw as he moves.

    Or do the toss and single move - as long as he leaves CJC a firing lane Wink
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    Post  Arcturus2 Sat Dec 13, 2014 4:23 pm

    whit10 wrote:actually, Dan, check the other map, the one with the full combat grid.  803 is on the second tier and is two move actions away...  the other map was just to give perspective of where you were in relation to the opening into this room.  You are two spaces behind Olivia right now, who is at 2107, if that helps


    Oops, sorry... I guess I misunderstood the map. Not your fault, totally mine,  you gave a good explanation. I guess if I'm looking at it right this time, it'll be hex 1806 or so that he can make it to.

    Elliot had his pistol drawn already (stated he reloads as free action before we went into Initiative) so he'll go ahead and toss it to Olivia and draw the wündergroßemesser as he advances.

    His movement is 40 ft or 8 hexes, so please advance him as far as he can go on the first tier. I'll re - look at the map and reread the explanation of the tiers and get it together before my next turn, lol.
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    Post  Robyo Sat Dec 13, 2014 4:26 pm

    Chris wrote:
    Robyo wrote:"Using mundane implements, I am more capable in melee than in ranged combat. Anyone got a pistol?

    JT shakes his head at the crazy woman's logic, "then fight in melee!" he thinks quietly to himself

    Totally. I'm thinking that if Olivia needs to cast any more spells or hexes, then she probably shouldn't be in the front line. But it makes sense to take the ramp. She will move up next turn.
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    Post  Arcturus2 Sat Dec 13, 2014 4:30 pm

    Chris wrote:
    whit10 wrote:actually, Dan, check the other map, the one with the full combat grid.  803 is on the second tier and is two move actions away...  the other map was just to give perspective of where you were in relation to the opening into this room.  You are two spaces behind Olivia right now, who is at 2107, if that helps

    Dan should be able to "charge" 60ft in a straight line and reach the 1/2 ork brute.  He could drop (free) his pistol and draw as he moves.

    Or do the toss and single move - as long as he leaves CJC a firing lane Wink

    Nice catch on the charge rule! I won't retcon that much though, but I would like to change my movement slightly..

    Elliot would like to use 35ft of movement to clear the tunnel, and then sidestep one hex to open up CJC's line of fire, if that's ok, Mr GM. Either side he sidesteps to is fine, surprise me.
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    Post  Chris Sat Dec 13, 2014 6:00 pm

    Robyo wrote:
    Totally. I'm thinking that if Olivia needs to cast any more spells or hexes, then she probably shouldn't be in the front line. But it makes sense to take the ramp. She will move up next turn.

    I forgot about Hexes, might be a good time for the old evil eye Twisted Evil
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    Post  Robyo Sat Dec 13, 2014 6:29 pm

    Olivia doesn't have Evil Eye yet. She wants it though. Misfortune is a good one too.

    What about her eagle? In a streak, he swoops up to the brute and claws at his eyes.
    "Screee!"
    2 talons:
    1st, 14 + 3 = 17
    damage: 1
    2nd, 6 + 3 = 9
    damage: 2
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    Post  whit10 Sat Dec 13, 2014 6:41 pm

    ok,

    the eagle misses on its attack. Olivia will have the gun as a part of her next turn.

    Dan, see the below rule:

    If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

    I read this as you have to toss the weapon to Olivia (a standard action) and then you still have a move action left. With, Quick Draw, you can still pull two weapons but you can't really perform a charge if you don't actually attack (which you don't have the action left to do...)

    I should have said earlier that you can count this sword as a longsword for all intents and purposes.
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    Post  whit10 Sat Dec 13, 2014 6:54 pm

    Check out this placement, this has you in whatever state of readiness you wish and out of the Colonel's LOS.  It's a 30' move to that space.  Is the placement ok?

    The Tomb, part 2 Anak_s15

    I can easily place you below that spot or somewhere else if you desire.
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    Post  Arcturus2 Sat Dec 13, 2014 7:52 pm

    Looks good man. I'll take it. Thanks re: the sword.
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    Post  whit10 Sat Dec 13, 2014 10:16 pm

    ok, moving on,

    The guy with the thompson moves over behind the wall but near the ramp. He tosses what looks like a German potato masher hand grenade at you, space 1606. (yes there are penalties..)

    Roll(1d20)+6:
    4,+6
    Total:10

    He still hits his mark.

    Damage:
    Roll(2d6)+0:
    3,3,+0
    Total:6

    Elliot and JT nearly have flashbacks from the german grenade peppering them with shrapnel.

    The Tomb, part 2 Anak_s16

    CJC is currently 4 spaces behind Olivia, CR III is 3 spaces behind her. The colonel is up (doggie is where specified)



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    Post  Chris Sun Dec 14, 2014 1:42 am

    whit10 wrote:
    The guy with the thompson moves over behind the wall but near the ramp.  He tosses what looks like a German potato masher hand grenade at you, space 1606.  (yes there are penalties..)

    Roll(1d20)+6:
    4,+6
    Total:10

    He still hits his mark.

    Damage:
    Roll(2d6)+0:
    3,3,+0
    Total:6

    Elliot and JT nearly have flashbacks from the german grenade peppering them with shrapnel.


    Reflex save for half, I assume, as with all grenades?
    DC is usually 15

    JT Reflex
    Roll(1d20)+11:
    15,+11
    Total:26

    no damage

    and just to say it....  is the guy just throwing a grenade blindly and just happens to land it right in between the only 2 possible targets???  

    whit10 wrote:you could see down the ramp from the 1400 spaces

    so if we can't see him, he can't see us either.   unless there is some magical clairvoyance for him, he would have no idea where we moved.

    study and just to be a rule's lawyer....  

    I do think he technically missed the mark.  range increment is 10 ft per PF
    http://paizo.com/pathfinderRPG/prd/equipment.html#thrown-weapons

    he is at -6 given the range, not to mention a 50% miss chance since he can't see the target hex.
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    Post  whit10 Sun Dec 14, 2014 10:43 am

    you bring up a good point Chris. Though he knows that you're there, he can't see well enough to attack you effectively (at least, not in the manner that he wanted to. Forget the grenade attack for now.
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    Post  MAS Sun Dec 14, 2014 9:08 pm

    The Colonel begins to approach the chamber, his shoulders hunched, and with the deliberate steps of a predator stalking prey. His form seems to blend further and further into the gloom and dust until he vanishes from sight.




    Cast spell, invisibility.

    Move 20 ft.

    He ends his move either one hex behind or in front of Olivia, depending on GMs call of where his movement can get him.
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    Post  navyik Mon Dec 15, 2014 9:36 am

    CR3 will move to 1606, kusarigama out.
    For the record: AC 24 mage armor, (26 vs. Ranged). If mage armor has elapsed, he will cast it again. Otherwise he will throw a shuriken at 1/2 orc.

    9+9=19
    1+2=3 dmg
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    Post  whit10 Mon Dec 15, 2014 10:38 am

    The colonel is now invisible and standing behind Olivia (dog behind him). CR III's shuriken barely hits, drawing a small amount of blood.

    The round ends as a Giant Snake appears on the ramp (summoned by someone...).

    Round two begins.

    Initiative Order:
    'Rifle soldier': 24
    Olivia: 22
    Anak Shep-sut: 20
    JT: 18
    CoA sorcerer: 15
    Brute: 14
    Elliot: 11
    'maching-gun' soldier: 10
    CJC and dog: 9
    CRIII: 7

    Rifle Soldier tries to jump and pull himself up by the statue just south of the ramp (climb check)

    Roll(1d20)+6:
    11,+6
    Total:17

    He did not succeed, he's still struggling to get up the wall...

    Olivia is up.

    The Tomb, part 2 Anak_s17
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    Post  Robyo Mon Dec 15, 2014 11:11 am

    I thought Olivia slides in after Elliot, since she caught his pistol?
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    Post  whit10 Mon Dec 15, 2014 11:36 am

    oops, crap, my mistake.

    Anak Shep stays where she is and hold's her action.... she hisses something at the snake.

    JT is up.
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    Post  Chris Mon Dec 15, 2014 11:59 am

    JT shouts as he charges forward, "I will take the point, move into flanking positions and HOLD THE RAMP!"

    JT will use his Scout's Charge ability and only has to move 10ft to qualify the charge
    per PF
    Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (3 squares) but can move up to double 60ft

    JT will use quick draw to sheath his pistol, then charge with his Dwarven Trenchaxe to 1305 (3 hexes)
    +2 attack, - 2 AC

    Since he passes through the 1/2 ork's space, he will use Acro as part of his charge to try and avoid and AoE.  Moving this way reduces his speed by half, so now 30ft because he is charging and can move up to 60ft.  JT is only moving 15ft total, so this isn't an issue, just pointing out the rules details.

    Acro vs his CMD
    Result of the throw of dice "1d20 +18" :

    16 + 18 = 34

    attack on the snake (since I am guessing the GM is a bastard and used a Barbarian b\c he has uncanny dodge)
    Result of the throw of dice "1d20 +12" :

    10 + 12 = 22

    Snake is considered Flatfooted and also denied his dex

    if that hits, damage
    Result of the throw of dice "1d10 +7" :

    8 + 7 = 15

    sneak attack damage
    Result of the throw of dice "3d6" :

    6 + 1 + 5 = 12

    27 total vs snake

    JT's current AC is 21.  base AC 20 +3 offensive defense -2 charging = 21
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    Post  whit10 Mon Dec 15, 2014 1:47 pm

    update coming at lunch...

    ...and did you think I would make it easy? lol... Damned right he has uncanny dodge. Wink
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    Post  whit10 Mon Dec 15, 2014 3:16 pm

    JT moves quickly, dodging past the Brute's club and sinks his axe into the giant snake... it's blood spurts all over him

    The CoA sorcerer rushes towards the other exit and stands there looking at his mistress, he's also holding a wand (which he now uses on himself).

    The Brute swings his might club at JT...

    Roll(1d20)+9:
    8,+10
    Total:18

    ...and he misses.

    Elliot is up.

    The Tomb, part 2 Anak_s18
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    Post  Chris Mon Dec 15, 2014 4:29 pm

    GM - my bad, I meant 1307 at the top of the ramp

    I couldn't see the actual # (blocked by ramp) and 1308 looked like 1306 to me, sorry.

    I wanted to be 1 down from the ork and in front of the snake, taking point to block the ramp as JT mentioned
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    Post  whit10 Mon Dec 15, 2014 4:30 pm

    oh, no problem. I will move you on the next update.... Elliot, please be aware that JT is in space 1307, not 1305
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    Post  Arcturus2 Mon Dec 15, 2014 10:41 pm

    Duly noted, thanks GM.

    In that case, Elliot will move to hex 1305 and attack the orc.. (flanked between him and JT)

    Elliot rushes forward towards the Orc, swinging the mysterious sword with both hands..


    Attack roll: 1d20+11+ flanking bonus 2 + any magical modifiers the sword may have (16+11+2+???)=29+???

    And since Elliot can only attack once, he'll use his vital strike feat..
    If that hits,  damage: 2d8+6+any magical mods or extra damage dice: 7+5+6+???=18+???

    Mr. GM will have to roll any additional damage dice the weapon may do, and add any extra attack bonus, since Elliot doesn't know yet what it does..


    Elliot is done.
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    Post  Robyo Mon Dec 15, 2014 11:46 pm

    Arcturus2 wrote:"Here, ms. Ormonde, use Lucy!" Elliot calls out as he gives the pistol an underhanded pitch to her.

    What are the stats on Lucy?
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    Post  whit10 Mon Dec 15, 2014 11:58 pm

    The weapon is +1 and shocking, actually.  You see electricity spark off of his body as you cut into him.

    I'll just roll the d6 for you

    Roll(1d6)+0:
    2,+0
    Total:2

    so.. I believe that's 21 pts. of damage overall..   one thing, how on earth is your attack bonus an 11 right now with the sword?  You would have hit him with the roll that you got anyway but I was just curious.  

    The Tomb, part 2 Anak_s19

    Olivia is up... the pistol is Undead Bane, +1 - 1d8+3 damage (+2d6 vs. undead), 7 rounds.  

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