[Encounter] 1.2 Combat thread

Statboy

Resident Cueball
Turn Order
Kiryu 18
Fish 15
Maura 14
Eko 12
Variel 8

!roll 1d20+5? #Tail Slap vs Kiryu
!roll 1d4+1? #Dmg vs Kiryu

Kiryu is up
 
[trigger]Tail Slap vs Kiryu: 9 = [4] + 5[/trigger]
[trigger]Dmg vs Kiryu: 3 = [2] + 1[/trigger]
[trigger=by]For: Statboy Re: #1[/trigger]
 
[trigger]Morningstar: 22 = [17] + 5[/trigger]
[trigger]Dmg: 7 = [5] + 2[/trigger]
[trigger=by]For: Kiryu Re: #2[/trigger]
 
As a reminder, if you do not have a natural swim spd, you do need to make a swim check when attacking underwater. Failing the check gives you a -2 to hit. You also get a -2 if you are using a bludgeoning or slashing weapon, and only deal half damage. You also use two rnds of holding your breath.
 
Even with -4 Kiryu would still hit the fish. The fish will take an AoO from your draw action. As well as take another tail slap at you on its turn. Maura is up

!roll 1d20+5? #AoO Tail Slap vs Kiryu
!roll 1d4+1? #Dmg vs Kiryu
!roll 1d20+5? #Tail Slap vs Kiryu
!roll 1d4+1? #Dmg vs Kiryu
 
[trigger]AoO Tail Slap vs Kiryu: 24 = [19] + 5[/trigger]
[trigger]Dmg vs Kiryu: 2 = [1] + 1[/trigger]
[trigger]Tail Slap vs Kiryu: 22 = [17] + 5[/trigger]
[trigger]Dmg vs Kiryu: 2 = [1] + 1[/trigger]
[trigger=by]For: Statboy Re: #4[/trigger]
 
Maura will look for any suggestion that there is a combat going on.
Eko do you see them?

!roll 1d20 #Perception
 
[trigger]Perception: 15[/trigger]
[trigger=by]For: theLumberJack Re: #5[/trigger]
 
As Maura jumps, Eko shouts -

"Shout if I need to pull Kiryu to safety!"

Can I sneak that in before she jumps in the hopes of getting a reply on what is now my turn?

If so, great - I'll react accordingly on my turn. (and follow up with a different action if there's no shout)

If the GM says no, I'll ready an action to yank the rope and pull Kiryu to safety if Maura shouts that I should.
 
Variel will swim next to Kiryu and attempt to grapple the fish since she left all her gear on the boat.

!roll 1d20+1 #CMB
 
[trigger]CMB: 5[/trigger]
[trigger=by]For: Srekcins Re: #9[/trigger]
 
Variel: You do not grapple the Fish, you do provoke an AoO, but he's already used his this round.

Back to Kiryu who is a little injured having taken 4 damage last round.
 
Going to swing at him again.


!roll 1d20+7? #Swim Check
!roll 1d20+5? #Morningstar
!roll 1d6+2? #Dmg
 
[trigger]Swim Check: 14 = [7] + 7[/trigger]
[trigger]Morningstar: 13 = [8] + 5[/trigger]
[trigger]Dmg: 4 = [2] + 2[/trigger]
[trigger=by]For: Kiryu Re: #11[/trigger]
 
Variel: You failed to grapple the fish
Kiryu: You fail your swim check, and the resulting -4 makes you miss the fish. Your hold breath is down to 18

Fish will tail slap back at Variel who tried to grab it. Maura is up

!roll 1d20+5? #Tail Slap vs Variel
!roll 1d4+1? #Dmg vs Variel
 
[trigger]Tail Slap vs Variel: 8 = [3] + 5[/trigger]
[trigger]Dmg vs Variel: 5 = [4] + 1[/trigger]
[trigger=by]For: Statboy Re: #12[/trigger]
 
Maura will swim to the fish and try to hit it.

!roll 1d20 #Attack
!roll 1d6-1 #Damage

EDIT: I have 30 ft swim speed.
 
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[trigger]Attack: 19[/trigger]
[trigger]Damage: 2[/trigger]
[trigger=by]For: theLumberJack Re: #13[/trigger]
 
I'm assuming we tossed the rope over the right side of the ship.
Eko moves to the edge of the ship (20') where he can see the water churning from the fight below.

He makes sure the end of the rope is secured so it cannot slip overboard but there is still enough slack that it will not hamper combat for Kiryu.
He then proceeds to use his prepared "Summon Monster" to summon a dolphin in the water (As close to the action as possible, (visibility permitting and max range 30') and have it attack the enemy.

 
Eko: Rope was tossed over the east side of the boat. You cant really see water churning since the fight is beneath the boat pretty much in the center. Since you're on a boat there are many places along the railing designed to secure ropes. Do you want 5 ft of slack, or 20, I need a number here. I will place a dolphin in the water, its a full rnd to cast you can direct it to attack on your next turn.

Maura: You hit for half damage

Variel is up
 
Last edited:
I'd basically envisioned tying off the end of the rope and leaving the rest coiled up on deck next to me within reach, if that's allowable.

So Kiryu should have whatever range of motion the full length of rope allows; just looking to avoid having to grab the rope and yank 50 feet of slack before it has any effect.

If you still need a hard number I'll say 15 feet of slack.
 
I don't know how drinking a potion underwater works, but that's what Variel will do this round. I believe that's a move action that provokes since she was carrying it in her hand. If that's the case, then Variel will try to grab the fish again. If it's a standard action, then that's her turn.

!roll 1d20+1 #CMB
 
[trigger]CMB: 20[/trigger]
[trigger=by]For: Srekcins Re: #17[/trigger]
 
Eko: If your tying up the end then he has 20ft of slack
Variel: Yes that will provoke an AoO; You do successfully grapple the fish
Kiryu is up

!roll 1d20+5? #AoO vs Variel
!roll 1d4+1? #Dmg vs Variel
 
[trigger]AoO vs Variel: 20 = [15] + 5[/trigger]
[trigger]Dmg vs Variel: 2 = [1] + 1[/trigger]
[trigger=by]For: Statboy Re: #18[/trigger]
 
Kiryu draws his dagger and swings.

!roll 1d20+7? #Swim check
!roll 1d20+4? #Dagger
!roll 1d3+2? #Dmg
 
[trigger]Swim check: 9 = [2] + 7[/trigger]
[trigger]Dagger: 20 = [16] + 4[/trigger]
[trigger]Dmg: 5 = [3] + 2[/trigger]
[trigger=by]For: Kiryu Re: #19[/trigger]
 
Kiryu: You do hit the fish and do full damage, you drop to 16 rnds of breath remaining (remember since your in combat you use 2 rnds instead of 1 at a time).

The fish who is being grappled by Variel will let go of the ship and attempt to attach its sucker to Variel. It will also try to slap Variel with its tail.

!roll 1d20+5? #vs Touch to attach to Variel
!roll 1d20+0? #Tail Slap vs Variel
!roll 1d4? #Tail Slap Dmg vs Variel
 

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