ICon Kingmaker Adventure Path Pathfinder Prologue - Page 73 of 105

Out of Character: OK thanks! Let's - Page 73 - D&D / Pathfinder Archive - Posted: 22nd Feb, 2015 - 1:23pm

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ICon Kingmaker Adventure Path Pathfinder Prologue Related Information to ICon Kingmaker Adventure Path Pathfinder Prologue
21st Feb, 2015 - 12:13pm / Post ID: #
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ICon Kingmaker Adventure Path Pathfinder Prologue - Page 73

Game Master says...

I rolled a bluff for that tale: 10 + 1, and he rolled a Sense Motive to oppose it.

The man doesn't buy it, he shouts, "Shoot him, Jayce! Now!" He draws his short sword as an arrow his you, shot from a camouflaged platform in a nearby tree (3 damage)

Roll initiative!

State what you want to do. Each round you get a standard action, like an attack or spell, and a move action, which apart from movement can be used to draw a weapon or item or drink a potion.



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21st Feb, 2015 - 1:06pm / Post ID: #
Zork II
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Prologue Pathfinder Path Adventure Kingmaker ICon

The Second says...

Out of Character: Zork will attack but I'm unsure what to do here. Do I roll several of the 20s and what do I use for initiative?



21st Feb, 2015 - 3:06pm / Post ID: #
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ICon Kingmaker Adventure Path Pathfinder Prologue Archive Pathfinder / D&D

Game Master says...

Initiative is also a d20, and the bonus should be on your sheet.

I like to go 2 rounds at a time, that way you can react to anything that has changed, and interrupt with abilities you may have.

So two rolls for attack and two for damage which is listed with the weapon you use.



21st Feb, 2015 - 10:10pm / Post ID: #
Zork II
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Loner / Middle Front
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Page 73 Prologue Pathfinder Path Adventure Kingmaker ICon

The Second says...

Out of Character: I hope I did this right.

Initiative +1 = 19

Attack with long sword: +4 = 9, 22

Damage: +3 = 4, 9

If the guy in front of Zork becomes incapacitated then Zork will get in range and use the 2 javelins against the guy with arrows:

Attack with javelin: +2 = 10, 3

Damage: +3 = 4, 4



22nd Feb, 2015 - 12:34pm / Post ID: #
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Prologue Pathfinder Path Adventure Kingmaker ICon

Game Master says...

Zork reacts immediately and charges towards the man, but misses. The man ripostes with his short sword, cutting a deep gash in Zork's sword arm (6 damage). The archer takes aim and fires a shot that comes close, but was obviously aimed to not harm his ally.

Zork's revenge strike cuts a deep slash against his opponent's chest, knocking him down onto the ground, disarmed and slowly crawling away, but still alive. The man is clearly too weak to continue. The next arrow flies and embeds itself into Zork's shield.

Out of Character: Exactly what I wanted! I notice you rolled a 3 on your javelin (Which wasn't used). So that would have been a roll of 1 on the die, which is considered a Natural 1. That attack will always miss, no matter your skill.

On the other hand, a Natural 20 will always hit! It even has a chance of a critical hit if you roll again and beat the opponent's Armor Class. A longsword has the special ability to threaten a critical on a roll of 19 as well as a 20, as it says in the Weapons chapter.



22nd Feb, 2015 - 12:50pm / Post ID: #
Zork II
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ICon Kingmaker Adventure Path Pathfinder Prologue

The Second says...

Out of Character: Not sure what you meant by saying its exactly what you wanted, you mean the outcome of the battle?

So do I roll for attack again? Or change my action?



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22nd Feb, 2015 - 1:08pm / Post ID: #
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ICon Kingmaker Adventure Path Pathfinder Prologue - Page 73

Game Master says...

international QUOTE (Txtrpg @ 22-Feb 15, 8:10 AM)
Out of Character: I hope I did this right.
...

I was just saying you did it right.

I can use the two javelin attacks (Hint: they will very likely miss). I was giving you the chance to change if you wanted to, since I said I normally post combat two rounds at a time.



22nd Feb, 2015 - 1:23pm / Post ID: #
Zork II
Fighter Level 6
Character
Loner / Middle Front
Character Sheet Lock
Retired Retired

ICon Kingmaker Adventure Path Pathfinder Prologue D&D / Pathfinder Archive - Page 73

The Second says...

Out of Character: OK thanks! Let's see if the dice gods are better with me this time. I don't know if I need initiative again but included it:

Initiative: +1 = 9

Attack with javelin: +2 = 10, 5

Damage: +3 = 6, 5

Well I guess those are misses? Do I know generally what number I need in order to hit someone or is that only something you know?

Zork will look for cover and then decide how he will try to attack the man in the tree, possibly get the bow and arrows of the man (Who should be dead by now?).




 
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