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Thread: King Maker Solo

  1. - Top - End - #121
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    Default Re: King Maker Solo

    Perlivash climbs down your chest at taps a clawed paw on an area just southeast of where you are now. *Mean bigginses nest is here.* The dragon chirps.

    Looking down, you can see Tyg drawing in the dirt. "There was about a dozen of them until recently, but a few of them disappeared." She says. As she finishes drawing, you realize that it is a crude map of a camp, mostly hidden in the trees and brush near a path.

    Spoiler: OOC
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    You are given what is effectively this map, just drawn in dirt.
    Spoiler: Map
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  2. - Top - End - #122
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    "Thank you. That is very helpful." Vindariel jotts down the map and makes a note of the position.
    "I see there is a river running through their camp. That is very useful to know.

    Say, would you like something to eat? I have only field rations, but if you chew them long enough they start to taste sweet..."


    Vindariel fetches the few remaining pieces of dried fruit from his back pack and offeres them to both Perlivash and Tyg.

    Once he finished the meal he says his goodbyes and promises to come back here once he has dealt with the bandits.

    Spoiler
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    I'll head towards the camp, but make a stop for 8 hours to meditate and reconfigure my suit:
    Removing darkvision
    exchanging it to: Initiator’s Soul

    Spoiler
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    The aegis gains the ability to learn and ready martial maneuvers. He learns three maneuvers and one stance when he takes this customization. The disciplines available to the aegis are Sleeping Goddess and two other disciplines of his choice. If one of his selected disciplines’ associated skills is not on his class skill list, he gains it as a class skill. The aegis’ initiation modifier is Intelligence, and each aegis level is counted as a full initiator level. In addition, the aegis gains Knowledge (martial) as a class skill.

    Once the aegis knows a maneuver, he must ready it before he can use it (see below). A maneuver usable by aegii is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. An aegis’ maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

    The aegis can ready all three of his maneuvers known, but if he gains additional aegis maneuvers, he must choose which maneuvers to ready. An aegis must always ready his maximum number of maneuvers readied. He readies his maneuvers by tinkering with his astral suit for ten minutes. The maneuvers he chooses remain readied until he decides to practice again and change them. The aegis does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes adjusting his suit, he can change his readied maneuvers.

    An aegis begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).

    In order for the aegis to recover maneuvers, he must realign himself to his astral suit a full-round action. When he does so, he recovers a number of maneuvers equal to his aegis initiation modifier (minimum 2) and can exchange up to 1 point of customizations per four class levels (minimum 1) for new customizations. These new customizations last for one minute, at which point they return to their prior state. Alternately, the aegis may take a moment to focus, recovering a single maneuver as a standard action.

    I'll add Silver Crane Waltz Stance
    Silver Strike
    as well as
    Clockwatcher and Minute Hand


    After that I'll slowly close in on the camp, trying to stay stealthy
    Perception (1d20)[19]+3
    Stealth (1d20)[12]-1

    Last edited by Pyrophilios; 2017-10-24 at 01:49 PM.

  3. - Top - End - #123
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    The two fey creatures happily accept the dried fruit, and bid you good luck as you leave.

    Spoiler: OOC
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    So where and how are you approaching the camp from? If you want to be stealthy, I assume you coming through the woods, maybe from the northwest?

  4. - Top - End - #124
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    Following the river, careful to look around every bend, Vindariel moves towards where he suspects the camp to be. Being stealthy doesn't come naturally to him - especially since he is still wearing his full armor.
    The plan is simple: Once he sees one of the bandits he'll overpower the mind of the brigand and sent him to slumber, repeating the trick as often as he can without being noticed.
    For this to work he prefers to slowly move through the cover of the trees.

    But then, no plan survives the first contact with the enemy...

  5. - Top - End - #125
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    A very accurate saying indeed, as your armor makes it nearly impossible to make it through the woods undetected. You are spotted by a bandit stationed on the west watchtower (K3) almost immediately. Your only saving grace is that you knew where to look to spot the camouflaged structure and the guard atop it.

    Spoiler: OOC
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    Roll initiative! Also, this is all asuming that your coming from the west side of the river.

  6. - Top - End - #126
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    Suits me. I'm in the silver crane waltz stance
    AC 21
    Ini (1d20)[10]+7

    If I beat his ini I'll use minor metamorphosis to grant myself "cleave"



    Vindariel cursed, but kept his focus. An effort of will made his arm muscles swell, granting him power on just the right places to make devastating, sweeping attacks.
    Last edited by Pyrophilios; 2017-10-24 at 03:21 PM.

  7. - Top - End - #127
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    V= Vindariel

    B= Bandit
    Last edited by Pyrophilios; 2017-10-24 at 03:37 PM.

  8. - Top - End - #128
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    Spoiler: OOC
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    That map is really nice. How'd you do it?

    Initiative: (1d20+5)[21]

  9. - Top - End - #129
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    Excel document with png overlay

    Seems like the bandits act first.


  10. - Top - End - #130
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    The bandit picks up a small object from the tower and hurls it at you. As the crystal hits the ground, it shatters with a deafening peal of thunder.

    Spoiler: OOC
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    Ranged touch attack targeting your square (ac=5)

    (1d20)[1]

    If it hits, make a fortitude save for me.

  11. - Top - End - #131
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    The object went wide and Vindariel kept his ground. It took a moment of concentration then he felt the rush of power through his arms.
    With a measured, steady gate he walked closer to the watch tower.

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    as mentioned:
    Standard action: Metamorphosis, minor
    Move action: Move 4 squares to the south from G3 to G7

  12. - Top - End - #132
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    As you approach, the man on the watchtower draws back his bow and fires towards you. Three more bandits, alerted by the thunderstone, come running from the camp, taking cover behind the logs on the other side of the trail (K4). The also fire at you with their longbows, but their relative lack of elevation means that their shooting through the forest brush.

    Spoiler: OOC
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    Tower bandit: (1d20+2)[13] damage: (1d8)[7]
    Log bandit 1: (1d20+2)[8] damage: (1d8)[7]
    2: (1d20+2)[3] damage: (1d8)[4]
    3: (1d20+2)[4] damage: (1d8)[8]

    You have partial cover (+2AC) vs the log bandits.

  13. - Top - End - #133
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    As the volley of arrows pings off of his armor, Vindariel moves steadily south until he is directly beneath the watchtower and therefore out of the field of fire of the archer above.
    Another mental concentration conjures the ever handy protective force field to deflect more arrows.
    He is almost in position for the next part of his improvised plan.

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    moving from G7 to G11 so I have the tree to my back and the archer above me can't see me anymore
    Spending another psi point on Force Screen

    AC 25 (+2 for cover)

    Psi Reserve 9/11


    Spoiler: map
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    [IMG][/IMG]
    Last edited by Pyrophilios; 2017-10-25 at 02:22 AM.

  14. - Top - End - #134
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    The bandit on the tower draws his sword, preparing for you to climb up the tower. At the same time, the bandits by the logs unleash another volley of arrows. Another three thugs come from the camp proper.

    "Shoot him! I want him dead!" Shouts on of the thugs, a woman wielding two handaxes. She then disappears back into the camp, the two that came with her following her.

    Spoiler: OOC
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    Log bandits attack: (1d20+2)[3] damage: (1d8)[8]
    (1d20+2)[17] damage: (1d8)[5]
    (1d20+2)[6] damage: (1d8)[3]

    Tower bandit prepares a melee attack if you come within reach
    (1d20+2)[16] damage: (1d6+1)[2]

  15. - Top - End - #135
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    Vindariel focuses on the three men's minds. It is a relatively complicated feat to enact, but when he is sure that he has the right resonance he sends a mental command: Sleep!

    Spoiler
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    1 Round manifesting time: Slumber on the three shooters

    Will save DC 14

    They all can shoot at me and try to disturb my concentration (AC 25)
    DC would be 11+Damage taken
    (1d20)[17]+5
    (1d20)[10]+5
    (1d20)[20]+5

    Psi reserves 8/11


    Spoiler: Round 2
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    Last edited by Pyrophilios; 2017-10-25 at 12:15 PM.

  16. - Top - End - #136
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    Spoiler: Will saves
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    (1d20-1)[1]
    (1d20-1)[10]
    (1d20-1)[13]

    Poor sods

  17. - Top - End - #137
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    Spoiler: OOC
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    Ah wait, that has a 1 round cast time so they get one more chance to hit you before they go down.


    The archers fire off another volley, while the bandit on the tower becomes confused about what he should be doing. The woman an the two with here come around from the camp's hidden entrance, and now stand in the northern part of the path.

    Spoiler: OOC
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    Archers attack (1d20+2)[13] damage: (1d8)[7]
    (1d20+2)[14] damage: (1d8)[8]
    (1d20+2)[14] damage: (1d8)[8]

    Tower bandit continues to hold action.

  18. - Top - End - #138
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    Vindariel moves from the shelter of the tree - ignoring for the moment the archer above - and to the small river crossing. He assumes that the woman with the axes is the bandits' leader. Taking her out would have to be a priority. With another, this time rather casual thought, he compelled the very ground and all the debris lying around to move and entangle the three new opponents, creating a very difficult to navigate zone between him and them.

    Spoiler
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    Manifesting Entangling Debris

    Ref Save DC 14
    Even if they manage their saves it still counts as difficult terrain so they can't charge and won't be able to move fast.

    And unless the guy on the tree throws his sword he'll lose his prepared action since he needs to draw his bow again.

    Concentration checks, just in case
    (1d20)[5]+5
    (1d20)[10]+5
    (1d20)[11]+5

    Psi Reserve 7/11



    Spoiler: Round 3
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    Last edited by Pyrophilios; 2017-10-25 at 01:20 PM.

  19. - Top - End - #139
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    Spoiler: Reflex Saves
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    Bandit 1: (1d20+1)[9]
    Bandit 2: (1d20+1)[6]
    Kressle: (1d20+4)[5]

  20. - Top - End - #140
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    The three bandits are ensnared by moving tree roots and brush. The woman swears as she tries to hack her way free.

    "Wut we suppose to do 'bout this, Kressle?" On of the thugs shout to the woman, also tangled in your spell.

    The bandit on the tower is able to get a line on you again, and returns to using his bow. You also catch sight of a second tower from your position. The bandit on it is busy shouting profanities at his sleeping comrades until he see you, at which point he chucks a thunderstone your way. Weather it hits where he wants or not, the deafening sound awakes the sleeping men, though they are too busy picking themselves off the ground to act immediately.

    Spoiler: OOC
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    Man, these guys are having the worst rolls.

    The entangled bandits are going to make a dc 20 strength check to move 15' towards you.
    Kressle: (1d20+3)[7]
    1: (1d20+1)[18]
    2: (1d20+1)[5]
    The tower bandit will shoot at you with his bow.
    Attack: (1d20+2)[3] damage (1d8)[1]
    The east tower bandit throws a thunder stone at your feet (AC=5). If it hits, make a fortitude save for me (DC=15) or be deafened.
    (1d20-4)[14]

  21. - Top - End - #141
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    Great, so they are all entangled for at least the next round

    Vindariel will now move over to the three sleeping bandits and kill them. Starting with Bandit 3 (from N13)

    (1d20)[8]+10 (+4 from helpless target) damage (2d6)[7]+9
    The bandit has 0 Dex, so likely won't have more than 11 AC


    Vindariel moved with care across the water and casually killed the first of the sleeping bandits.
    Last edited by Pyrophilios; 2017-10-25 at 01:56 PM.

  22. - Top - End - #142
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    Save: (1d20)[8]+6

  23. - Top - End - #143
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    You here nothing more than a dull ringing in your ears as the thunderstone detonates next to you. As you come upon the logs, you are surprised to see that the sudden noise had woken them up, though it did not matter much as the first of the men quickly died by your sword. The other two draw their swords and attack while they have the chance, shouting even though you cannot hear them. The thugs on the towers continue shooting, now hindered by your scuffle with the men behind the logs.

    All of this happen while Kressle and the two men with her still try to fight their way free.

    Spoiler: OOC
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    Strength check to break free and move 15' towards you.
    Kressle: (1d20+3)[5]
    1: (1d20+1)[11]
    2: (1d20+1)[4]
    Melee attacks:
    (1d20+2)[16] (1d6+1)[4]
    (1d20+2)[19] (1d6+1)[3]
    Ranged attacks:
    (1d20-2)[8] (1d8)[1]
    (1d20-2)[9] (1d8)[8]

  24. - Top - End - #144
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    Vindariel blocked the two strikes and felt the arrow ping of his shield.
    Focusing, he pulled back his sword and targeted both of his opponents with one strike.

    Spoiler
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    Activating Cleave, AC drops to 23

    Attack 1 (1d20)[2]+6 damage (2d6)[5]+9
    If successful, attack the other bandit too
    Attack 2 (1d20)[4]+6 damage (2d6)[8]+9

  25. - Top - End - #145
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    But sadly, the ringing in his ears had impacted his sense of balance and the strike went wide.

  26. - Top - End - #146
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    More arrows fly as the bandits in front of you swing again. The bandits tangled in your spell are still struggling against it.

    Spoiler: OOC
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    So many rolls
    Strength check:
    Kressle (1d20+3)[16]
    1: (1d20+1)[13]
    2: (1d20+1)[16]
    Melee
    1: (1d20+2)[11] damage: (1d6+1)[3]
    2: (1d20+2)[22] damage: (1d6+1)[7]
    Ranged
    1: (1d20+2)[14] damage: (1d8)[5]
    2: (1d20+2)[12] damage: (1d8)[1]

  27. - Top - End - #147
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    One of the thugs actually manage to hurt you!

    Spoiler: Crit check
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    (1d20+2)[6] (1d6+1)[6]

  28. - Top - End - #148
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    Damage reduction kicks in and reduces the damage to 5
    I spend 3 Psi point to reduce the damage to 0



    Attack 1 (1d20)[1]+6 damage (2d6)[3]+9
    If cleave is activated
    Attack 2 (1d20)[14]+6 damage (2d6)[10]+9


    Still affected by attack, Vindariel felt one of the swords actually connect with his face. Subconsciously, psionic energy flooded from his body and stopped the blade before it could do any harm.
    Last edited by Pyrophilios; 2017-10-25 at 03:15 PM.

  29. - Top - End - #149
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    With your ability to negate the damage, the fight continues on without either side gaining any ground.

    Spoiler: OOC
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    Strength check
    Kressle: (1d20+3)[17]
    1: (1d20+1)[6]
    2: (1d20+1)[20]
    Melee
    (1d20+2)[17] damage: (1d6+1)[6]
    (1d20+2)[4] damage: (1d6+1)[2]
    Ranged
    (1d20+2)[5] damage: (1d8)[6]
    (1d20+2)[8] damage: (1d8)[6]

  30. - Top - End - #150
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    (1d20)[5]+6 (2d6)[10]+9
    Cleave
    (1d20)[15]+6 (2d6)[4]+9

    Psi Reserve 4/11

    I am pretty sure the forum roller punishes me for making fun of you in the fight against the rats



    Arrows pinging of him and swords blocked by his sword, but Vindariel just wasn't able to land the telling blow he needed.
    Last edited by Pyrophilios; 2017-10-25 at 03:35 PM.

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