conversations: human
conversations:  The bandits roam through the town, pillaging as they go, and you have been asked to stop them.
  
  We will get started once I have initiatives.
conversations: Lancaster_Road:
conversations: human
conversations:  Block 1
  Dullahan
  Erdene Brightblade
  Dullhan's Hounds
  Bandit #1
  Rael Vetra
  
  Block 2
  Tempest
  Bandit #2
  Bandit #3
  Tarrick
  Bandit #4
  Bandit #5
  
  Five bandits in chain shirts stand before you, wielding bastard swords and heavy steel shields.
  
  Block 1 is up first.
conversations: Lancaster_Road:
conversations: human
conversations:  Dullahan 
  
  As the first bandit comes into view Dullahan reacts with grace and speed far beyond that or a normal mortal. His guns seemingly materialize in his hands and he hardly bothers to take aim as he fires off his first shot, before he has even realized himself that there's danger ahead.
  
  The sound of the heavy revolver echoe in the village and it is followed by the fey's heavy laughter as he points at the bandit he just fired upon.
   "You will be the the first!"  He cries as the bandit is lit up by a magic fire, clearly marking the foe with a crimson flame.
  A moment later the hunter lays down a barrage of fire against the exposed bandit, so fast that the six shots nearly sound as one.
  
   
   Spoiler 
  Dullahan is (and will always be, until I change it) in the Righteous Devil Gunslinger stance, meaning that he does not have to reload his guns and that he can make his bullets do one 90 degree bend.
  
  Before the first round of combat Trance of Unhesitating Speed kicks in, giving Dullahan one attack before anyone else. Shooting at Bandit #1.
  Attack:   (1d20+25)[ 42 ]   36, damage:  (2d8+31)[ 45 ] 
  Swift action: Declares Bandit #1 his  Selected Prey , Dullahan and all allies gain +4 moral bonus to attack rolls, damage rolls, ability checks and skill checks vs the target. Dullahan auto confirms any critical threats made on the target. The target is lit up as by a faerie fire spell.
  Full attack action vs. Bandit #1:
  Attack:   (1d20+29)[ 48 ]   40, damage:  (2d8+35)[ 47 ] 
  Attack:   (1d20+29)[ 31 ]   36, damage:  (2d8+29)[ 43 ] 
  Attack:   (1d20+24)[ 44 ]   33, damage:  (2d8+35)[ 39 ] 
  Attack:   (1d20+24)[ 27 ]   34, damage:  (2d8+29)[ 39 ] 
  Attack:   (1d20+19)[ 34 ]   28, damage:  (2d8+35)[ 49 ] 
  Attack:   (1d20+19)[ 38 ]   26, damage:  (2d8+29)[ 36 ] 
   Wow, that's three crits, no 1, 3 and 6, if I counted correctly. My guess is that Bandit #1 is down... If they hit, that is.
  And plus  9 , the last crit was from Scent of the Harvest, adding another 1d8+1d6.
  Sorry for that, only no. 3 is a crit, I misunderstood the Wound/Vitality rules for critical hits. My guns only crits on a 20. 
  Nope, no crits at all. Next time I'll try to get things right the first time 😩
   
conversations: drakir_nosslin:
conversations: human
conversations:  Erdene charges at the second bandit to come into view, drawing her scimitars without breaking stride. Her strikes all happen within a second or so, a blur of metal and brown cloth whirling around a tiny figure.
  
   
   Spoiler 
  
  Activating Skirmish and Improved Skirmish, - the charging penalty: +3 to AC for the remainder of the round.
  
  Adamantine Scimitar
  Attack 1:  (3d6+27)[ 41 ]   (1d6+7)[ 8 ]  normal  (1d6)[ 4 ]  acid  (6d6+4)[ 29 ]  precision (Critical Hit!)
  Attack 2:  (3d6+22)[ 33 ]   (1d6+7)[ 9 ]  normal  (1d6)[ 4 ]  acid  (6d6+4)[ 30 ]  precision
  Attack 3: (3d6+17)[ 27 ]  (1d6+7)[ 11 ]  normal  (1d6)[ 1 ]  acid  (6d6+4)[ 22 ]  precision
  
  Cold Iron Scimitar
  Attack 1:  (3d6+26)[ 37 ]   (1d6+6)[ 11 ]  normal  (6d6+4)[ 26 ]  precision, 1 Constitution
  Attack 2:  (3d6+21)[ 32 ]   (1d6+6)[ 11 ]  normal  (6d6+4)[ 29 ]  precision, 1 Constitution
  Attack 3:  (3d6+16)[ 25 ]   (1d6+6)[ 9 ]  normal  (6d6+4)[ 28 ]  precision, 1 Constitution
   
conversations: Ajadea:
conversations: human
conversations:  Rael Vetra picks an unattacked bandit, moves to 15' away from him, concentrating to find a flaw in his defense. He then takes advantage of it to make a single, strong attack with the strangely shaped greatsword.
  
   
   Spoiler 
  
   Diamond Nightmare Blade!  (Triggers Diamond Mind weapon enchantment for +3 attack)
  Concentration:  (3d6+32)[ 42 ]  vs AC
  If it succeeds, the attack does 4x damage
  If it fails, the attack takes -2 penalty
  
  Power attack for 3 (but don't want to use Knock back)
  Attack:  (3d6+27)[ 37 ]  for [/roll]3d6+20[/roll] and 1 Con damage from Wounding weapon  (See next post. Sorry for the tag fail) 
   Knockdown  triggers if &gt;10 damage is done (Trip)
  Melee touch attack:  (3d6+24)[ 33 ] 
  Str check vs Str/Dex:  (3d6+16)[ 29 ]  (assuming medium target)
  If it succeeds, it is prone
  
  If it stands up, I ignore the provoke to charge Stormguard.
  On the next provoke (move in threaten), I use Knock back during AoO.
   
conversations: 2xMachina:
conversations: human
conversations:  Spoiler 
  ... Damage roll didn't work.
   (3d6+20)[ 34 ] 
  So, if my Conc check passes, 136 damage and 1 con
   
conversations: 2xMachina:
conversations: human
conversations:  Bandit #1's clothing tears off him as he transforms into a humanoid wolf. He charges Dullahan
  
  Block 2 is up.
  
   
   Spoiler 
  Attack: (3d6+29)[ 37 ] , Damage: (2d8+15)[ 24 ] 
   
conversations: Lancaster_Road:
conversations: human
conversations:  As the wolfman pounces at the gunman, the former finds it's stride intercepted by a lightning quick, big leg, aiming to bring the puny creature to the ground and crush it beneath it's hoof. That leg belongs to Tempest, her Valkyrie form already crackling with lightning and surrounded by the very essence of storms, unrelenting winds howling in front of her. Fixing her glowing blue eyes on the other bandits, a wicked smile appears on Tempest's face as she suddenly rushes forward, moving faster than should be possible with her large frame, leaping through the air and down onto her foes, showering her enemies with earth-shattering punches and kicks. Once her barrage is finished, Tempest calls out to Erdene, knowing she enjoys this just as much as she does.  "Come on, time to play!"  The comment spurs the other woman to action immediately.
  
   
   Spoiler 
  Assume that Tempest stands next to Dullahan and where Erdene used to stand. Since Tempest has a 10' reach, the charging enemy most likely has to move through her reach to get to Dullahan (since he is forced to use the most direct path), provoking an Attack of Opportunity from Tempest.
  
  AoO Attack (Trip Attempt)  (3d6+42)[ 52 ] , with a result of  (3d6+26)[ 34 ]  on the opposed strength check. Tempest doesn't provoke an AoO because of possessing the Improved Trip feat and should she successfully trip the enemy, his attack is most likely ruined (or penalized because of being prone), and Tempest can follow up with another attack (as per Improved Trip).
  
  Extra attack from Trip  (3d6+35)[ 52 ]  (includes bonus for attacking a prone enemy),  (6d8+22)[ 37 ]  damage (attack counts as magic, lawful and adamantine).
   Critical Hit! 
  
  
  Once that is done, Tempest uses Abundant Step as a free action, moving forward so that all other bandits are within her reach, but still 10 feet away from her. Using her remaining 15 feet of free movement, Tempest jumps at least 10 feet straight into the air (Jump check  (3d6+32)[ 41 ]  and considered to have a running start thanks to Leap of the Heavens) and triggers Battle Jump. That movement doesn't provoke AoOs.
  
  Tempest makes a charging full attack, the damage of all her attacks trippled. All attacks are aimed at the most wounded looking bandit first and should that one fall, she moves on to the next. Two-Weapon Fighting and Flurry of Blows are used. All attacks count as magic, lawful and adamantine. If an attack hits a target, all following attacks against the same target gain a cumulative +1 bonus to their attack rolls.
  Attack 1  (3d6+29)[ 41 ] ,  (6d8+22)[ 49 ]  (x3) damage
  Attack 2  (3d6+29)[ 40 ] ,  (6d8+22)[ 51 ]  (x3) damage
  Attack 3  (3d6+29)[ 39 ] ,  (6d8+22)[ 45 ]  (x3) damage
  Attack 4  (3d6+24)[ 36 ] ,  (6d8+22)[ 49 ]  (x3) damage
  Attack 5  (3d6+24)[ 37 ] ,  (6d8+22)[ 59 ]  (x3) damage
  Attack 6  (3d6+19)[ 32 ] ,  (6d8+22)[ 52 ]  (x3) damage
  
  Tempest uses  White Raven Tactics after her attacks so that Erdene can act again on an initiative count equal to Tempest's -1 , keeping that new initiative.
  
  Melee attacks against Tempest suffer a 50% miss chance and she is protected by a wind wall effect.
   
conversations: Ridai:
conversations: human
conversations:  "Of course, angel,"  Erdene says, her tone lightly teasing, like a younger sister to her elder. She turns, jumps over the bandit's corpse to the next one, and begins a dance, weaving in and out between the bandits with nigh-impossible grace. It would look vaguely like a cross between a ballroom dance and an elven gymnastics routine, if there weren't so many sharp swords or so much blood involved.
  
  She barely seems to pay any attention to the fact that one of the bandits had turned into a humanoid wolf. Or maybe she just didn't care.
  
   
   Spoiler 
  
  Activating Dervish Dance. Movement Mastery lets me take 10 on Tumble, letting me avoid all AoO's that might have otherwise been provoked and letting me move through their spaces at will.
  
  I was in I7: Move to I5, 5 feet left to H5, then back to I5, activating Improved Skirmish. Move from I-5 to M6, making the attacks every 5 feet, then out of reach to M10.
  
  Two attacks on each of the remaining lined up Bandits: 3, 4, and 5.
  
  Bandit 3
    Attack  - (3d6+25)[ 35 ]    Scimitar Damage  - (1d6+7)[ 9 ]    Precision Damage  - (6d6)[ 22 ]    Acid Damage  - (1d6)[ 2 ] 
    Attack  - (3d6+14)[ 25 ]    Scimitar Damage  - (1d6+7)[ 10 ] -1(9)   Precision Damage  - (6d6)[ 17 ]  + 1 Con
  Bandit 4
    Attack  - (3d6+20)[ 31 ]    Scimitar Damage  - (1d6+7)[ 9 ]    Precision Damage  - (6d6)[ 25 ]    Acid Damage  - (1d6)[ 2 ] 
    Attack  - (3d6+19)[ 27 ]    Scimitar Damage  - (1d6+7)[ 11 ] -1(10)   Precision Damage  - (6d6)[ 20 ]  + 1 Con
  Bandit 5
    Attack  - (3d6+15)[ 24 ]    Scimitar Damage  - (1d6+7)[ 13 ]    Precision Damage  - (6d6)[ 27 ]    Acid Damage  - (1d6)[ 5 ] 
    Attack  - (3d6+24)[ 41 ]    Scimitar Damage  - (1d6+7)[ 10 ] -1(9)   Precision Damage  - (6d6)[ 20 ]  + 1 Con &lt;--Critical Hit!
  
  To identify what the bandit was:   Knowledge Nature  - (3d6+12)[ 25 ] 
   
conversations: Ajadea: