Wizard of the Coast |
Kel readies an action to cast shield if the pegasi wheel around to attack, rather than just fly away...
Garret |
Garret likewise is ready to attack the undead pegasi if they swoop in.
Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Readied attack if they come within 10 feet, take 5ft step as part of the readied attack
Wizard of the Coast |
perc: 1d20 + 11 ⇒ (1) + 11 = 12
Kel seems a bit distracted....
Eramos |
perception: 1d20 + 10 ⇒ (17) + 10 = 27
Eramos thinks he see something, just does not know what.
Garret |
"What's that in the water!?"
Garret moves towards the water, taking care not to enter the lake. He readies to counterattack if he is attacked.
Readied attack: 1d20 + 10 ⇒ (12) + 10 = 22
Nonlethal damage: 1d6 + 5 ⇒ (2) + 5 = 7
Guk |
Following Garret's cue and not seeing the pegasi doing anything, Guk shifts his attention to the quiet water.
Ready action: using Misfortune hex on an enemy that comes within 30ft range (Will DC 17 negates).
Galandaro Tinalmathian |
"There seem to be two eyes in the water that are looking at us.... should we investigate...?" Galandaro tells and asks the others.
Amelia Acher |
As Galandro and Garret point out the things in the water, Can Amelia see them?
If so:
Amelia looks to where the monk and arcanist are pointing to and racks her brains for what the creatures may be.
Knowledge Any: 1d20 + 9 ⇒ (18) + 9 = 27 Add 4 to that if their humanoids (and thus using Know Local)
She calls out to the closer one, "Hey there! Why don't you come out here; chat face to face?
Casting suggestion on the closer creature to come out of the water and towards me. DC 15 Will save
If I still can't see the lake-hiders for now, she'll instead keept talking about the pegasi while drawing out her dagger and readied to strike if one nears.
Readied attack: 1d20 + 5 ⇒ (1) + 5 = 6 for cold iron, slashing damage: 1d4 ⇒ 2
Eramos |
Eramos, not knowing what is going on with all these strange creature, readies an attack against any of the hostile creatures that comes adjacent to him.
readied action: 1d20 + 10 ⇒ (1) + 10 = 11 NOPE!
damage: 2d6 + 11 ⇒ (2, 4) + 11 = 17
Wizard of the Coast |
Kel tries to see what everyone else is looking at or for, but sees nothing, readies to cast a spell or use diplomacy should a creature show itself. not a 'readied action', just delaying
Galandaro Tinalmathian |
Galandaro readies an action to send a bolt of arcane energy at the closest creature that threatens him if they attack...
Exploit Ranged Touch Acid: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12..DMG: 3d6 + 3 + 1 ⇒ (2, 6, 5) + 3 + 1 = 17
Helikon |
One Pegasus lands close to Garret, partial charging him Attack: 1d20 + 12 ⇒ (4) + 12 = 161d3 + 5 ⇒ (2) + 5 = 7
One lands close to Galandro attacking him, but not before getting burned,
Attack: 1d20 + 10 ⇒ (13) + 10 = 231d3 + 5 ⇒ (2) + 5 = 7
the other one lands close to Amelia attacking her
Attack: 1d20 + 10 ⇒ (1) + 10 = 111d3 + 5 ⇒ (3) + 5 = 8
Then two water beings emerge clawing at Garret
Attack: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 2 ⇒ (6) + 2 = 8
Attack: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 2 ⇒ (6) + 2 = 8
Wizard of the Coast |
Kel comes out of delay, steps out of flank and casts haste defensively, catching everyone but garret, who is too far away.
cast defensively, dc 21: 1d20 + 9 ⇒ (15) + 9 = 24
Amelia Acher |
Far from thrilled as the pegasus lands in front of her, Amelia keeps talkgin as she lashes out with her dagger - even quicker than normal thanks to Kel's spell.
Attack: 1d20 + 8 ⇒ (12) + 8 = 20 for slashing damage: 1d4 ⇒ 3
Haste Attack: 1d20 + 8 ⇒ (14) + 8 = 22 for slashing damage: 1d4 ⇒ 2
Slash away at them! I know they're majestic, but that's long past. Focus fire on one at a time - we need to get pasts these to get to Garret. And Garret - I don't think the undead care about bruises! This looks like a fight to kill, not to knock out!
Curious, did Gluk's readied Misfortune hex work? And on which pegasus?
Garret |
Flurry trip: 1d20 + 12 ⇒ (5) + 12 = 17
Stomp: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Flurry trip: 1d20 + 12 ⇒ (5) + 12 = 17
Stomp: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Garret looks at the three monsters near him and decides to try to trip the two smaller ones
I am not sure if they can both be tripped, seems like the middle one has wings. I will start with the northern one and if that one is tripped on first attempt I will change to middle one. If it can't be tripped I will just hit the first one for damage
I assume the bush is difficult terrain, otherwise will 5ft step in there
Helikon |
Recap last round.
Galandro hits one pegasus, barely, doing some damage.
Amelia also hits her pegasus, but alas her blade does not find a weak spot.
Garret misses his kelpies
Wizard casts shield
Guk casts evil eye
And Eramos attacks but misses.
Then its the monsters turn.
One pegasus follows the halfling.
Attack: 1d20 + 10 ⇒ (11) + 10 = 211d3 + 5 ⇒ (2) + 5 = 7
Attack: 1d20 + 10 ⇒ (3) + 10 = 131d6 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 10 ⇒ (20) + 10 = 301d6 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 10 ⇒ (11) + 10 = 211d8 + 5 ⇒ (4) + 5 = 9
One attacks Galandro
Attack: 1d20 + 10 ⇒ (9) + 10 = 191d3 + 5 ⇒ (2) + 5 = 7
Attack: 1d20 + 10 ⇒ (6) + 10 = 161d6 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 10 ⇒ (8) + 10 = 181d6 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 10 ⇒ (3) + 10 = 131d8 + 5 ⇒ (2) + 5 = 7
The last Eramos
Attack: 1d20 + 10 ⇒ (4) + 10 = 141d3 + 5 ⇒ (1) + 5 = 6
Attack: 1d20 + 10 ⇒ (2) + 10 = 121d6 + 3 ⇒ (3) + 3 = 6
Attack: 1d20 + 10 ⇒ (6) + 10 = 161d6 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 10 ⇒ (13) + 10 = 231d8 + 5 ⇒ (7) + 5 = 12
The Kelpies follow the Monk
Attack: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 2 ⇒ (6) + 2 = 8
Attack: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 2 ⇒ (1) + 2 = 3
The second one
Attack: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 2 ⇒ (5) + 2 = 7
Attack: 1d20 + 6 ⇒ (5) + 6 = 111d6 + 2 ⇒ (1) + 2 = 3
Confirm the crit
Attack: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 3 ⇒ (3) + 3 = 6
Garret |
Flurry trip: 1d20 + 12 ⇒ (7) + 12 = 19
Stomp: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Flurry trip: 1d20 + 12 ⇒ (13) + 12 = 25
Stomp: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Garret again tries to trip the two kelpies and steps back, making good use of the terrain.
Wizard of the Coast |
if it's our turn again...
Kel steps back from the pegasi and starts casting a summons...
Amelia Acher |
Is Eramos (our biggest damage dealer) still with us? He got his readied attack off, but I don't think he actually took a turn last round.
Amelia steps forward to strike again twice at the closest Pegasus.
Dagger: 1d20 + 8 ⇒ (8) + 8 = 16 for slashing damage: 1d4 ⇒ 1
haste Dagger: 1d20 + 8 ⇒ (19) + 8 = 27 for slashing damage: 1d4 ⇒ 3
Galandaro Tinalmathian |
Galandaro takes a 5 ft step away from the pegasus attacking him and casts Shield upon himself boosting his AC to 21... he then begins to draw a wand out of his belt...
Raging Eramos |
Eramos retaliates with a roar and brings his blade down twice.
attack #1: 1d20 + 16 ⇒ (10) + 16 = 26
damage: 2d6 + 15 ⇒ (2, 6) + 15 = 23
attack #2: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 2d6 + 15 ⇒ (3, 3) + 15 = 21
AC is 20 vs the pagesai
Helikon |
With his mighty blade Eramos manages to destroy the grey zombie pegasus. But the black is undamaged. The red one is also undamaged.
Eramos haste: 1d20 + 16 ⇒ (1) + 16 = 172d6 + 15 ⇒ (2, 4) + 15 = 21
The black attacks Eramos.
BlackBite: 1d20 + 10 ⇒ (10) + 10 = 201d3 + 5 ⇒ (3) + 5 = 8
BlackHoof: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 3 ⇒ (5) + 3 = 8
BlackHoof: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 3 ⇒ (6) + 3 = 9
BlackSlam: 1d20 + 10 ⇒ (8) + 10 = 181d8 + 5 ⇒ (4) + 5 = 9
Misfortune Reroll
BlackBite: 1d20 + 10 ⇒ (12) + 10 = 221d3 + 5 ⇒ (1) + 5 = 6
BlackHoof: 1d20 + 5 ⇒ (19) + 5 = 241d6 + 3 ⇒ (5) + 3 = 8
BlackHoof: 1d20 + 5 ⇒ (6) + 5 = 111d6 + 3 ⇒ (4) + 3 = 7
BlackSlam: 1d20 + 10 ⇒ (16) + 10 = 261d8 + 5 ⇒ (3) + 5 = 8
Just one Bite connects
The monsters advance on the monk and attack
REDBite: 1d20 + 10 ⇒ (1) + 10 = 111d3 + 5 ⇒ (2) + 5 = 7
REDHoof: 1d20 + 5 ⇒ (10) + 5 = 151d6 + 3 ⇒ (5) + 3 = 8
REDHoof: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 3 ⇒ (4) + 3 = 7
REDSlam: 1d20 + 10 ⇒ (3) + 10 = 131d8 + 5 ⇒ (7) + 5 = 12
and the kelpies
Claw: 1d20 + 6 ⇒ (6) + 6 = 121d6 + 2 ⇒ (5) + 2 = 7
Claw: 1d20 + 6 ⇒ (5) + 6 = 111d6 + 2 ⇒ (4) + 2 = 6
Kelpie 2
Claw: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 2 ⇒ (4) + 2 = 6
The little monk takes no damage
Pathfinders
Garret |
GM, didn't I trip at least one of them with that 25 in this post? I also thought that the bushes are difficult terrain, so it would take a move action to step into them. Not that it matters much because they all missed but it would have prevented some attacks.
Flurry trip at Northern Kelpie: 1d20 + 12 ⇒ (12) + 12 = 24
Stomp: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Flurry trip at Southern Kelpie: 1d20 + 12 ⇒ (20) + 12 = 32
Stomp: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Garret again tries to trip the two kelpies. He then keeps his ground, knowing that stepping back would allow them to get up again. He focuses on his defenses with undead pegasi on both sides of him.
Spending Ki for +4 AC. AC now 31.
Raging Eramos |
Eramos brings his blade around to black and unleashes his furry.
attack+power attack+furious focus+haste+naturalist
attack #1: 1d20 + 17 ⇒ (9) + 17 = 26
damage: 2d6 + 15 ⇒ (3, 4) + 15 = 22
attack #2: 1d20 + 10 ⇒ (6) + 10 = 16
damage: 2d6 + 15 ⇒ (1, 1) + 15 = 17
attack, hasted: 1d20 + 15 ⇒ (7) + 15 = 22
damage: 2d6 + 15 ⇒ (4, 1) + 15 = 20
AC is 19/12/16, vs pegasi 21/14/18
Galandaro Tinalmathian |
Galandaro backs away to a safe distance and uses the wand to heal himself after previously taking a good amount of damage...Wand of Infernal Healing to heal himself 1 hp/round for the next 10 rounds...currently 12/32 hit points, AC 21
Wizard of the Coast |
Kel finishes his summons, and a neutral templated crocodile appears near black, in flank with Eramos... and immediately begins to attack the black pegasus, with smite active.
to hit: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
dmg if hits: 1d8 + 6 + 3 ⇒ (7) + 6 + 3 = 16
sigh
Kel immediately begins another summons.
Amelia Acher |
That's the spirit! Amelia says as she steps forward and lashes out one more time with her dagger. One at a time; take them down together!
Attack: 1d20 + 8 ⇒ (12) + 8 = 20 for damage: 1d4 ⇒ 1
Garret - are you okay?
Wizard of the Coast |
Special Attacks smite bias 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against a foe that is chaotic evil, chaotic good, lawful evil, or lawful good; smite persists until the target is dead or the counterpoised creature rests).
complete info is here