Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Ezreal glides further into the chapel to get a better look at the armour plated giant. He takes cover behind a pillar and observes for the moment.

Kn Religion to ID: 1d20 + 16 ⇒ (16) + 16 = 32
Fly to K13


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

waiting to see what info i get from my religion check before i go taking a turn and all. something tells me i need all the knowledge i can get against this behemoth


Kaz and Ez:

Spoiler:
The creature is an undead athach (yes, Giant sub-type). It looks like a zombie but given its much greater speed and mobility it's probably likely to be a zombie "lord", which is much smarter and retains its many of its abilities from when it was alive. Athaches are normally crude, though very tough, brutes but this one appears to have a modicum of military training, making it even more dangerous.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

atk: 1d20 + 19 ⇒ (16) + 19 = 35
dmg: 2d8 + 20 ⇒ (7, 4) + 20 = 31

Kazadar 5ft steps up to the behemoth, and focuses his energies into one good strike, trying to penetrate its thick armor. (Vital strike)


Kazadar's hammer is deflected by a heavily armoured shin.

Initiative
Janosz 24
Gelb 20
Gil 17
Mr Big 11+
Ezreal 11-
Kazadar 6

Map updated.

Janosz.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Damn. I think I'll drop Manyshot on this guy. So, 5' step to N15 before opening up on Mr. Big. I'm using Manyshot and Clustered Shots.
Attack 1: 14+22=AC 36, damage 2d8+6=14 + 4 electricity + 10 fire.
Attack 3: 8+16=AC 24, damage 1d8+3=5 + 3 electricity + 1 fire.
Attack 4: 10+11=AC 21, damage 1d8+3=6 + 2 electricity + 2 fire.

Underwhelming. Gelb!


There is a noise like hail on a tin roof, but none of Janosz's arrows seem to do any harm.

Map updated.


"Let's see how he likes some magic."

Standard: activate wand of magic missile at Mr Big.
Damage: 5d4 + 5 ⇒ (2, 3, 4, 4, 1) + 5 = 19.

Gil


The arrows of force pummel the creature. It looks up at Gelb with a glower.

Gil.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Gil climbs in through the golem's hatch and closes it. If she has sufficient actions, she will climb out of the portable hole, but I'm sure that's all she could manage.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

"Careful! This thing isn't mindless and by the way it moves it was either military before death or has been trained since!"


Climbing into the Suit and closing the door is about it this round - you can walk out next round.

The creature swings its massive warhammer at Kazadar.

Using Improved Vital Strike and Power Attack
1d20 + 28 - 4 ⇒ (17) + 28 - 4 = 41 to hit, damage 9d6 + 21 + 8 ⇒ (1, 4, 5, 6, 5, 5, 3, 3, 1) + 21 + 8 = 62
As part of the attack, he throws in an Awesome Blow. That's a Combat Manoeuvre, allowing him to shove Kaz 10' if he succeeds.
1d20 + 28 ⇒ (3) + 28 = 31 v Kaz's CMD. If that succeeds he shoves Kaz to K6 where he falls prone, and then he walks forward.

The giant bats the cleric aside and squeezes through the gap between the wall and a pillar, crushing the choir stalls as it goes. The claw on its third arm then lashes out at Ezreal.

Attack on Ez
1d20 + 22 ⇒ (11) + 22 = 33 to hit, damage 1d10 + 16 ⇒ (4) + 16 = 20

Ez.

Map updated.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

dang, his 3 on the die just barely beat my CMD of 29... by 2

interestingly enough, as a dwarf, Kazadar has Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Now, I would say this should count against Awesome Blow, since the Awesome Blow feat has Improved Bull Rush as a prerequisite. That +4 would save me and Ez (this turn). That said, since Awesome Blow is, well, "Awesome" i can see how maybe Stability just isn't awesome enough to counter it. If so, maybe it would keep me from landing prone? In any event, 62 dmg marked.

...and he gets more than one attack using vital strike? awesome, indeed.


I couldn't find your CMD on your character sheet. I calculated it as being about 23 or 24, and included your Stability trait while working out whether you were moved. It's a funny one, Awesome Blow, and there is some ambiguity - does he get an additional +2 for having Improved Bull Rush (one of the prerequisites), for example (I didn't include that), and would he get his +3 Weapon Training for using his warhammer during a combat manoeuvre (I didn't include that either)? Anyway, the website was playing up last night (I assume the extra traffic associated with RPG Superstar) so decided to get it down rather than wait and discover I couldn't respond.

And yes, his third arm provides him with an extra attack as a swift action. This dude is quite awesome.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

"Gah! What the-" Ezreal glides back from the giant's extra appendage and loops back past the tent into the corridor beyond.

Well if that was his little T Rex arm I'm not waiting around to take a real hit. I need some distance before casting.
Withdraw to M23, flying out to the left of the map then curving back toward the hallway to avoid AoO after the first safe exit square.
33 hit easily. Hps adjusted.


Kaz.

Map updated.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

CMD:
Combat Maneuver Defense

Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:

CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers
Special Size Modifier

The special size modifier for a creature's Combat Maneuver Defense is as follows:

Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.

Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers.
Miscellaneous Modifiers

A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

10 + BAB 9 + STR 3 + DEX 1 + LUCK 1 + INSIGHT 1 + DODGE VS GIANTS 4 + STABILITY 4 = 33. BUT, being knocked away from it suits my needs, because obviously I cannot tank that thing, given its damage. Plus, as you mentioned, I'm almost certain his weapon would have added to his roll.

sadly, that means spells will have to fly, despite our previous reluctance to use them.

"Marcher, back up!" the dwarf shouts.

probably gonna drop an area spell and you are in my way.

Kazadar delays until after Janosz.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

"Yessir. But first, this." Janosz pulls a bottle out of his belt pouch and chucks it at the big zombie before taking off.

I'm throwing an alchemist's fire at the big boy before moving to I15. Attack roll 12+20-4(range)=touch AC 28, damage 1d6=5 fire. Burn, baby, burn!


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Initiative
Janosz 24
Kazadar 23
Gelb 20
Gil 17
Mr Big 11+
Ezreal 11-

Kazadar!


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

Kazadar will cast (defensively) a spell, calling down blades of pure force in a swirling ring in the center of the room.

Blade Barrier, centered on the intersection of L11 and M12, 15ft radius. DC 23 reflex halves the damage below. basically tried to place it so he has no good movement option to advance at the party, he is either taking damage or squeezing (making him easier to hit) and will have to take two instances of damage to push through the spell.

force damage: 11d6 ⇒ (1, 3, 4, 1, 6, 3, 5, 4, 4, 1, 6) = 38

if i can, without provoking an AoO, i'd like to take a 5ft step as a move action. not really sure what all is allowed with regard to prone movement. Would like to end up in J7.


If you are prone you can crawl 5' as a move action, but it provokes an AoO so you might not want to bother.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

ok yeah ill wait there then, the pillar ought to give me some cover in case he goes after me. Not that it'll matter with his attack bonus.


The changeling remains in place and unleashes his wand again.

Standard: activate wand of magic missile at Mr Big.
Damage: 5d4 + 5 ⇒ (4, 3, 4, 4, 2) + 5 = 22.

Gil


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Gil walks the suit out of the hole to L/M-14/15, just shy of Kazadar's spell effect.

If she has an action left, she readies the flamethrower for when the giant zombie gets within 15'.

EDIT: It's not automatic.

Flamethrower UMD check DC 25: 1d20 + 19 ⇒ (10) + 19 = 29

4% Chance of power source draining: 1d100 ⇒ 79


OK, Kaz, defensive casting requires a Concentration check. (Sorry, should have mentioned that before.)


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

woops, i should have known better as well

concentration: 1d20 + 18 ⇒ (12) + 18 = 30


Reflex save 1d20 + 7 ⇒ (15) + 7 = 22

Gelb's missiles and Kazadar's wall of blades begin to chew up the giant zombie.

I see it's his turn now.

The creature presses on, bits of it flying up in the air and spraying about as Kazadar's spell whittles away at its dead flesh. But as well as being big, it's fast, and it staggers past the zone of magical blades. The pews go the same way as the choir stalls, crushed under metal-shod feet.

Gil's readied attack goes off. Kaz can also roll damage again for his Blade Barrier. Reflex save 1d20 + 7 ⇒ (14) + 7 = 21 - full damage.

It lashes out with its spindly arm, leaning out to catch Gelb where he cowers with his wand behind a pillar.

Attack using Lunge and Power Attack
1d20 + 24 - 4 - 4 ⇒ (19) + 24 - 4 - 4 = 35 to hit, damage 1d10 + 16 + 8 ⇒ (7) + 16 + 8 = 31

Ez.

Map updated.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Flamethrower damage: 10d6 ⇒ (6, 2, 5, 4, 2, 6, 2, 2, 3, 2) = 34 I apparently forgot to roll it earlier; disregard if you took care of it behind the scenes


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

blade barrier again, force dmg: 11d6 ⇒ (4, 2, 3, 5, 4, 5, 4, 4, 6, 6, 1) = 44


Reflex save v flamethrower 1d20 + 7 ⇒ (15) + 7 = 22 - half-damage.

Ez.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Given a little cover and distance, Ezreal begins an extended summoning.

Begin Summon Monster VI


Janosz.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Hmmm. I think I'll go back to Rapid Shot. More attacks = higher chances of rolling high enough to hit, or something like that. So, no move and full attack on Mr. Big, using Point Blank Shot, Rapid Shot, Manyshot and Clustered Shots.
Attack 1: 13+22+1(PBS)+10(action point)=AC 46, damage 2d8+6+2(PBS)=17 + 9 electricity + 10 fire.
Attack 2: 11+22+1=AC 34, damage 1d8+3+1=5 + 4 electricity + 2 fire.
Attack 3: 4+16+1=AC 21, damage 1d8+3+1=5 + 1 electricity + 1 fire. Pathetic.
Attack 4: 8+11+1=AC 20, damage 1d8+3+1=6 + 1 electricity + 3 fire.

One action point scratched. If that fist shot doesn't hit, I'm just giving up and heading into melee to tank.

Kazadar, then Gelb and Gil.


Janosz's arrow finds a gap in the armour. It disappears deep into the undead flesh of the giant warrior. With a groan it slumps to its knees, then flops inertly on to its side.

End of combat.


Gelb groans and clutches the left side of his chest where he took the giant's blow. He stows his wand and produces another to heal himself.

Wand of cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8.
1d8 + 1 ⇒ (1) + 1 = 2.
1d8 + 1 ⇒ (7) + 1 = 8.
1d8 + 1 ⇒ (3) + 1 = 4.
1d8 + 1 ⇒ (3) + 1 = 4.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

"Yeah! Now, let's make sure it's, y'know, dead dead." Janosz gives his dagger a doubtful look. "It's gonna take a while to saw that head off, though..."


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

Kazadar will skirt the blade barrier and return to the party before channeling energy to heal those who have remaining damage.

positive: 4d6 ⇒ (6, 2, 4, 5) = 17


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

From the golem suit, "I could burn it, but the stink will probably draw more attention."


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

"Maybe you could just, you know, pulp its head? The suit should have some kind of tool that can do that."


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

"Indeed it does."

She moves over to the twice-dead giant and uses the hammer hand in an effort to keep it from rising once more.

UMD for hammer hand use should be automatic
Chance of suit failure 6%: 1d20 ⇒ 15
CDG damage (doubling): 2d6 + 16 + 2d6 + 16 ⇒ (5, 4) + 16 + (1, 5) + 16 = 47 That should do it, right?

"I would have been little more than a toy to that creature. I'm glad your aim was true."


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

"I've never hit something and done so little to it. Even a stone wall would be more yielding."


The suit's hammer pulps the creatures head.

Yes, that'll do.


By the way, 1,280xp each. Mr Big has no magic items. His Huge hammer is masterwork - and maybe putting on a specially reinforced mantelpiece if nothing else - but his armour is riveted to him and non-magical anyway.

OK, time to decide what you are doing next, now you have been so rudely woken up.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Indeed. I've lost track - did the arcanists get the sleep they need to get spells back - those that weren't used against Mr. Big?


Yes, they did.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Janosz casts a glance down the corridor. "Maybe I should walk down there and take a look. All those zombies must have come from somewhere."


Into the zombie factory alone, huh?


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Just a quick look to have some kind of idea what we're walking into. Stealth 12+27=39. Perception 11+26=37 - if I see anything that looks like has spotted me, I run like hell.

Also, before I take off, I cast Longstrider on myself.

"See you in five minutes. Gelb, wanna come along?"


"Not unless you were dragging my lifeless body."


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

burning 2 spells for cures, unless others need HP then i will use a channel

CMW: 2d8 + 10 ⇒ (5, 8) + 10 = 23
CMW: 2d8 + 10 ⇒ (5, 1) + 10 = 16

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