Aubrey the Demented/Malformed |
Kaz and Ez:
Kazadar Soranath |
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)
Aubrey the Demented/Malformed |
Janosz Frogshanks |
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!
Aubrey the Demented/Malformed |
Aubrey the Demented/Malformed |
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.
Kazadar Soranath |
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.
Aubrey the Demented/Malformed |
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.
Ezreal Farlowe |
"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.
Kazadar Soranath |
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.
Janosz Frogshanks |
"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!
Kazadar Soranath |
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.
Gil |
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
Aubrey the Demented/Malformed |
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.
Janosz Frogshanks |
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.
Gil |
"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."
Janosz Frogshanks |
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?"