Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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By the way, if Nalverren's infusing, could you let me know what infusion it is that you're using?

Tal, then Wultram and Skellie.


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Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Oh god, I hope Detective Vaard doesn't die. It would be such a tragedy, only three days from retirement... He should had taken the days off, as Chief Pooma suggested, he is too invested in the case.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

sorry, had time to say what i was doing but not to look it up, since i knew i needed several rounds to buff. First two infusions were Weapon Augmentation, Lesser to give the catapults Bane (Dragon)


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Aubrey wrote:
I'm assuming his claw does either slashing or piercing damage - if not, he doesn't take this damage.

Bestiary says Claw counts as both Bludgeoning and Slashing, so yea, it looks like I'm taking a lot of damage.

The cold sun reals in pain, but manages to keep his baring. Given how much Kalaktua managed to hurt him in such a short time, though, he is far from confident in his ability to survive another six seconds.

Time to enact a "daring" retreat...and home that Kal's potential standard action and a potential AoO as he retreats aren't enough to kill me.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Vaard:

not likely to help Vaard, but maybe it will

Though it says you cant take a 5ft step, your Marshall's Order: Advance might work since it is a swift action to 5ft step, so not the same as a normal one. GM might go either way on that.

OR, see if you could use Counter Step on Kalaktua's last attack. This would only work if Kalaktua didnt have reach.

standing there and going into total defense could give you +6 AC, and kalaktua's to-hit bonus was the same as your AC, so that would give her a 20% chance of not hitting you (i think, since she already fails on a 1 but that could make her also fail on 2-5). you could 5ft step with Total defense as well.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Nalverren wrote:

Though it says you cant take a 5ft step, your Marshall's Order: Advance might work since it is a swift action to 5ft step, so not the same as a normal one. GM might go either way on that.

OR, see if you could use Counter Step on Kalaktua's last attack. This would only work if Kalaktua didnt have reach.

standing there and going into total defense could give you +6 AC, and kalaktua's to-hit bonus was the same as your AC, so that would give her a 20% chance of not hitting you (i think, since she already fails on a 1 but that could make her also fail on 2-5). you could 5ft step with Total defense as well.

I doubt Withdraw would work given Kalaktua's size. Counter Step wouldn't have worked coming in, because it requires me to move out of Kalaktua's threatened area. Even if I could use counter step to avoid the second attack (which I'm not sure I could), it wouldn't be worth it since it was just 8 damage.

The safest option for Vaard is probably to use acrobatics and/or counter step next round, to move away.


OK, we'll assume Tal delays, unless he wants to try and heal Vaard. Otherwise, it's Wultram and Skellie.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Tal can't heal Vaard at that range without getting out of position and going all the way up to him, which would be yet another issue with the trap. Plus he'd have to walk between the two pits, which would give the dragon a hint there's a reason why he's avoiding certain ground. Vaard needs to get back and come around, hopefully without giving the traps away.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

well, ideally the traps were configured not to give way under the weight of 1 or 2 regular medium creatures. Otherwise kalaktua's foreclaw would collapse the whole thing. But yeah the answer is not more people in the trap zone.


OK, on that basis we'll assume that Tal continues to delay. Wultram and Skellie.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

The skeleton emerges from the water after a moment, and starts shrieking with it's unnatural voice while slamming sword against shield.

Swim in case needed: 1d20 + 7 - 3 ⇒ (9) + 7 - 3 = 13
Intimidate to demorilize: 1d20 + 12 - 4 ⇒ (4) + 12 - 4 = 12
Well I suppose your average commoner would get scared with that roll. Move to P25

Wultram curses under his breath and starts moving towards the beast, hoping to create tempting target of condensed foes. While he strides the mage casts a spell and a moment later the ghostly hand shoots forward trying to to touch the beast and inflict the curse, before returning to his side.

To hit Touch AC: 1d20 + 5 ⇒ (18) + 5 = 23
SR check in case: 1d20 + 7 ⇒ (15) + 7 = 22
Bestow curse DC20 Wil save or -4 penalty on attack rolls, saves, ability checks, and skill checks. S31

Spectral hand, duration 7min range 170ft, AC 23,incorporeal, improved evasion, Wultrams saves.
1st: 8/day
2nd: 5/day
3rd: 3/day


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Reposting for convenience:
Initiative
Kalaktua 24
Ashshar 19
Rehil 18+
Cole 18-
Vaard 13
Nalverren 11
Tal 9
Skellie 8
Wultram 7

Which puts us back to the top.


Sorry, guys, been a bit remiss at updating.

Kalaktua's Will save 1d20 + 9 ⇒ (9) + 9 = 18

Kalaktua groans as Wultram's curse hits her. Angrily, she tries to bat Vaard out of the way and lurch up the beach.

Awesome Blow manoeuvre (slightly modified to make it a bit more like Bull Rush): CMB attack 1d20 + 22 - 4 ⇒ (11) + 22 - 4 = 29 v Vaard's CMD (per his character sheet) of 21. OK, 2d6 + 8 ⇒ (3, 5) + 8 = 16 damage from a flipper and 10' of movement for Vaard - splashdown in X17. So, actually, exactly like Awesome Blow as per usual.

Initiative updated
Kalaktua 24 (-4 penalty on attack rolls, saves, ability checks, and skill checks)
Cole 18- (delaying)
Tal 9 (delaying)
Rehil 18+ (readied action?)
Ashshar 19
Vaard 13
Nalverren 11
Skellie 8
Wultram 7

OK, slightly complicated next: the delaying dudes can continue to delay (or not), Rehil can decide if he's doing his readied action (or something else), or it's Ashshar.

Map updated.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole holds his ground, unmoving as stone. Only his silvery eyes follow Kalaktua’s advance.

Delay some more. I’m trying to wait for the actual trap to get tripped.


Whoa, wait a minute! I just realized Big K is limited to a standard action only this round. So she'll do the Awesome Blow but not the movement.

Map updated.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Ashshar keeps roaring and hissing, as he waits for Kalaktua to step closer.

Delaying.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Still waiting for her to get where I can do some good. Readied action as before.


Vaard.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

Vaard will swim southeast as fast as he can, away from Kal!
Double move to swim to AB21. Can I use Withdraw while swimming to potentially avoid an AoO? If not, can I use Counter Step while swimming to potentially dodge an AoO? Neither says anything about swimming or restricted movement, so I'm not sure.


You can withdraw while swimming, especially as you have a Swim speed. The lizardman who punched Kalaktua in the eye and lived to tell the tale. Well, so far, anyway.

Nalverren, then Wultram and Skellie.

Map updated.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

i think i'm infusing again. I'll have to look it up but nothing i'm doing affects kalaktua yet. I still need her in the pit. I just dont want to hold up the posting as i cant look it up until 8+hrs from now.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Aubrey the Demented/Malformed wrote:
The lizardman who punched Kalaktua in the eye and lived to tell the tale. Well, so far, anyway.

As far as I can tell, punching big lizards in the eyeball is the best way to hurt’em. :D

I offer up a new team name: Draconic Eye Punchers! I think it just rolls right off the tongue. :P


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Following the plan discussed the skeleton stays put and just covers itself with the shield best it can in case an attack comes.

Total defense, +4 dodge bonus to AC, lasts 1 round, no AoO when using.

Wultram waits for a moment getting ready to cast a spell as soon as the turtle comes out of the water.

Readied action to cast blindness/deafness, DC 20 Fort save, blind option, duration permanent.
SR check in case: 1d20 + 7 ⇒ (19) + 7 = 26
Spectral hand, duration 7min range 170ft, AC 23,incorporeal, improved evasion, Wultrams saves.
1st: 8/day
2nd: 5/day or 4/day depending if readied action triggers
3rd: 3/day


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Cole. wrote:
Aubrey the Demented/Malformed wrote:
The lizardman who punched Kalaktua in the eye and lived to tell the tale. Well, so far, anyway.

As far as I can tell, punching big lizards in the eyeball is the best way to hurt’em. :D

I offer up a new team name: Draconic Eye Punchers! I think it just rolls right off the tongue. :P

Well, if we all survive this, maybe:) The 10-foot-wide water pass appears to small for Kalaktua to swim through, unless she either climbs onto land or destroys something. At the very least it ought to slow her down a little. Combined with Counter Step it ought to be enough for me to survive another round or two.

I'm not sure how much that helps, though: even if I can be healed before dying, I can't do all that much to Kalaktua without being nearly killed again. At least if she is able to stay in the water. If Wultram's Blindness works, then we may have a better shot at victory, though.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

We're leaning heavily on Wultram and Nalverren to pull this off. The warrior types can contribute some damage, Cole can probably punch through her DR reliably. Less reliably, I can too on a really good sneak attack. But we really need the pits to keep her in place and the catapults and some magical -- stuff -- to bring her down.


Do not forget that the more physically inclined mythic characters have basic mythic path features that generally bypass DR - you may chose to check out your character's abilities before giving up on attacking her.


Kalaktua levers herself up on to the beach and lurches forwards.

OK, Wultram's readied action goes off. Kalaktua's Fort save 1d20 + 14 ⇒ (10) + 14 = 24 - success.

Then she gapes her massive jaws and lets out a massive gout of super-heated steam.

That'll catch Skellie, Ashshar, Tal and (most importantly for Kalaltua) Wultram. 12d6 ⇒ (3, 3, 3, 4, 3, 2, 3, 5, 6, 6, 1, 1) = 40 fire, Reflex save DC 20 for half damage. Also, the steam hangs around for four rounds, obscuring vision like a Fog Cloud, plus it's very hot.

Finally, as a mythic creature, Big K has an ability which allows her to attempt a second save when she's affected by a spell or similar effect, so she gets to save against Wultram's curse again. 1d20 + 9 ⇒ (20) + 9 = 29 - success.

OK, delaying dudes can think about doing something, or it's Ashshar.

Map updated.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*
Nalverren wrote:
i think i'm infusing again. I'll have to look it up but nothing i'm doing affects kalaktua yet. I still need her in the pit. I just dont want to hold up the posting as i cant look it up until 8+hrs from now.

so I was using Ingenuity that round to store Magic Siege Weapon in an item, next turn I will actually cast it on one of the Siege Engines.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Boo I was not even done yet nerffing it :P. Also I get the feeling I will regret not using one of these rounds to cast false life.

Wultram reflex: 1d20 + 3 ⇒ (19) + 3 = 22 WOO! success and didn't even need to use surge. 16/40 hp
Spectral hand reflex: 1d20 + 3 ⇒ (7) + 3 = 10 I am assuming it is supernatural ability, given dragon subtype. Otherwise it would be immune. But yeah even taking half damage and improved evasion, plenty enough damage to 'kill' it.

Wultram screams as the steam boils his skin and burns flesh. "You won't get mercy of death!" The mage shrieks in fury.

Skelly reflex: 1d20 + 6 ⇒ (1) + 6 = 7 28/68hp

The heat is so intense that even the animated bones suffer greatly.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
That did hurt... a f$*$ing lot, indeed.

Ashshar grits his teeth to not shout from the pain. As the heatwave hits him, the lizardfolk remembers his potions and draws one.

He promptly downs it.

Taking and drinking a CSW potion
CSW Potion: 3d8 + 5 ⇒ (4, 3, 3) + 5 = 15

57 minus 40 plus 15... 32 HP


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole—only now seeing the foreclaw of the great beast peaking around the back side of his sheltering hut—watches his teammates be burned. Every instinct calls out to him to intercede, but the creature hadn’t hit the traps yet.

He points at Wultraum, then back away from the Kalaktua. And he holds his ground … for now.

Delay.


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HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Ashshar, don't mean to be backseat gamer, but you might want to consider using surge. It is immediate action, and adds 1d6(unless one has something that modifies it or higher mythic tier) to any roll, costs mythic though.


Indeed, don't forget your mythic abilities now you have them.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Fear not trying to guide me, Wultram. I can already forget minor abilities, but the moment you have a myriad...

Surgity Surge: 1d6 ⇒ 5

HELL F!~%ING YEAH! That makes Ashshar's hp 52.

Maybe it was his scales, maybe the heat made it look worse... in the emd, after the steam lessened, Ashshar got better.


Vaard.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

Vaard swims south to get closer to his allies.
Double move: swim to AB27.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

From behind the building Rehil watches the dragon turtle creep forward. Now!

The elf steps back and sideways to clear the concealing building and dashes toward the channel, leaping into the air. He lands gracefully on the narrow margin between the water and a hut on the island. He skirts north around the hut and pauses when he can see Kalaktua's hindquarters.

Move to R18.

Acrobatics v DC 15 [/dice: 1d20 + 12 ⇒ (16) + 12 = 28 Cause I know Aubs isn't a fan of take 10.

Stealth, on the island [/dice: 1d20 + 13 ⇒ (17) + 13 = 30


Updated initiaitve
Kalaktua 24 (-4 penalty on attack rolls, saves, ability checks, and skill checks)
Cole 18- (delaying)
Tal 9 (delaying)
Ashshar 19 (delaying)
Vaard 13
Rehil 13-
Nalverren 11
Skellie 8
Wultram 7

Skellie and Wultram.

Map updated.


Skellie and Wultram.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Sorry for delay, internet issues, writing from phone. Due to that can't do a proper post. But Cast false life and both start moving away from the mist.

false life: 1d10 + 7 ⇒ (2) + 7 = 9


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Sorry everyone, took awhile to read up on the fight. Looks like we're waiting for Turtle Girl to get into the pit still? As an added FYI, this weekend my brother in law went in the ICU, drank something poisonous. *le sigh* When it rains it pours.


Your family seem to be fairly unlucky. Hope things look up soon for you and them. Sorry for my absences - I've got a bit of a "hump" of work I need to work through which leaves me a bit tired in the evenings to post. I'll try and get to it tonight. Once I've got through it things should get easier.


OK, I'll assume Wultram takes a 5'step back and then casts his spell.

Everyone still in the fog cloud when Kalaktua's turn come around (which it just has) takes 2d6 ⇒ (2, 5) = 7 fire damage.

Kalaktua's perception check 1d20 + 18 ⇒ (17) + 18 = 35

Kalaktua turns her head sideways and squints at the churned earth where the pits lie concealed. Then she begins to crawl around them, before coming up against a hut that blocks her path.

Double move from big K.

Map updated.

OK, no real idea who is next given all the delaying - please make a move that seems appropriate in an order that seems appropriate.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Why did we assume she was blind or something? Now the pits stop us from maneuvering better... Okey guys, I am engagin the ugly b$~&~.

Ashshar reacts quickly, feeling the searing heat of the steam. The lizardfolk maneuvers between the pits until he is on Kalaktua's left, diving to avoid any retaliation from the monster.

Moving to X, 22. Acrobatics while moving full speed to avoid AoO, so increase DC by 10.
Acrobatics to Avoid AoO: 1d20 + 11 ⇒ (17) + 11 = 28

Once in position, Ashshar invokes his inner strength to thrust with his spear.

Swift Action, expending Mythic Surge to use Champion Strike. Roll Twice and ake better, Add tier, ignore DR and Hardness. Oh, and I did Studied Target before so that goes for me.

Attack: 1d20 + 11 ⇒ (15) + 11 = 261d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d10 + 7 ⇒ (3) + 7 = 10

HP is 45/57


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Ash heals 5 HP as he moves past Tal...

Tal has taken 7 + 5 = 12 HP

Tal grunts, and uses a swift action to heal himself for LOH: 1d6 ⇒ 2 HP. 33/43 HP

Tal then moves out of the cloud, and as he comes within 30 ft of Vaard and Cole, his eyes glow blue. Two tendrils of energy lash out and strike Vaard and Cole, who's eyes glow blue as well for a moment.

Moving to X27


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

we didnt. The trap was crafted with a perception DC of 30+. There shouldnt be any "churned earth" because why would there be with a 30+ DC. Honestly she shouldn't have gotten a perception chack at all unless she has trapfinding and that rogue talent that gives a check automatically. Kalaktua just rolled well and now we are pretty f&+$ed. This would have been moderately less likely to have happened if we had gone with the plan in the first place. Well, if you're gonna die just retreat to the forest, and hopefully you make it and hopefully no one gets hit by catapult rounds. Oh and the trap was made to hold kalaktua, so a medium creature or two ought to be able to stand there without falling through, otherwise kalaktua's foreleg would trip the trap before enough of her body went over the threshold.

Vaard and Rehil are before me for sure, then rounds start flying downrange. The danger zone for getting hit is within 15ft of kalaktua. On a miss i roll 1d8 for direction and 1d4 for distance of a miss. It's 4d6 dmg if you get hit. Keep that in mind.


Welcome to the mythic realm - where everything is hard work.

Kalaktua swipes a flipper at Ashshar.

Not enough to avoid the AoO.
1d20 + 18 ⇒ (17) + 18 = 35 to hit, damage 2d6 + 8 ⇒ (5, 2) + 8 = 15

But Ashshar finds a gap in her armour plating and shoves the tip of his spear in. Kalaktua hisses in irritation.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Okay, I need some information to make a decision on actions. First, do we know if Cole can walk across the trap without collapsing it? Second, how tall is the building between himself and Kalaktua? And how difficult would it be to climb up and over?


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Like it's been a cake walk so far, Aubs.

Rehil dashes from cover to support Ashshar. His curve blade sweeps up, then down, searching for a chink in Kalaktua's armored back.

Curve blade, charge: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 ... damage: 1d10 + 4 ⇒ (6) + 4 = 10 18–20/×2

CHarge to Y21. AC 18 til next action. And I'll burn a mythic point for surprise strike. She's flat-footed and DR doesn't apply. 4 pts left.

Curve blade, charge: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27 ... damage: 1d10 + 4 + 2d6 ⇒ (5) + 4 + (2, 1) = 12

Surprise Strike (Ex):
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

just realized there are "safe zones" with respect to shooting a catapult at a huge foe. melee folks will want to use these if possible. basically a d8 is rolled to determine direction and a d4 for distance, so as long as you STAY OUT of the squares in the 12:00, 1:30, 3:00, 4:30, 6:00, 7:30, 9:00, and 10:30 directions, you won't be in a possible impact area if i miss.

On Nalverren's turn, he will have the catapults begin fire at the huge shape he can barely see through the trees. The two lizardmen crews fire and reload the catapults. (aiming for Kalaktua's centermost square, AA22 in this round)

First Crew:
DC 15 crew leader check: 1d20 + 7 - 6 ⇒ (9) + 7 - 6 = 10
miss direction: 1d8 ⇒ 7
miss distance: 1d4 ⇒ 4
Round lands in AE26

Second Crew:
DC 15 crew leader check: 1d20 + 7 - 6 ⇒ (13) + 7 - 6 = 14
gonna spend a mythic point on that: 1d6 ⇒ 2
round impacts Kalaktua dead center
damage: 4d6 + 2d6 + 3 + 2 ⇒ (1, 1, 6, 1) + (5, 6) + 3 + 2 = 25 DC 15 Ref halves the 4d6 portion, which i find silly given that it is a cumbersome turtle.

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