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

Game Master Aubrey the Malformed


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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

If it helps, think of the reflex save as the turtle dropping one leg to give it's shell enough of an angle that the projectile partially deflects.


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*
Tal'Va'Nocht wrote:
If it helps, think of the reflex save as the turtle dropping one leg to give it's shell enough of an angle that the projectile partially deflects.

i think of that and laugh at the imagery of a turtle performing equations in its head calculating trajectory, impact angle and any number of other mathematical functions. while it has a bunch of people in its general vicinity, not to mention the catapult is indirect fire and coming largely from above it. but you know, DnD is like that sometimes.


There's lots that's fairly barmy about this fight already. I'd just roll with it if I were you.


The trap will sustain the weight of a medium creature. The hut is about 10' high, with a DC 10 to climb.

Rehil dashes in. His first attack slides off Kalaktua's shell, but the second draws blood.

Then the missile fly in from above. One splashes down in the mud on the far side of the creek from Vaard and Cole. But the second lands right on Kalaktua's back. The dragon-turtle roars in pain and surprise.

Big K's Reflex save 1d20 + 8 ⇒ (17) + 8 = 25

OK, in this fairly free-form round, I think it's Cole, then Vaard, then Wultram and his slender friend.

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*
Aubrey the Demented/Malformed wrote:
There's lots that's fairly barmy about this fight already. I'd just roll with it if I were you.

true enough, i'm just being salty. But i'm glad the dragon-bane ammunition is making it worthwhile.

Cole and Ashshar are in the danger zone


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

There likely wasn’t going to be a better moment at this point, so Cole breaks cover, rushing around the hut with surprising alacrity and unleashing a furious flurry on the dragon turtle.

Rage. Then swift action to use Champion’s Strike (1 mythic power) to close to Y.23 and attack (this damage bypasses all damage reduction). Then full attack (hammer > hammer > slam).
Mods: rage, power attack, and Witch Hunter
Champion’s Strike, warmaul: 1d20 + 13 - 2 + 2 + 1 ⇒ (18) + 13 - 2 + 2 + 1 = 32
damage: 2d6 + 9 + 6 + 2 ⇒ (4, 3) + 9 + 6 + 2 = 24
.
Warmaul 1: 1d20 + 13 - 2 + 2 ⇒ (12) + 13 - 2 + 2 = 25
damage: 2d6 + 9 + 6 + 2 ⇒ (6, 5) + 9 + 6 + 2 = 28
.
Warmaul 2: 1d20 + 8 - 2 + 2 ⇒ (15) + 8 - 2 + 2 = 23
damage: 2d6 + 9 + 6 + 2 ⇒ (6, 4) + 9 + 6 + 2 = 27
.
Slam, secondary: 1d20 + 12 - 5 - 2 + 2 ⇒ (20) + 12 - 5 - 2 + 2 = 27 <— crit?
damage: 1d4 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11
— confirm: 1d20 + 12 - 5 - 2 + 2 ⇒ (18) + 12 - 5 - 2 + 2 = 25
— add'l damage: 1d4 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10


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*

that looks very nice


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)

Once again, so glad that Cole is on our team.


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

Hey, if you're a hammer, be a good hammer, right? Just glad I'm puling my (immense) weight. :D


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

Am I up now? I keep losing track. I'll try to post when I get home.


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 wrote:
Am I up now? I keep losing track. I'll try to post when I get home.

you are.


What the genius said.


Cole steps round the hut and greets Kalaktua with sever mighty blows from his maul. He pounds on her shell, cracking it and causing blood to ooze out. But as to blood sprays over him it burns.

1d8 ⇒ 7 fire damage to Cole from Kalaktua's blood spray. Also, she has Fortification so it might negate the crit - 50%, roll high for the Fortification to fail 1d100 ⇒ 11 OK, crit negated, but even so, that hurt.

Anyway, Vaard. Also, I think Tal hasn't had a go this round, so he can do something too.

Map updated.


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

Was waiting for my name to come up.

Tal takes 5HP from Ash, and Ash heals 5HP.

Tal takes 5HP from Cole (If Cole has taken any damage), and Cole heals 5 HP. This is not healing magic, it's wound transferrance, so I think Cole's being a warforged doesn't matter

Tal uses a swift action to heal himself for LOH: 1d6 ⇒ 5 HP. 28/43 or 23/43, depending on if Cole was injured

Tal then moves to Y27, and holds his amulet aloft and chants in a heavenly language. A pulse of blue energy sweeps out from him and engulfs his allies. Channel Positive Energy, Exclude Snapping Turtle: 2d6 ⇒ (3, 2) = 5 Cole only heals for 3 if he's wounded

Should hit everyone near the turtle, and everyone injured.

33/43 or 28/43, depending on if Cole was injured


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

Cole is uninjured. We're using the temp HP variant for raging HP from the Unchained Barbarian, so the damage came out to his raging temp HP (which is now at 5).


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

Vaard climbs up out of the water, and rallies his comrads to fight!
Move action: move to Z27.
Swift action: Marshal's Order: Rally.

Rally:
As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.

That should affect Rehil, Ashshar, Cole, and Tal.
He then throws his javelin at the beast:
1d20 + 7 ⇒ (5) + 7 = 12
reroll from Rally (if needed): 1d20 + 7 ⇒ (3) + 7 = 10
1d6 + 4 ⇒ (6) + 4 = 10
Whelp, that didn't go anywhere. At least the rest of you have a reroll for this round, 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)

Thanks for the buff, ben.

WUltram's up.


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

After not so subttle threats my internet provider actually got of their asses and fixed things. So normal posting should resume.

The skeleton pushes forward doing it's best to join the fray just managing to close the distance but no more.

Double move to Y-20

Wultram strides along the bank to get close enough and then channels this new found power into his spell and shoots a ray of dark energy towards the turtle to weaken it.

Ranged touch attack: 1d20 + 4 ⇒ (12) + 4 = 16
SR check in case: 1d20 + 11 ⇒ (6) + 11 = 17
Reroll from Vaard: 1d20 + 11 ⇒ (8) + 11 = 19

Move to X-32
Use, Wild arcana and necromantic mastery to boost my caster level by 4, making it 11. Casting ray of exhaustion, DC 21 fort save, fail exhausted, succesfull fatigued. Duration 11min
Temp HP: 7
1st: 8/day
2nd: 4/day
3rd: 3/day
MP:2/5
Skelly: 28/68hp


Weirdly, being mythic doesn't give you SR, and Big K doesn't have it. Her save v the spell 1d20 + 14 ⇒ (5) + 14 = 19

Kalaktua groans as Wultram's spell takes effect. But she still turns her attention to her attackers. Even weakened, she is a terrible foe.

Cole takes the bite, Vaard and Rehil get a flipper each.
Bite 1d20 + 18 - 3 - 4 ⇒ (5) + 18 - 3 - 4 = 16 to hit, damage 3d6 + 8 + 8 - 3 ⇒ (3, 3, 6) + 8 + 8 - 3 = 25
Claw 1 (Rehil) 1d20 + 18 - 3 - 4 ⇒ (6) + 18 - 3 - 4 = 17 to hit, damage 2d6 + 8 + 8 - 3 ⇒ (4, 6) + 8 + 8 - 3 = 23
Claw 2 (Ashshar) 1d20 + 18 - 3 - 4 ⇒ (4) + 18 - 3 - 4 = 15 to hit, damage 2d6 + 8 + 8 - 3 ⇒ (1, 2) + 8 + 8 - 3 = 16

You lucky sods, I think she missed you all! Anyway, she gets second save against Wultram's spell. 1d20 + 14 ⇒ (16) + 14 = 30 - saved. Now she is just fatigued for the duration of the encounter.

Map reprised.

Updated initiative
Kalaktua 24 (fatigued)
Ashshar 19
Rehil 13-
Nalverren 11
Cole 18-
Tal 9
Vaard 13
Skellie 8
Wultram 7

Based on the action above, I think that's the right order. Anyway, it worked fine last round when we decided to be a bit casual about these things. But it would appear to be Ashshar.


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)

"Ashshar, Call the fire bearers!". Rehil gasps as he leaps a slashing flipper.


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

Who all is injured? I need to know so I know if it's worth it to spend a Standard Action realigning my healing matrix


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 dodges his own attacking flipper right before following Rehil's advice. Yelling in draconic for the ones carrying the fire, the lizardfolk makes use of his dodge move to twist his spear and thrust twice with ashtounding speed.
Ashshar then steps closer to the beast and, in what can only be described as stupid courage, tries to bite its flesh.

Swift Action, expending Mythic Surge to use Champion Strike. Roll Twice and ake better, Add tier, ignore DR and Hardness. 2 Mythic Surges remaining.

Power Attack: 1d20 + 9 ⇒ (18) + 9 = 271d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d10 + 13 ⇒ (2) + 13 = 15
Now a Full Attack. First a Hunting Spear attack from reach, then 5ft step closer and tryna bite this b#%%# up.

Power Attack Hunting Spear: 1d20 + 8 ⇒ (1) + 8 = 9
Damage Spear: 1d10 + 13 ⇒ (4) + 13 = 17
Power Attack Bite: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d3 + 7 ⇒ (1) + 7 = 8

"Dieee, Foul Devourer!"


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)

Rehil is fine.


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*

Ashshar is in the DANGER ZONE

technically it is Rehil's turn, as he goes before Nalverren, but he has posted between the initiative post and mine. however, with its temporal proximity to Ashshar's post, he may have meant to take actions

Nalverren directs the crews to fire on kalaktua once more.

First Crew:
DC 15 crew leader check: 1d20 + 7 - 6 + 1 ⇒ (13) + 7 - 6 + 1 = 15
Round lands in AA22
damage: 4d6 + 2d6 + 3 + 2 ⇒ (3, 4, 3, 4) + (5, 2) + 3 + 2 = 26 DC 15 Ref halves the 4d6 portion

Second Crew: is already locked on AA22 so no additional roll is needed. All rounds hit that square until directed otherwise.

round impacts Kalaktua dead center
damage: 4d6 + 2d6 + 3 + 2 ⇒ (5, 2, 6, 3) + (5, 5) + 3 + 2 = 31 DC 15 Ref halves the 4d6 portion

I guess Ashshar isn't in the danger zone since the catapults are locked on, for now.

Two dragonbane catapult stones rain down on Kalaktua's shell, creating resounding booms.


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

The falling rocks you call Danger Zone I call Ashshar's Epic . Soundtrack


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)

Rehil rolls to his feet after jumping the flipper. His curve blade flicks forward and back, searching for a chink between Kalaktua's armor plates.

Curve blade: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 ... damage: 1d10 + 4 ⇒ (9) + 4 = 13 18–20/×2
I'll burn a mythic point for surprise strike. She's flat-footed and DR doesn't apply. 3 pts left.
Curve blade, surprise: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11 ... damage: 1d10 + 4 + 2d6 ⇒ (2) + 4 + (3, 5) = 14

I'll reroll the surprise strike, using Vaard's Rally: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23

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.


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

S!~$, forgot Vaard's Rally! I will use it to reroll the 1 on my Huntig Spear Attack.

Power Attack, Hunting Spear: 1d20 + 8 ⇒ (18) + 8 = 26
Damage was already rolled in my prior post, a whooping 17. Which after DR won't seem so whooping.


Kalaktua's saves against the falling rocks:
1d20 + 8 ⇒ (18) + 8 = 26 and 1d20 + 8 ⇒ (6) + 8 = 14

Ashshar jams in his spear, channelling his people's rage at the dragon-turtle's legendary predations. Then two rocks slam into Kalaktua's shell, slamming her into the soft mud. Rehil slashes with his curveblade, but this time he can't find an opening.

Cole/Tal/Vaard/Wultram and Skellie.

Map updated.


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

Ok, nobody squawked about being injured, so I'll assume we're all up to full at the moment after the channel.

Tal moves up to Y24 along the edge of the building to avoid any AoO from the dragon. Then he attacks with a short sword after saying something in Celestial. Declared a Smite

Attack: 1d20 + 9 + 5 ⇒ (6) + 9 + 5 = 20
Damage: 1d6 + 6 ⇒ (4) + 6 = 10 Bypasses DR

Note, Tal's AC vs the dragon is 28/20/23


Do you want to use a re-roll from Vaard? Otherwise that's a miss.


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

Reroll: 1d20 + 9 + 5 ⇒ (13) + 9 + 5 = 27 Yes, Yes I would (Since it would vanish anyway if I didn't, if that's not high enough, I might use a surge...


Aaaand that's a hit!

Tal stabs the beast in a seam between her armour plates, drawing more of her scalding blood.

Keep forgetting to hit you guys with the burning blood.
1d8 ⇒ 3 fire damage for Ashshar
1d8 ⇒ 4 fire damage for Tal

Cole/Vaard/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

GM You forgot to move Skellie and Wultram. Y-20 and X-32 respectivly.


Done!

Map updated.

Cole/Vaard/Wultram and Skellie.


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

Cole doesn’t let up, hammering it with warmaul and shoulder. His great internal war engines shudder with every impact, and he roars his challenge to the huge attacker.

Full attack (including Rage + Power Attack + Witch Hunter)
Warmaul, 1: 1d20 + 13 - 2 + 2 ⇒ (10) + 13 - 2 + 2 = 23 <— using Rally
Rally reroll: 1d20 + 13 - 2 + 2 ⇒ (14) + 13 - 2 + 2 = 27
damage: 2d6 + 9 + 6 + 2 ⇒ (1, 5) + 9 + 6 + 2 = 23
.
Warmaul, 2: 1d20 + 8 - 2 + 2 ⇒ (18) + 8 - 2 + 2 = 26
damage: 2d6 + 9 + 6 + 2 ⇒ (1, 4) + 9 + 6 + 2 = 22
.
Slam, secondary: 1d20 + 7 - 2 + 2 ⇒ (14) + 7 - 2 + 2 = 21
damage: 1d4 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10


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 -3, Tal -4 : This is all the injuries I have so far, trying to keep track of them for next turn.


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

Cole wrecking face.
@Tal: Wultram is at 16/40+7temp HP, but he is reasonably out of harms way.(and probably out of your range as well) Skeleton hurt too but I am fairly certain healing those is not something paladins do. Anyways the real reason for message is that with our last healer people kept their HP updated on top of the posts in their profile. Granted I do not know if anyone else still keeps the habbit up.


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 -3, Tal -4, Wultram -31

Tal can link to anyone he can see within 130 ft. He can only link 3 people at a time, so he usually links to those who are in melee. Each round, anyone he is linked to that has taken HP transfers 5 pts of HP damage to Tal, meaning Tal takes up to 15 HP per round. Then he can heal himself with LoH's as a swift action. If he's down too much, he can CMW or CLW or Channel.

Edit : We should consider investing in Boots of the Earth as a group, this would aid out of combat healing as Tal could spend a few minutes juggling links and standing still and heal everyone.


Cole pummels Kalaktua again. Steam begins to gust from her cracked shell.

1d8 ⇒ 3 fire damage to Cole from the blood.


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

Just calling this out before it comes up. If Ashshar is targeted with an attack this round, Cole will use Guardian’s Call (Sudden Block mythic ability.

Sudden Block (Su):
As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.

Also I believe it’s Tal then Vaard’s turn.


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 0, Tal -7, Wultram -31

Energy pulses through Ash, and he heals 3 points to full.

Tal's eyes glow as he uses his Lay on Hands ability on himself.

LOH: 1d6 ⇒ 5

*Ash 0, Tal -2, Wultram -31

Then Tal strikes out with his blades against the turtle!

Smite 1: 1d20 + 7 + 5 ⇒ (20) + 7 + 5 = 32
Smite 2: 1d20 + 7 + 5 ⇒ (16) + 7 + 5 = 28
Smite 3: 1d20 + 7 + 5 ⇒ (9) + 7 + 5 = 21
Smite 1, Confirm: 1d20 + 7 + 5 ⇒ (11) + 7 + 5 = 23
Damage 1: 1d6 + 2 ⇒ (5) + 2 = 7 + Crit?: 1d6 + 2 ⇒ (2) + 2 = 4
Damage 2: 1d6 + 2 ⇒ (4) + 2 = 6

Above hits ignore DR


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)

Aubrey, Ashshar called in the alchemist's fire brigade. How do you want to work that?

K's breath weapon's going to come online again soon. That round will hurt


They can come at initiative 0 - so before Big K acts.


Tal, your damage rolls look a little out - your damage bonus for the smite should be 3 (for your level, not 2) and since Big K is a dragon (of sorts) that should be doubled to 6.

More blood sprays from the severe wound piercing Kalaktua's broken shell.

Tal takes 1d8 ⇒ 4 fire damage.

Vaard.


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

Unless I've missed something, Vaard is still heavily wounded, so he won't want to get too close to Kal. Hence...
The lizardfolk climbs out of the water onto the dock move to AA27 and rallies his allies to close in.
Using the Advance marshal ability:

Advance wrote:
As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn.

Stepping forwards himself five-foot step to Z26 using the movement granted by Advance, he hurls a javelin at the dragon:

1d20 + 7 ⇒ (6) + 7 = 13
though his aim is off today.
If I've grossly misunderstood something and actually have more health than I think I do, I might want to switch my action to moving right up to Kalaktua and try to get multiple attacks in this round, depending on how much hp I have. Probably though I can wait until next round before going back into melee.


Wultram and Skellie.

Map updated.


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)

alchemist's fire:
Alchemist's Fire: You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

fire brigade:
let's bring them in in pairs, so we don't risk too many villagers at once. They stop behind Ashshar and Rehil and chuck the fire over their heads.

ranged touch: 1d20 ⇒ 12
ranged touch: 1d20 ⇒ 11


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

I asked earlier if anyone was wounded, I missed Vaard still had wounds. Retconned HP coming in.

*Ash 0, *Vaard -22, *Cole -0, Tal -12, Wultram -31

Vaard healed 5 this round, and 5 the previous round, plus he got hit with a 12 pt channel three rounds ago, so he should be at 18 + 10 + 12 = 40/62. He'll continue to heal 5 HP every round when Tal acts as long as he is within 130 ft of Tal.


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 starts slashing with it's scimitar aiming for more vulnerable spots of the creature. It's trying to stay defensive at the same time and simply can't reach where it tries.

Full attack with combat expertise, Skeleton AC as result is 21.
Attack: 1d20 + 10 ⇒ (1) + 10 = 11 dmg: 1d6 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 5 ⇒ (8) + 5 = 13 dmg: 1d6 + 3 ⇒ (5) + 3 = 8

Wultram starts circling the hut he is next to while casting to call another of those ghostly hands next to him.

Hand HP: 1d4 ⇒ 3
Double move to AD32 then as swift action use Wild arcana to cast spectral hand
Temp HP: 4
1st: 8/day
2nd: 4/day
3rd: 3/day
MP:1/5
Skelly: 28/68hp


Two brave lizardfolk dash in and hurl their pots of alchemist's fire at Kalaktua. The flasks hit home, shatter and burst into flame. However, the fire just dribbles down Kalaktua's shell and appears to do her no harm.

Wultram's skeletal servant slashes at the dragon-turtle but can't penetrate her shell.

Kalaktua then does what she has not done for centuries - she tries to escape her tormentors. She launches herself backwards, smashing through the remains of the huts she destroyed previously with her steaming breath.

Big K performs a withdrawal action.

Map updated.

Ashshar.

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