Johnny Sniper |
sorry didn't realize
init: 5 + 1d20 ⇒ 5 + (14) = 19
will: 2 + 1d20 ⇒ 2 + (12) = 14
Johnny Sniper |
assuming I'm at the top of the list I will fire an arrow at the Demon from 30 feet away hit: 5 + 1d20 ⇒ 5 + (14) = 19 dmg: 1d8 + 2 ⇒ (6) + 2 = 8
+2 str composite longbow
GM Elberion |
rolling initiative for Carson, who was too busy running away: 1d20 + 3 ⇒ (14) + 3 = 17
GM Elberion |
Initiative
Verathis
Jonny
Harada
Carson
Quasit
Grel
Everyone but Grel may act, Grel and Carson are fleeing
GM Elberion |
Jonny's arrow strikes true but does not sink deeply into the creature's hide. Nevertheless, it squeals in pain.
Harada "The Hammer" |
Harada steps up and snaps off a pair of throwing hammers and tosses them at the demon.
Shaken TWF Hammer Toss: 1d20 + 2 ⇒ (12) + 2 = 14
damage: 1d4 + 5 ⇒ (1) + 5 = 6
Shaken second hammer toss: 1d20 + 1 ⇒ (16) + 1 = 17
damage: 1d4 + 3 ⇒ (1) + 3 = 4
GM Elberion |
Harada's second hammer soars right into the creature's chest.
The hammer bounces harmlessly to the ground.
GM Elberion |
The little demon yowls again, chitters horribly and disappears.
perception checks at the start of your turn.
This is the round of Grel's fleeing.
Everybody else may act, shaken/frightened has ended.
Johnny Sniper |
perc: 6 + 1d20 ⇒ 6 + (20) = 26 and johnny will fire at the nearest approaching hostile creature if he sees one, if it has cover behind and object he will wait till he has a clearer shot. hit: 5 + 1d20 ⇒ 5 + (14) = 19
dmg: 1d8 + 2 ⇒ (5) + 2 = 7
Verathis Adrazek |
Verathis looks and listens for signs of his opponent.
Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Preparing to strike with another Arcane Bolt the moment it reveals itself.
Arcane Bolt: 1d20 + 3 ⇒ (9) + 3 = 12Vs.touch
Damage: 1d4 ⇒ 2
GM Elberion |
Just checking. I spent 2 rounds fleeing, correct?
No, just one. I should have sorted initative before the spell but I was trying to make it a more dramatic entrance. You're just the one character with lower initiative than the demon.
GM Elberion |
Verathis, just checked and you don't seem to have access to arcane bolt, Familiar Tattoo replaces your first-level bloodline power.
The creature appears in front of Verathis as it lashes out with claws and a nasty looking bite.
claw1: 1d20 + 7 ⇒ (16) + 7 = 23
damage1: 1d3 - 1 ⇒ (2) - 1 = 1
claw2: 1d20 + 7 ⇒ (10) + 7 = 17
damage2: 1d3 - 1 ⇒ (3) - 1 = 2
bite3: 1d20 + 7 ⇒ (11) + 7 = 18
damage3: 1d4 - 1 ⇒ (4) - 1 = 3
GM Elberion |
The creature tears eagerly at Verathis' exposed flesh and he staggers disabled.
Verathis, feel free to change your readied action.
A split second later, an arrow from Johnny's bow lances into the creature's side. Although, once again, it does not seem as effective as you might hope.
Harada and Grel may act.
Verathis Adrazek |
Sorry for the mistake.I'll call that action ray of frost then. As the rules say I may not must take my action when triggered I will forgo it and not provoke.
As the quasit's left claw digs into Verathis's lung and its right into his neck like its teeth,Verathis stands stunned.
GM Elberion |
The demon's leering smile is followed by flickering tongue which greedily licks Verathis' blood from the creature's face. Verathis can feel his wounds itch horribly.
I forgot about its poison. Two DC13 fortitude saves required for Verathis.
Poision: claw—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves.
GM Elberion |
The tiny monstrosity then turns its eager attentions to Harada, alerted by the swinging 'hammer' which whistled past its skull.
claw1: 1d20 + 7 ⇒ (17) + 7 = 24
damage1: 1d3 - 1 ⇒ (3) - 1 = 2
claw2: 1d20 + 7 ⇒ (13) + 7 = 20
damage2: 1d3 - 1 ⇒ (2) - 1 = 1
bite3: 1d20 + 7 ⇒ (19) + 7 = 26
damage3: 1d4 - 1 ⇒ (1) - 1 = 0=1
It's frenzied attacks find every chink in Harada's armour and it giggles grotesquely to itself, before addressing the big man in the common tongue. In the creatures mouth the familiar language becomes grotesque and distorted, as though emanating from a tortured animal.
"K͓̹̩͍̙͔͞i̸̛̱l͙ļ̦͈̜ͅ ̳͘t̹̤͖͍̖́́ͅh͚͉̮̲̼̗͉̼͝e͞͏̱̲̱͘ ͈̦̥̘͙̘̹̠́e̟̩̭͚͖̳̬͝ͅl҉̱̖͚̪̲̘̀̕f̥̦̩͇͔̯̗͓,̴̝̙̖̱͜͡ ̨̀҉̬͍̺̦͔̺a͈͙̮̦̮͎͙̰͟͝n͝҉̟̰̤̪̙̰d͍̼ͅͅ ̘́͟͝I҉̧̭̬̤̠̗̣'̢̖̳̜͖͔̙̖̕l̪̝̘̖͠l̢̤̜͓͚͙ ̴̥̺͓͡l҉͇͈͞ḛ̮͈͇́́͞t̸̻̤̤̳̭͕͚̟͇͘ ̷̧̱̳̝̗̝̘̤͇͟y̖̜̹͈͞o̶͙̠u͕ ͏̼̳̻̝̕͜ḷ̨͕̬̦̰͓̺͢i̥̭͖̜̫̘ͅv̸̠̟̬͢e̪͠.̳̦͜͝"
4 points of damage to Harada. Two DC13 fortitude saves, please, Harada.
Everyone may act.
GM Elberion |
Harada "The Hammer" |
fort1: 1d20 + 4 ⇒ (19) + 4 = 23
fort2: 1d20 + 4 ⇒ (4) + 4 = 8
dex damage: 1d2 ⇒ 2
Despite bleeding from several wounds Harada stands his ground as he spins aronud, dropping his taiaha and quick drawing the cold iron morning star as he tries to land a blow on this thing.
Hammah: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
damage: 1d8 + 6 ⇒ (7) + 6 = 13
AC 18
Grel Veldgott |
Grel wheels around the near mausoleum and spits an acid dart between heaving breaths.
acid dart: 1d20 + 2 ⇒ (10) + 2 = 121d6 ⇒ 2
ranged touch. question: should the penalty for firing into melee apply? this isn't a ray, and when i messed with damage increasing buffs in herolab it didn't change the damage so i assume it's not treated like a "ranged weapon" that would be penalized.
Verathis Adrazek |
"Your morningstar should kill it unless you have blessing for your hammer on you. "Verathis bitterly coughs out. Impotent hate for the quasit burning in his eyes as he bleeds, Verathis barely manages to stumble backwards and pulls a white vile from his pouch.
I 5ft free back and draw my potion of cure light wounds.
Carson Stevenson |
Coming around the mausoleum Carson sees that the battlefield has shifted. He rushes to Harada's side to help dispatch the beast.
Short Sword: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
GM Elberion |
Grel wheels around the near mausoleum and spits an acid dart between heaving breaths.
[dice=acid dart]d20+2;d6
ranged touch. question: should the penalty for firing into melee apply? this isn't a ray, and when i messed with damage increasing buffs in herolab it didn't change the damage so i assume it's not treated like a "ranged weapon" that would be penalized.
If it rolls to hit then I will treat it as a weapon attack. Unless it is specifically called out as different.
This is the kind of corner case that herolab might not cover.this thread seems to have the best discussion of the question
A flurry of attacks wheel around and past the tiny creature but none strike true. Verathis takes advantage of the chaos to shuffle back and pull out a potion vial.
Johnny is up.
GM Elberion |
Verathis: see above post regarding poison from the quasit's claws.
Johnny Sniper |
Johnny will keep his distance and fire again hit: 5 - 4 + 1d20 ⇒ 5 - 4 + (5) = 6 firing into melee. Not sure what map we are on when I clink the link, but Johnny would move into a spot where it wouldn't have cover.
dmg: 1d8 + 2 ⇒ (4) + 2 = 6
Grel Veldgott |
Grel Veldgott wrote:Grel wheels around the near mausoleum and spits an acid dart between heaving breaths.
[dice=acid dart]d20+2;d6
ranged touch. question: should the penalty for firing into melee apply? this isn't a ray, and when i messed with damage increasing buffs in herolab it didn't change the damage so i assume it's not treated like a "ranged weapon" that would be penalized.If it rolls to hit then I will treat it as a weapon attack. Unless it is specifically called out as different.
This is the kind of corner case that herolab might not cover.
this thread seems to have the best discussion of the question
Thanks. This revelation may alter my future build. Good to know. I'd miss then, probably.
GM Elberion |
Johnny will keep his distance and fire again [dice=hit]5-4+1d20 firing into melee. Not sure what map we are on when I clink the link, but Johnny would move into a spot where it wouldn't have cover.
[dice=dmg]1d8+2
Slide 6: the graveyard
GM Elberion |
GM Elberion wrote:Thanks. This revelation may alter my future build. Good to know. I'd miss then, probably.Grel Veldgott wrote:Grel wheels around the near mausoleum and spits an acid dart between heaving breaths.
[dice=acid dart]d20+2;d6
ranged touch. question: should the penalty for firing into melee apply? this isn't a ray, and when i messed with damage increasing buffs in herolab it didn't change the damage so i assume it's not treated like a "ranged weapon" that would be penalized.If it rolls to hit then I will treat it as a weapon attack. Unless it is specifically called out as different.
This is the kind of corner case that herolab might not cover.
this thread seems to have the best discussion of the question
Don't forget, level 1 are eligible for free rebuilds, so you could rebuild before applying any chronicle at the end of the adventure.
GM Elberion |
Have been missed by everything and everyone, the tiny demon is full of confidence but it narrows its eyes and snarls when it notices the cold-iron morningstar whizzing past it.
"N̵͏̴̥̲͕̟͈o͙̘̯͔̦͖̜̠t̶̯̲̹̫̼̖̕h͏͕̯͙̝̩̠̯͕̕i̷̡͎̰n̨̬͕͈̥͈̰͠g̴̻͍̲̘̣̠̳̝͕ ̷̺͙̮̩͎͍̝͓͘͟c̹̫̮a̧͍̯n͙͔͉̫̼̰͘͘ͅ ̷̦͉͙̲̺̕s̲̻͎ͅa̧̦̰̞v̶̛̝͇̦̙̲̜̳̫é͚͓̦̖͉̹̹̹̕ ͕̥̱̣̮y̴̜͈̮͟ͅo͏̶͍̳͝u҉͇̬͖̪ ̡҉͎̳̝f͙̤̱̤͚͍̝̺̀r̪̪͉̳͟o̺̹m͔̝̦̳̺͞ ͏҉̝͖̪t͏̷̥̲̘̫̖͕̣͢h̨̬̙̟̙e͔͈ ̵̣̤̙͚̬̲̀w҉̕͏̮̤̤̥͖̠͎o̶҉̤͕̞͙͇̥̹r̘̰̯͖̹̺̕͜m̸̧͓͕̖͙̲̘̞̹͉͠s̶͓̀!̡̞͙̺̲͡"
Then the furious monstrosity tears again at Harada.
claw1: 1d20 + 7 ⇒ (10) + 7 = 17
damage1: 1d3 - 1 ⇒ (3) - 1 = 2
claw2: 1d20 + 7 ⇒ (5) + 7 = 12
damage2: 1d3 - 1 ⇒ (3) - 1 = 2
cbite3: 1d20 + 7 ⇒ (13) + 7 = 20
damage3: 1d4 - 1 ⇒ (4) - 1 = 3
GM Elberion |
While its claws clack uselessly against Harada's armour, its fangs sink hungrily into Harada's flesh 3 damage.
Harada and Verathis: fort saves again, please.
Everyone may act.
Harada "The Hammer" |
"Ow. This thing's sharp all over!" Harada cries out.
fort poison: 1d20 + 4 ⇒ (3) + 4 = 7
Harada swings the morning star again, hoping to finally squish the critter.
attack: 1d20 + 5 ⇒ (1) + 5 = 6
CI damage: 1d8 + 6 ⇒ (2) + 6 = 8
From his numerous wounds Harada begins to stagger, clearly becoming fatigued by the ongoing battle as blood continues to ooze from his various wounds.
Grel Veldgott |
Grel wades into melee with the demon. Realizing his warhammer is likely ineffectual he aids Harada in his attack.
AidAnother: 1d20 + 4 ⇒ (17) + 4 = 21
Johnny Sniper |
Johnny will fire another shot at the creature as he has a good clear shot at it, however his allies are still in the way hit: 5 - 4 + 1d20 ⇒ 5 - 4 + (10) = 11 dmg: 1d8 + 2 ⇒ (1) + 2 = 3
GM Elberion |
Verathis only one save needed, you resisted one straight away. We'll take the first roll.
dex damage to Verathis: 1d2 ⇒ 2
Also, unfortunately, the standard action to drink the potion caused you one point of damage, so you are now on 3, not 4.
GM Elberion |
Grel, you need to announce aid another before attack rolls are made. Let's assume that you are aiding Harada's next attack. Which means Harada gets +4 from you (flanking bonus and aid another bonus) on his next attack.
GM Elberion |
Another flurry of action has little effect on the slender grotesque. Even though Carson strikes it true, his sword seems not to penetrate the creature's supernatural hide.
Even more dismaying, you realise that it has healed all of the previous damage. It should be clear to everyone now that this creature has DR and fast-healing.
The creature seems to be enjoying this immensely, giggling to itself in its own tongue, "సిల్లీ, వెర్రి మానవులు"
Once again, it strikes for Harada
claw1: 1d20 + 7 ⇒ (13) + 7 = 20
damage1: 1d3 - 1 ⇒ (3) - 1 = 2
claw2: 1d20 + 7 ⇒ (16) + 7 = 23
damage2: 1d3 - 1 ⇒ (3) - 1 = 2
bite3: 1d20 + 7 ⇒ (1) + 7 = 8
damage3: 1d4 - 1 ⇒ (1) - 1 = 0
GM Elberion |
Both claws strike wounds into Harada's flesh 4 points of damage and the wounds burn within his flesh.
Three DC13 fort saves needed by Harada
One DC13 fort save needed by Verathis
Everyone may act.
Grel Veldgott |
I did intend it for the next attack. I'll aid for Harada's defense this round.
AidDefense: 1d20 + 4 ⇒ (6) + 4 = 10
Harada "The Hammer" |
fort save vs poison: 1d20 + 4 ⇒ (20) + 4 = 24
fort save vs poison: 1d20 + 4 ⇒ (1) + 4 = 5
fort save vs poison: 1d20 + 4 ⇒ (7) + 4 = 11
Harada finda more and more of his agility slipping away as he goes all out against the creature with his warface, hoping to end it before it ends him.
"Ahhhhhhh!"
CI Morningstar: 1d20 + 5 + 2 + 2 ⇒ (16) + 5 + 2 + 2 = 25
CI damage: 1d8 + 6 ⇒ (4) + 6 = 10
I'll have +2 AC from the aid, but -1 for every 2 points of dex damage.