Altai Iscarni |
"Dinos! Drag the carcass up on land! I've always wanted a dragon skull for my collection. Also, it might have some treasure..."
Huzzah! We can all fly and are all hasted. Once the dinos and elementals have lifted the beast up on land, we might want to hustle on down the snorers' tunnel.
dungeonmaster heathy |
Not a volcano per se, but you need cold iron.
If em has that on her swiss army magus katana (j/k) she can just stick it in the peepee once at this point.
Loki was tied to a rock as a vulture ate his live out over and over. Or was that Prometheus? Loki had a snake drip poison in his mouth; that's right.
Altai Iscarni |
Aha! I just remembered that they had a poisonous biteand was terrified of getting our guys envenomed. I didn't know it had regeneration. Tough beastie! Emrael has the faerie sword, right? I thought that was cold iron?
"Hey! The dragon is not dead! It can only be permanently killed by a cold iron weapon. So, Emrael, could you dive down and slit its throat properly? I'll have the elementals keeping on pounding it until you confirm that it is really dead."
Emrael Bladewalker |
Does she? Going with it.
Sheathing Cutter, Emrael draws the strange morphing sword and dives to strike the creature, hovering near an eyeball for a devastating strike after she has time to properly aim.
Standard Attack: 1d20 + 18 ⇒ (20) + 18 = 38
Damage: 1d8 + 30 ⇒ (2) + 30 = 32
Critical confirmation: 1d20 + 18 + 11 ⇒ (9) + 18 + 11 = 38
Crit damage: 1d8 + 30 ⇒ (4) + 30 = 34
Altai Iscarni |
"Nice. That oughta do the job. Now, let's capitalize on our stength in numbers and go find the other guys. They can't possibly have missed all that roaring and screaming."
So - everybody is still hasted and can fly. The elementals drag the head out of the water and dump it by the entrance. The rest of us fly down the corridor where the snoring came from. The dinos lead the way.
Emrael Bladewalker |
Emrael switches katanas back to Cutter and it's extra enchantment. Staying near the ceiling of the tunnel, she follows Altai's summoned reptiles, about 30' behind them. If someone else wants to be closer, they are welcome to it.
Altai Iscarni |
d1 d2 and d3 are in the chute. Who's next?
Emrael, Gjetost, Pip, me and Elgan, in that order? That gives us insane punching power up front, as well as some staying power in the back.
All of us have Haste and Mass fly running, so we're hauling ass. The summoning spell lasts 26 rounds.
Altai's summoned monsters |
The dino heads to AP-AQ 2-3 and attacks j3. Attack roll Dino X: 12+22+2(charge)+1 (haste)=AC 39, damage 4d6+26+18(smite evil)=58, grapple check 11+34+1=48 vs CMD.
Elemental A moves to AM-AN 2-3 and attacks J3. Attack 1: 13+26+2(charge)=AC 41, damage 2d10+12=24.
Elemental B moves to AK-AL 6-7 and attack j3: Attack 1: 12+26+2(charge)=AC 40, damage 2d10+12=22.
CORRECTION: The elementals are Huge. So they are in AM-AO 2-4 and AM-AO 5-7 instead.
Altai Iscarni |
Sounds fun. Enjoy yourself!
Altai pokes his head down the corridor. "Let's thin them out a little."
I'm moving to AO 26 before casting Wall of iron to trap j2. It goes down the AO-AP seam from 7-10 and then takes a 90 degree turn to the right - this is the seam betwen 6-7, from AP-AR. The wall is only two inches thick, but reaches all the way to the ceiling - I've basically sealed him in. Someone that big and strong could possibly hack his way through the wall with a bit of effort, though.
Emrael Bladewalker |
Seeing the summoned all focusing on the single giant, Emrael decides to participate, zipping into the room just below the ceiling to avoid his ally and hitting him with a glancing shot.
Cutter, Spring Attack: 1d20 + 19 + 4 + 1 ⇒ (8) + 19 + 4 + 1 = 32
Damage: 1d8 + 31 + 1d6 + 1d6 + 4 ⇒ (7) + 31 + (4) + (1) + 4 = 47
She flies up into the corner of the room. AG3
EDIT: Whoops, forgot Pip's contributions. Fixed.
dungeonmaster heathy |
The dino heads to AP-AQ 2-3 and attacks j3. Attack roll Dino X: 12+22+2(charge)+1 (haste)=AC 39, damage 4d6+26+18(smite evil)=58, grapple check 11+34+1=48 vs CMD.
Before anything else, the dino gets aoo'd by all three of them.
hit ac 39 for 38 hp
hit ac 42 for 41 hp
and
hit ac 45 for 19 hp.
Every hit has a dc 36 fort save or he's dazed.
Then I'll see what else happens.
Pendobar 'Pip' Bushytoe |
Pip runs after Gjetost, using his bulk as an ersatz shield. His sword trails after, keeping up the inspiring rhythms.
Moving to A015 and drawing a bead on j3
Attack 1 (manyshot also)1d20 + 22 ⇒ (10) + 22 = 321d8 + 20 ⇒ (1) + 20 = 21
Attack 21d20 + 22 ⇒ (6) + 22 = 281d8 + 20 ⇒ (3) + 20 = 23
Attack 3 1d20 + 20 ⇒ (14) + 20 = 341d8 + 20 ⇒ (5) + 20 = 25
Attack 4 1d20 + 20 ⇒ (18) + 20 = 381d8 + 20 ⇒ (2) + 20 = 22
Additional damage for Manyshot (if ATK 1 hits): 1d8 + 20 ⇒ (4) + 20 = 24
Elgan Dreadwood |
That Tumbler,... <Shudder> so good, and yet so,... wrong. :)
Wow, getting crowded up there. :) I'm not sure of the rules, can Elgan (while Huge) squeeze up behind Gjet and still reach j1 or j2 with a pimp-slap-o-druidic doom? If not, I'll get as close as I can, and cast a spell. Maybe drop another 'helper' into the mix. :)
Elgan Dreadwood |
Well alrighty then! :D Let's see, been a while, I have to remember my math,...
Elgan the huge water elemental blinks in surprise at the rapid response of his companions, realizes that he is the only one left, and flows after the others in a watery torrent that echoes in the(relatively) narrow corridor of stone. He flows up behind Ghetost, and throws two watery appendages over the giants head and into the one on the right.
I guess the front edge of Elgan Huge would be in AM-AO 12? :)
Two slams, (1 normal after movement and 1 from haste) both boosted by flaming, electrical and frost extra damage (1dd6 each)with bulls str, gloves of magic fang, haste and bard bonuses
Slam 1 1d20 + 21 + 4 + 4 + 2 + 2 ⇒ (20) + 21 + 4 + 4 + 2 + 2 = 532d6 + 11 + 4 + 4 + 2 + 2 + 1d6 + 1d6 + 1d6 ⇒ (1, 6) + 11 + 4 + 4 + 2 + 2 + (6) + (1) + (4) = 41
Slam 2 1d20 + 21 + 4 + 4 + 2 + 2 ⇒ (4) + 21 + 4 + 4 + 2 + 2 = 372d6 + 11 + 4 + 4 + 2 + 2 + 1d6 + 1d6 + 1d6 ⇒ (1, 2) + 11 + 4 + 4 + 2 + 2 + (3) + (6) + (3) = 38
Crit Confirm for Slam 1 :) 1d20 + 21 + 4 + 4 + 2 + 2 ⇒ (1) + 21 + 4 + 4 + 2 + 2 = 34
Aw cmon, a Nat 20 AND a nat 1?!? REEEELY?!? ;P
Elgan Dreadwood |
??? Ok, I always thought that Haste always added an extra attack to whatever your 'normal' attack sequence was, depending upon your move of course.
(Of course I tend to recall a lot of 3.X stuff and don't always realized it has changed dramatically for PFRPG.) ;P
This is why I have you guys, to keep me on the correct path. ;)
EDIT- [ooc]Question, in elemental form my 'standard' attack is 2 slams. my 'full attack' is 3. So after moving would I get my 'standard' 2 slams still?[\ooc]
dungeonmaster heathy |
J2 beats down a 5 foot section of the wall.
J3 swings a chain with a big spiky ball at the end at Emrael.
Hit ac 44 damage 26
Hit ac 31 damage 21
Hit ac 29 damage 24
Fumble, hits self in the head damage 22. Not dazed.
dc 36 fort save or dazed.
J1 goes after Elgan with his club.
Hit ac fumble miss
Hit ac 38 damage 41
Hit ac 24 damage 37
Hit ac 28 damage 44
dc 36 fort save or dazed.
Group's attack!
Altai Iscarni |
Question, in elemental form my 'standard' attack is 2 slams. my 'full attack' is 3. So after moving would I get my 'standard' 2 slams still?
No. If you move, you get one attack, no matter how many you might have. If you take a full ttack action, you can get multiple attacks, but then your movement is restricted to a 5' step. Your full attack gives you two slams, plus an extra attack from Haste.
This, BTW, is why there are feats like Cleave or Vital Strike - they expand what you can do with the single attack you get after making a move.
Emrael Bladewalker |
Emrael frowns at the giant's reach. If he can reach this far, I might as well stand next to him...
She darts in again, but sidesteps instead of retreating, ending her move next to the giant this time. End in AI2
Cutter: 1d20 + 24 + 4 + 1 - 4 - 4 ⇒ (19) + 24 + 4 + 1 - 4 - 4 = 40 Spring Attack, Inspire, Haste, Power Attack, Combat Expertise
Damage: 1d8 + 31 + 1d6 + 1d6 + 4 ⇒ (1) + 31 + (6) + (1) + 4 = 43 Power Attack, Flaming, Shocking, Inspire
Confirmation: 1d20 + 24 + 4 + 1 - 4 - 4 + 7 + 4 ⇒ (13) + 24 + 4 + 1 - 4 - 4 + 7 + 4 = 45 Spring Attack, Inspire, Haste, Power Attack, Combat Expertise, Critical Perfection, Critical Focus
Damage: 1d8 + 31 + 1d10 + 4 ⇒ (7) + 31 + (3) + 4 = 45 Power Attack, Flaming Burst, Inspire
As a note, Elgan, most of my abilities require a full attack to be used, so don't feel bad. I make a lot of single attacks.
When she lands, her sword becomes a flashing blur, a shield of razor-sharp steel feinting and striking at the giant's attacks.
With Web of Steel, Haste, and Combat Expertise, her AC is 45.
Altai's summoned monsters |
Gjetost keeps attacking j1.
Attack 1: roll 12+29+4(bard)+1(haste)-4(Power Attack)=AC 42, damage 2d8+23+4(bard)+12(Power Attack)=47.
Attack 2: roll 11+24+4(bard)+1(haste)-4(Power Attack)=AC 36, damage 2d8+23+4(bard)+12(Power Attack)=49.
Attack 3: roll 13+19+4(bard)+1(haste)-4(Power Attack)=AC 33, damage 2d8+23+4(bard)+12(Power Attack)=46.
Attack 1: roll 9+29+4(bard)+1(haste)-4(Power Attack)=AC 38, damage 2d8+23+4(bard)+12(Power Attack)=50.
Altai's summoned monsters |
Dino munch on j3:
Attack 1: 10+22+1(haste)=AC 33, damage 4d6+26=40, grapple check 9+34+1=44 vs CMD.
Attack 2: 11+22+1(haste)=AC 34, damage 4d6+26=42, grapple check 11+34+1=46 vs CMD.
Elemental A attacks j3.
Attack 1: 10+26=AC 36, damage 2d10+12=25.
Attack 2: 8+26=AC 34, damage 2d10+12=24.
Elemental B attacks j3 as well.
Attack 1: 9+26=AC 35, damage 2d10+12=23.
Attack 2: 10+26=AC 36, damage 2d10+12=22.