Churley |
Churley will rage and charge number 1.
rage, power attack
to hit: 1d20 + 15 ⇒ (10) + 15 = 25 damage: 1d8 + 13 ⇒ (3) + 13 = 16
If I caught him flat footed, he counts as a studied target and I had +1/+1 and he takes sneak damage of 1d6 ⇒ 6
Arthur Osorkon |
Arthur roars as somehow a man appears next to him, all the way over in the tunnel. "You ruddy bastards!" He chops at the elf twice.
Attack 1: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 2d8 + 19 + 1d6 ⇒ (1, 4) + 19 + (1) = 25
Attack 2: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 2d8 + 19 + 1d6 ⇒ (6, 5) + 19 + (2) = 32
Kixzik |
Kixzik will down his Cognatogen and prepare to ambush the bad guys from behind (still in Stealth). AC 26/21/19, Int +7
MiniGM |
then you may take a surprise action as well. that is the type of thing that should be in you stat line (hence something that I need to know), you may act as a surprise and as a regular round. Damage remains, because that will result in a major retcon already. Make sure you all put things that in your stat, line folks. Not that it will matter this is going to be over quick i suspect.
Kixzik |
It will be if I can deploy my Stink Bomb.
Zephyr Jeggare |
'IMMUNE TO SURPRISE' is a tough thing to fit in the stat line but I'll add something. At the very least she wouldn't have taken that second set of sneak attack damage.
Surprise Round
Zephyr cries out in pain when the bandit appears next to her and buries his blade between her ribs. In response to her cry the creature on her shoulder hops down and hisses. The hiss turns into a roar as it swells to the size of a large dog.
"Goddess, guide our blades!" she calls out in prayer.
Battle Spirit: +1 morale to attack and damage for everyone
Round 1
Zephyr retreats a step and mends her wounds. Her companion snaps at the man that wounded his master.
Five-foot step back.
CMW: 2d8 + 7 ⇒ (3, 6) + 7 = 16
Familiar Bite (battle spirit): 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36
Damage: 1d8 + 15 + 1 ⇒ (8) + 15 + 1 = 24
Confirming: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
Extra Damage: 1d8 + 15 + 1 ⇒ (3) + 15 + 1 = 19
If he gets attacked, the familiar's AC is 26 currently.
Seif-al-Din ibn-Subhi |
Turning around, Seif-al-Din hacks away at the Elf.
+1 Adamantine Nodachi: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16, for 1d10 + 17 + 1 ⇒ (6) + 17 + 1 = 24 damage.
+1 Adamantine Nodachi: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24, for 1d10 + 17 + 1 ⇒ (6) + 17 + 1 = 24 damage.
Crit Confirmation: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8, for 1d10 + 17 + 1 ⇒ (10) + 17 + 1 = 28 *ADDITIONAL* damage.
Kixzik |
That's why it's always important to keep your head in a crisis!
MiniGM |
The flying orc flies low after quickly sending 4 magical bolts flying at Churley
4d4 + 4 ⇒ (3, 4, 3, 3) + 4 = 17 the bolts of force slam into Churley causing him to grunt in pain, then it moves into position and opens his mouth wide acid roars out of his mouth covering those in the hall in acid 10d6 ⇒ (5, 4, 2, 2, 5, 2, 4, 6, 3, 6) = 39 DC 20 Ref for half
The human with two swords charges Churley
1d20 ⇒ 18 for 1d6 + 3 ⇒ (1) + 3 = 4
The halfling with the bow steps back and sends arrows roaring into Churley
3d20 ⇒ (5, 13, 1) = 19 only one arrow finds it mark dealing 1d6 + 12 ⇒ (2) + 12 = 14
No sign of the human w the falchion
make sure you roll your saves in the hall first, what ever your first d20 roll is that MUST be your save roll
GO
Kixzik |
Kixzik will move forward out of stealth and unleash his Odiferous VII Olfactory Device.
Throw Stink Bomb: 1d20 + 13 ⇒ (4) + 13 = 17 Honestly?
Throwing at the square where 1 is. 20 foot area of attack, DC 18 or nauseated. Excepting Churley's square.
Seif-al-Din ibn-Subhi |
I think we can safely say that the caster is our #1 priority at this point...
Reflex: 1d20 + 12 ⇒ (14) + 12 = 26.
Seif-al-Din dodges the worst of the gout of acid (14 points after applying resistance), and then, with a roar, charges the low-flying half-orc!
+1 Adamantine Nodachi: 1d20 + 14 + 1 + 2 ⇒ (17) + 14 + 1 + 2 = 34, for 1d10 + 17 + 1 ⇒ (10) + 17 + 1 = 28 damage.
Crit Confirmation: 1d20 + 14 + 1 + 2 ⇒ (9) + 14 + 1 + 2 = 26, for 1d10 + 17 + 1 ⇒ (6) + 17 + 1 = 24 *ADDITIONAL* damage.
MiniGM |
Kixzik will move forward out of stealth and unleash his Odiferous VII Olfactory Device.
[dice=Throw Stink Bomb]1d20 + 13 Honestly?
Throwing at the square where 1 is. 20 foot area of attack, DC 18 or nauseated. Excepting Churley's square.
roll you damage as well. for the blast, though the fire blast is only a 5 ft radius
Churley |
Churley will follow the bowman with a 5' step, as he appears to be the greater threat. He will try to hammer him a few more times.
power attack, studied target.
to hit: 1d20 + 14 ⇒ (19) + 14 = 33 damage: 1d8 + 14 ⇒ (2) + 14 = 16
to hit: 1d20 + 9 ⇒ (5) + 9 = 14 damage: 1d8 + 14 ⇒ (1) + 14 = 15 miss
"That hit nail on head."
Kixzik |
Stink bombs shouldn't do damage I thought? But as you say. Do I get sneak attack damage since I came out of stealth?
Damage (Stink Bomb): 4d6 + 7 ⇒ (2, 6, 1, 3) + 7 = 19
Damage (Sneak Attack): 2d6 ⇒ (1, 4) = 5 (Just in case!)
Kixzik |
Neat.
Arthur Osorkon |
Reflex: 1d20 + 9 ⇒ (1) + 9 = 10
Arthus stares at the caster for a moment as he advances, bringing down his bastard sword.
Attack 1: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 2d8 + 19 + 1d6 ⇒ (7, 6) + 19 + (2) = 34
Detecting evil on him. Wow. Those die rolls.
Zephyr Jeggare |
Reflex: 1d20 + 9 ⇒ (20) + 9 = 29
Familiar: 1d20 + 9 ⇒ (14) + 9 = 23
Zephyr dodges some of the acid while her familiar avoids the blast entirely. Tearing a portion of her acid-drenched robe away she huffs and calls on her goddess’s grace. ”Desna, aid us!”
Channel: 5d6 ⇒ (1, 2, 5, 5, 1) = 14
Should heal Zephyr, Seif, and Arthur while just missing the guy next to them.
Don't forget battle spirit guys! +1 to attack and damage.
Zephyr Jeggare |
It doesn't come up very often.
Attended (Held/Wielded etc.) Items: Unless the descriptive text for a spell (or attack) specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks to determine order in which items are affected. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt. If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.
Seif-al-Din ibn-Subhi |
Table: Items Affected by Magical Attacks
Order* Item
1st Shield
2nd Armor
3rd Magic helmet, hat, or headband
4th Item in hand (including weapon, wand, or the like)
5th Magic cloak
6th Stowed or sheathed weapon
7th Magic bracers
8th Magic clothing
9th Magic jewelry (including rings)
10th Anything else
Kixzik |
So many posts! Who's up?