Nym Omriwin |
Nym walks put keeping his eyes on the creature, slowly reaches down grabbing the rogues leg, and pulls him back to the relative safety of the group.
Then kicks him in the side to see if he's still a live and for being stupid.
baldwin the merciful |
A Initiative: RD 2
Enemy - Kyton attacked and downed desmond. the Orc is holding action
Felic - casts heroism on herself
Grung -
Nym - rescues and pulls Desmond back towards the group
Desmond -
Kalim - communal stonskin 130HP to all
Karnog -
Alignments:
Felic-CG
Grung -LN
Nym - N
Desmond - CN
Kalim - CN
Karnog - LG
Karnog Kegmeister |
Karnog moves over and casts breath of life on Desmond.
"Ye daft fool human, ya went and got yerself all sliced up this time, huh. Lucky the Great Creator blessed me with this prayer today, luck fer you, at least."
5d8 + 13 ⇒ (2, 8, 3, 2, 7) + 13 = 35 HP healed. If that bring him up above -Con, he is not dead, dead, and instead has 1 negative level for a day.
baldwin the merciful |
RA Initiative: RD 2 Update
Enemy - Kyton attacked and downed desmond. the Orc is holding action
Felic - casts heroism on herself
Grung -
Nym - rescues and pulls Desmond back towards the group
Desmond -
Kalim - communal stonskin 130HP to all
Karnog - Breath of life into Desmond....35 HP
Alignments:
Felic-CG
Grung -LN
Nym - N
Desmond - CN
Kalim - CN
Karnog - LG
Grung and Desmond have actions remaining. Desmond has quite a few fortitude save to make.
The Orc Antipaladin is holding his action in until he is in danger.
Grungsdi |
Hurry up with the fool. I'll hold this devil.. Grung advances slowly with his shield out, and Croaker is currently a +5 weapon
Grungsdi |
Croaker: 1d20 + 25 + 2 + 5 + 1 - 4 ⇒ (11) + 25 + 2 + 5 + 1 - 4 = 40 for 1d10 + 12 + 2 + 5 + 8 ⇒ (5) + 12 + 2 + 5 + 8 = 32
Karnog Kegmeister |
GM: the healing should fix any bleeding damage, dunno if it would "tick" on this turn or next, but he shouldn't have any ongoing issues with bleeding assuming he lives.
baldwin the merciful |
GM: the healing should fix any bleeding damage, dunno if it would "tick" on this turn or next, but he shouldn't have any ongoing issues with bleeding assuming he lives.
I understand that but if he fails any fort saves he'll have that much more in damage. Three or four failures could have him past his 14 constitution.
Assuming his AC is 29 he actually has 6 Fort saves (I forgot the AOO that hit).
Bleed damage:
AOO: 2
RD 1: 5,5, 6
RD 2: 5,6
Total Potential Bleed Damage: 29 HP
Talk about pressure!!!!
baldwin the merciful |
Grung wades forward and as he gets within 10 feet you walk into an aura of despair. -2 all saves.
Once Grung gets to 10 feet and within the antipaladin's aura of despair he unleases an wave of unholy energy that extends 30 feet.
Will save DC 19 for half damage: 7d6 ⇒ (5, 3, 4, 5, 6, 5, 5) = 33
This only gets to Grung this round. I am merciful.
The orc takes the brunt of Grung's attack and he doesn't look too beaten up.
baldwin the merciful |
Grungsdi |
1d20 + 11 ⇒ (14) + 11 = 25 will
That's all ya got?! Bah. I've farted more dangerously than that!
baldwin the merciful |
RA Initiative: RD 3
Enemy -
Felic -
Grung -
Nym -
Desmond -
Kalim -
Karnog -
Alignments:
Felic-CG
Grung -LN
Nym - N
Desmond - CN
Kalim - CN
Karnog - LG
*I still have the spell template up to outline the 30 ft radius of the channel.
**Remember if you get ithin 10 ft of the antipaladin you are filled with despair and suffer -2 on all saves.
baldwin the merciful |
RD 2: Antipaladin
the orc growls out a wicked prayer and touches The nasty dwarf,
vamparic melee touch: 1d20 + 13 + 5 ⇒ (15) + 13 + 5 = 33;damage: 6d6 ⇒ (5, 6, 3, 2, 5, 4) = 25
concentration check: 1d20 + 13 + 3 ⇒ (11) + 13 + 3 = 27
Grung feels his life blood drain from his body as he witnesses the orc's wounds knit closed.
I'll take the Kyton's actions when I get home later this morning or early afternoon.
Grung make sure you update your HP line.
Grungsdi |
DM I have DR 6 does that apply to a spell? I am not sure
Grungsdi |
Ba hahahahaha! That's it?! Ya gonna have to do better than that!
Croaker: 1d20 + 25 - 4 + 5 + 2 + 1 ⇒ (12) + 25 - 4 + 5 + 2 + 1 = 41 for 1d10 + 12 + 8 + 5 + 2 ⇒ (8) + 12 + 8 + 5 + 2 = 35
Croaker: 1d20 + 20 - 4 + 5 + 2 + 1 ⇒ (6) + 20 - 4 + 5 + 2 + 1 = 30 for 1d10 + 12 + 8 + 5 + 2 ⇒ (6) + 12 + 8 + 5 + 2 = 33
Croaker: 1d20 + 16 - 4 + 5 + 2 + 1 ⇒ (13) + 16 - 4 + 5 + 2 + 1 = 33 for 1d10 + 12 + 8 + 5 + 2 ⇒ (9) + 12 + 8 + 5 + 2 = 36
Grung slams Croaker down on the orc several times
Grungsdi |
I get it from my class-archetype, the number varies based on the type of armor I am wearing, and more from it being adamantine.
Croaker is a +5 weapon at the moment. In my profile towards the top have Croaker listed in bold as to what it currently is. I used my Warrior Spirit ability to up it from +3 to +5
Desmond Aeros |
Desmond's eyes open. He scowls, shakily grabbing his weapons through bloodied teeth. "Get me...a flank..." He growls. The cheery rogue seems to be on vacation.
I believe when one drops below 0 they drop all their held items, so Desmond will take 2 move actions to grab both of his swords.
Kalim Gudlavaletti |
sr: 1d20 + 21 ⇒ (16) + 21 = 37rta: 1d20 + 10 ⇒ (19) + 10 = 29negative levels: 1d4 ⇒ 3
Kalim fires a ray of enervation at the kyton. "Desmond, just because this is your fault doesn't mean you should die immediately. Flank with Grung against the antipaladin."
Nym Omriwin |
Desmond's eyes open. He scowls, shakily grabbing his weapons through bloodied teeth. "Get me...a flank..." He growls. The cheery rogue seems to be on vacation.
I believe when one drops below 0 they drop all their held items, so Desmond will take 2 move actions to grab both of his swords.
As Desmond starts to sit up Nym put his hand on his chest pushing him back down.
Nym casts blur on the wayward rogue. His rapier appears in his hand and he offers it to Desmond.
good-aligned; 2d6 vs evil alignment
baldwin the merciful |
RA Initiative: RD 3 Update
Enemy - Kyton attacked Felic; Antipaladin attacked Grung
Felic -
Grung - attacks the antipaladin
Nym - hands desmond his weapon, cast blur on Desmond
Desmond - double move action/grabs Nym's weapon; he now is blurred
Kalim - casts enervation at Kyton (I still need to see what if any effect this has on the creature)
Karnog -
Alignments:
Felic-CG
Grung -LN
Nym - N
Desmond - CN
Kalim - CN
Karnog - LG
Karnog and Felicitas have actions in RD 3.
Karnog Kegmeister |
Karnog sighs in exasperation, muttering in dwarven about stupid humans and stupid thieves and other such annoyances, then lays a hand on Desmond.
"Don't waste this lad, I haven't another prepared."
He casts Heal on Desmond.
Kalim Gudlavaletti |
Gotcha. Unless the kyton is undead, the effect should be as normal, I think. Minus 3 to all rolls, essentially. Any living creature. Don't want to look up specifics of the kyton though, so it could have some extra defenses?
Karnog Kegmeister |
Certain creatures are immune or resistant to negative energy or negative levels in general. Especially denizens of the shadow plane or negative energy plane.
baldwin the merciful |
Some spells and a number of undead creatures have the ability to drain away life and energy; this dreadful attack results in “negative levels.” These cause a character to take a number of penalties.
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature’s negative levels equal or exceed its total Hit Dice, it dies.
A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.
Some abilities and spells (such as raise dead) bestow permanent level drain on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them. Level drain can be removed through spells like restoration. Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.
For DM reference. Essentially, he has -3 on his rolls and -15HP
Karnog Kegmeister |
Yes, 130hp healed, ability damage and negative conditions restored. Neg levels and ability drain are unaffected.
baldwin the merciful |
baldwin the merciful |
RD 4: Antipaladin
the half orc begins a fenzied hack fest on it's enemy,
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a can take is a single move action per turn.
grave's curse: 1d20 + 20 ⇒ (5) + 20 = 25;damage: 1d10 + 15 ⇒ (2) + 15 = 17;unholy against good: 2d6 ⇒ (5, 3) = 8
grave's curse: 1d20 + 15 ⇒ (19) + 15 = 34;damage: 1d10 + 15 ⇒ (9) + 15 = 24;unholy against good: 2d6 ⇒ (1, 4) = 5
grave's curse: 1d20 + 10 ⇒ (16) + 10 = 26;damage: 1d10 + 15 ⇒ (2) + 15 = 17;unholy against good: 2d6 ⇒ (1, 6) = 7
grave's curse, haste: 1d20 + 20 ⇒ (14) + 20 = 34;damage: 1d10 + 15 ⇒ (4) + 15 = 19;unholy against good: 2d6 ⇒ (5, 2) = 7
I don't know if those will hit.
Rembember roll a d100 with each attack against him to account for his blur.
Kalim Gudlavaletti |
sr: 1d20 + 22 ⇒ (9) + 22 = 31fireball: 10d6 ⇒ (3, 2, 1, 1, 6, 5, 4, 2, 6, 2) = 32
Kalim sends a fireball at the Kyton, making sure to angle it a bit behind him to keep Felicitas safe.
Desmond Aeros |
Desmond stands, gripping the new rapier in one hand and a shortsword in the other. He runs around the outsider, getting ready for a flank next turn.
Move action to stand, move action to move, and using quick runner's shirt to take another move action. Desmond will take a broad path around the creature to avoid provoking an AoO, and will end his turn 10 feet to the left of it so that next turn he can 5 foot step and full attack (hopefully with a flank).