Grungsdi |
thanks for the blur reminder
My AC is currently 40 with DR 6
Grungsdi |
Yer a disgrace to evil doers everywhere. Grung says as he catches each blow on his shield with ease[/b]
Croaker: 1d20 + 25 - 4 + 1 + 2 + 1 + 5 ⇒ (8) + 25 - 4 + 1 + 2 + 1 + 5 = 38 for 1d10 + 12 + 8 + 5 + 2 ⇒ (10) + 12 + 8 + 5 + 2 = 37
Croaker: 1d20 + 20 - 4 + 1 + 2 + 1 + 5 ⇒ (13) + 20 - 4 + 1 + 2 + 1 + 5 = 38 for 1d10 + 12 + 8 + 5 + 2 ⇒ (3) + 12 + 8 + 5 + 2 = 30
Croaker: 1d20 + 16 - 4 + 1 + 2 + 1 + 5 ⇒ (17) + 16 - 4 + 1 + 2 + 1 + 5 = 38 for 1d10 + 12 + 8 + 5 + 2 ⇒ (1) + 12 + 8 + 5 + 2 = 28
I like high numbers for my mis chance
Blur 1: 1d100 ⇒ 29
Blur 2: 1d100 ⇒ 76
Blur 3: 1d100 ⇒ 77
Nym Omriwin |
Seeing the bard get hit Nym steps back to be put of the creatures reach and let's a two blazing green beans fly.
5 foot step back
Empowered Scorching rays(acid): 1d20 + 15 ⇒ (15) + 15 = 30
sr: 1d20 + 11 + 4 ⇒ (11) + 11 + 4 = 26
dmg: 4d6 ⇒ (5, 5, 6, 3) = 19 + 50% = 28.5
baldwin the merciful |
RA Initiative: RD 4 Updated
Enemy - Kyton: restoration; antipally: sword att
Felic -
Grung - attacks with croaker
Nym - scorching ray
Desmond - stands and moves
Kalim - fireball
Karnog -
Alignments:
Felic-CG
Grung -LN
Nym - N
Desmond - CN
Kalim - CN
Karnog - LG
I have some saving throws to make.
Karnog Kegmeister |
@Nym: since you're 7th level (don't think you have CL 11 yet), you should get 2 rays for scorching ray. 2x touch, 2x SR, 2x damage rolls if they hit and bypass.
Nym Omriwin |
@Nym: since you're 7th level (don't think you have CL 11 yet), you should get 2 rays for scorching ray. 2x touch, 2x SR, 2x damage rolls if they hit and bypass.
7 sorc 5 eldritch is cl11. Oh I get three. I was thinking 4d6 was the two, but according to pfsrd its each. I'll leave it to Baldwin if I can roll the other two. I know he doesn't like going back, but since we are still in the same round. Not sure they need additional Sr rolls as they are the same spell, but defiantly to hit and dmg. Thanks great and wise cleric
Sr 2 if needed: 1d20 + 11 + 4 ⇒ (20) + 11 + 4 = 35
ray2 to hit: 1d20 + 15 ⇒ (17) + 15 = 32
ray2 dmg: 4d6 ⇒ (2, 3, 6, 4) = 15 +50% = 22.5
Sr 3 if needed: 1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25
ray3 to hit: 1d20 + 15 ⇒ (4) + 15 = 19
ray3 dmg: 4d6 ⇒ (5, 6, 1, 4) = 16 +50% = 24
Karnog Kegmeister |
Yeah, no worries. High level play has a lot of this kind of stuff, and it pays to help keep everyone at the edge of their ability. Oftentimes, it's what will make the difference between losing and winning.
baldwin the merciful |
Keeping her performance up Electra will cast grease on the orcs weapon while invisible.
Are you posting in the right game? Who is Electra? I thought you were in gaseous form? You won't be able to cast spells in gaseous form.
A gaseous creature can’t run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Felicitas Sweetfingers |
I was utterly distracted by my baby daughter. I apologize. Her name is Felicitas Electra Wegler
Felicitas will move away from the fight to safely return to solid state to continue aiding her comrades.
Karnog Kegmeister |
Karnog raises his hammer and calls forth in dwarven:
A white-red glow surrounds his hammer and those of everyone around his.
Align weapon, communal: Good Aligned
He sets his shield, grits his teeth, and stares down the Kyton.
baldwin the merciful |
Karnog Kegmeister wrote:@Nym: since you're 7th level (don't think you have CL 11 yet), you should get 2 rays for scorching ray. 2x touch, 2x SR, 2x damage rolls if they hit and bypass.7 sorc 5 eldritch is cl11. Oh I get three. I was thinking 4d6 was the two, but according to pfsrd its each. I'll leave it to Baldwin if I can roll the other two. I know he doesn't like going back, but since we are still in the same round. Not sure they need additional Sr rolls as they are the same spell, but defiantly to hit and dmg. Thanks great and wise cleric
[Dice=Sr 2 if needed]1d20 + 11 + 4
[Dice=ray2 to hit]1d20 + 15
[Dice=ray2 dmg]4d6 +50% = 22.5[Dice=Sr 3 if needed]1d20 + 11 + 4
[Dice=ray3 to hit]1d20 + 15
[Dice=ray3 dmg]4d6 +50% = 24
Another of the rays hits. touch attack correct?
baldwin the merciful |
baldwin the merciful |
RD 5: Kyton
the Kyton steps up 5 feet and attacks Nym with two of his four claws:
I need to modify the map to reflect your 5 ft step back last round and the Kyton's 5 ft step this round.
claw 1, PA: 1d20 + 20 ⇒ (12) + 20 = 32;damage: 1d8 + 19 ⇒ (1) + 19 = 20
DC Fort 15 or bleed bleed: 1d6 ⇒ 4
claw 2, PA: 1d20 + 20 ⇒ (20) + 20 = 40;damage: 1d8 + 19 ⇒ (3) + 19 = 22
DC Fort 15 or bleed bleed: 1d6 ⇒ 4
If two attacks hit:
rend: 1d20 + 20 ⇒ (20) + 20 = 40;damage: 1d8 + 13 ⇒ (2) + 13 = 15
The last two clasws reach for Karnog,
claw 3, PA: 1d20 + 20 ⇒ (17) + 20 = 37;damage: 1d8 + 19 ⇒ (7) + 19 = 26
DC Fort 15 or bleed bleed: 1d6 ⇒ 6
claw 4, PA: 1d20 + 20 ⇒ (20) + 20 = 40;damage: 1d8 + 19 ⇒ (8) + 19 = 27
DC Fort 15 or bleed bleed: 1d6 ⇒ 2
If two attacks hit:
rend: 1d20 + 20 ⇒ (17) + 20 = 37;damage: 1d8 + 13 ⇒ (8) + 13 = 21
Desmond I need to modify the map to reflect your move last turn.
baldwin the merciful |
Grungsdi |
1d20 + 11 ⇒ (5) + 11 = 16 will
Doh
I'll get my attacks up later
Karnog Kegmeister |
Ouch! 65 damage taken, afterwards DR, 11 temp HP gone. Current HP: 58/112 100/130 Stoneskin remaining.
"Bah! Thing hits really hard!"
Karnog steps back and casts Mass CSW on all allies within range. 3d8 + 18 ⇒ (6, 3, 1) + 18 = 28 HP healed.
Hope I'm out of AoO range. Fingers crossed.
Felicitas Sweetfingers |
As a move action Felicitas restarts her performance again and the casts blistering invective.
Intimidate: 1d20 + 33 ⇒ (15) + 33 = 48
Fire: 1d10 + 10 ⇒ (4) + 10 = 14
Grungsdi |
Running already?! We are no done yet!
Grung 5 fts as well and slams croaker into the orcs helm
Croaker: 1d20 + 25 + 1 + 5 - 4 ⇒ (19) + 25 + 1 + 5 - 4 = 46 for 1d10 + 12 + 5 + 8 ⇒ (4) + 12 + 5 + 8 = 29
Croaker: 1d20 + 20 + 1 + 5 - 4 ⇒ (13) + 20 + 1 + 5 - 4 = 35 for 1d10 + 12 + 5 + 8 ⇒ (10) + 12 + 5 + 8 = 35
Croaker: 1d20 + 16 + 1 + 5 - 4 ⇒ (1) + 16 + 1 + 5 - 4 = 19 for 1d10 + 12 + 5 + 2 + 8 ⇒ (9) + 12 + 5 + 2 + 8 = 36
Confirm
Croaker: 1d20 + 25 + 1 + 5 + 4 - 4 ⇒ (10) + 25 + 1 + 5 + 4 - 4 = 41 for 2d10 + 24 + 10 + 16 ⇒ (3, 1) + 24 + 10 + 16 = 54
1d20 + 2 ⇒ (10) + 2 = 12 dex
Karnog Kegmeister |
1d20 + 17 ⇒ (6) + 17 = 23 will - 15 damage taken.
43/112 HP, 100/130 Stoneskin, 71/112 HP after healing.
Spell is close range, 30' distance between any 2 targets. I believe I can get everyone except Des, if needed I will exclude Felicitas.
Nym Omriwin |
fort: 1d20 + 9 ⇒ (5) + 9 = 14
will: 1d20 + 8 ⇒ (16) + 8 = 24
Nym takes a 5 foot step to the side 11f should put me out of reach and ontop of Karnog and with gritted teech fire off another spell
sr: 1d20 + 11 + 4 ⇒ (16) + 11 + 4 = 31
Empowered Acid Lightning Bolt: 10d6 ⇒ (4, 4, 5, 4, 4, 5, 1, 6, 3, 5) = 41 + 50% = 61
dc18 Ref for half
HP46
AC 25
Stoneskin 120
Blur
baldwin the merciful |
baldwin the merciful |
RA Initiative: RD 5 updated
Enemy - Kyton: hit nym and karnog antipally: unholy channel
Felic - blistering invecitve
Grung - step towards group and attacks (I need to resolve the attack)
Nym - step back and lightning
Desmond -
Kalim - (I still need to resolve your attack)
Karnog - step back and cure spell
Alignments:
Felic-CG
Grung -LN
Nym - N
Desmond - CN
Kalim - CN
Karnog - LG
I still have to resolve Kalim's attack and Grung's attack.
Grungsdi |
DONE OVER HERE! Come on now? You haven't killed that thing yet?
Desmond Aeros |
Ah crap I lost my flank. Well here goes nothing...again.
Desmond grits his teeth, closing the gap to the creature and taking a stab with Nym's rapier.
Acrobatics: 1d20 + 28 ⇒ (7) + 28 = 35
Attack: 1d20 + 23 ⇒ (14) + 23 = 37 +2 if acrobatics is successful
Damage: 1d6 + 13 + 7d6 + 2d6 ⇒ (4) + 13 + (6, 2, 4, 6, 6, 2, 2) + (3, 2) = 50
good-aligned; 2d6 vs evil alignment
If the attacks lands, I am going to apply the -2 to hit (-6 vs Desmond) and give him hampered. All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.