"Bandersnatch" McTwilliger |
only the first 1d6 is doubled on a bomb crit
Robert "Bo" Hardin |
Although there is a fort save or be stunned with grenadier crits..
Draingore the Wretched |
Yeah, I forgot about that
Staggering Blast (Su)
At 10th level, a grenadier’s bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb’s Reflex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb’s staggering effect, but not with the effects of the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration.
DC 20
1d4 + 1 ⇒ (2) + 1 = 3
Tirion Took |
from out of nowhere come the words: "Pineapple, 'Snatch!"
still greatly invisible, Tirion will pull the pin on a grenade -- and lob it behind that pair of ratfolk that are a little further away (right on the '0' in 'B-10'):
grenade lobbing check (just BaB + DX bonus, minus range penalty): 1d20 + 17 - 2 ⇒ (2) + 17 - 2 = 17
he makes a mighty effort to thrust the grenade down his own pants, but I think as long as he doesn't roll a nat '1' he can hit a 5' square with a horseshoe (or a grenade)...
for 5d6 ⇒ (1, 1, 6, 6, 4) = 18 of blasty shrapnel damage
(more likely 9 damage after an easy REFLEX DC=15 -- Bandy better succeed on this one! since Tirion tipped him off, can Bandy get a re-roll if he happens to roll a nat '1' on his save?)
He then takes a 5' step back (west)...
drbuzzard |
So to be clear the northern square has 6 figures in it and the southern one has 10.
Bomb on targets
1d10 ⇒ 10 pops image
Bomb on targets
1d10 ⇒ 5 pops image
Reflex saves for bomb splash 2d20 ⇒ (13, 17) = 30 pass, pass 9 to each
grenade goes off
reflex saves: 2d20 ⇒ (20, 5) = 25 pass, fail
The two northern figures all step back 5' and volleys of magic missiles fly at Bander.
damage: 4d4 + 7 ⇒ (1, 1, 1, 4) + 7 = 14
damage: 4d4 + 7 ⇒ (2, 4, 1, 1) + 7 = 15
The southern ones also focus fire on the near threat (Bander).
damage: 4d4 + 7 ⇒ (2, 1, 2, 3) + 7 = 15
damage: 4d4 + 7 ⇒ (2, 2, 3, 4) + 7 = 18
You also see two trolls heading your way from the southeast. They are both dressed in full plate wielding ranseurs.
Back on the other front, the armored giant lays into Bo.
to hit: 4d20 ⇒ (10, 2, 19, 19) = 50 hit, miss, hit, miss Hmm, shame I don't have improved critical, or that pick would be unpleasant right now
damage: 2d8 + 46 ⇒ (1, 3) + 46 = 50
Yap sees Bo take some serious damage, and flies over to lay on some healing.
cure critical: 4d8 + 8 ⇒ (8, 5, 6, 6) + 8 = 33
PCs are up.
"Bandersnatch" McTwilliger |
just confirming that they can see me?
"Bandersnatch" McTwilliger |
1d20 + 14 ⇒ (19) + 14 = 33 UMD
Bander sheathes Snicker and pops his wand of shield out of his wrist sheathe and activates it. Then he takes a 5ft step
Robert "Bo" Hardin |
Bo takes a beating but aims his pistol at the giant all the same.. Burning a grit and taking full defense.. AC will be 38 vs him this round..
Attack: 1d20 + 14 ⇒ (3) + 14 = 17 with steel
Attack: 1d20 + 14 ⇒ (14) + 14 = 28
Attack: 1d20 + 9 ⇒ (1) + 9 = 10 dam 1s gonna get me killed..
Dam 1: 1d8 + 24 ⇒ (8) + 24 = 32 bypasses all DR if it hits..
Dam 2: 1d8 + 24 ⇒ (4) + 24 = 28
Robert "Bo" Hardin |
His ac is actually off as well.. I forgot i had 3 ranks in acro so he gets +3 dodge to ac when fighting defensively..
Its 10+12 armor, +3 shield, +4 deflect, +2 luck, +1 nat, +3 dodge, +1 moral, +3 dex = 39 vs the giant for the coming round.
With that heal hes back to full now.
Tirion Took |
as a formality, Bander must check for a nat '1' to save against the grenade Tirion lobbed...
I had that idea too -- but then, half the party are ranged attack types, and obscuration hurts their attacks as well...
Tirion will indeed pull the scroll of Obscuring Mist, and cast it behind himself.
Tirion's UMD check: 1d20 + 26 ⇒ (15) + 26 = 41
"Bandersnatch" McTwilliger |
1d20 + 16 ⇒ (5) + 16 = 21 ref
drbuzzard |
spellcraft: 1d20 + 14 ⇒ (11) + 14 = 25 They figure out it is shield that you cast. The close mess of ratfolk moves back 5' and casts. The other mess 'o casts as well. A bunch of beams of fire shoot out at Bander.
to hit: 8d20 ⇒ (2, 12, 2, 16, 5, 20, 7, 4) = 68 miss, hit, miss, hit, miss, hit, miss, miss
damage: 4d6 ⇒ (6, 2, 1, 6) = 15
damage: 4d6 ⇒ (3, 3, 3, 1) = 10
damage: 4d6 ⇒ (1, 6, 5, 2) = 14
damage: 4d6 ⇒ (4, 2, 5, 1) = 12
Bander takes 51 and goes down.
Armored guy on Bo.
to hit: 4d20 ⇒ (15, 1, 6, 7) = 29 one hit
damage: 1d8 + 23 ⇒ (1) + 23 = 24
Yap lays a heal on Bo, before heading south to the rally point.
cure serious: 3d8 + 8 ⇒ (7, 2, 1) + 8 = 18
PCs are up.
"Bandersnatch" McTwilliger |
Whelp! I guess I'll be starting something new!
Guess I should try to stabilize
1d20 + 2 ⇒ (18) + 2 = 20 and I did
"Bandersnatch" McTwilliger |
You may be a big fat meany for taking me out but a cheater you are not. Can't wait for the cdg!
Robert "Bo" Hardin |
Once again he burns a grit and fights defensively.. He swift reloads adamantine rounds..
1d20 + 14 ⇒ (3) + 14 = 17 adamantine
1d20 + 14 ⇒ (2) + 14 = 16
1d20 + 9 ⇒ (7) + 9 = 16
dam: 1d8 + 24 ⇒ (7) + 24 = 31
dam: 1d8 + 24 ⇒ (2) + 24 = 26
dam: 1d8 + 24 ⇒ (5) + 24 = 29
Robert "Bo" Hardin |
Adamantine takes off 20 armor or nat armor right? That should cover the fullplate and most of natural armor bonus he has.. Im surprised 16 didnt hit considering negative dex mod for giants..
Robert "Bo" Hardin |
Missed that.. Rolling a total of 12 with 3d20 doesn't usually garner much hits so i suppose its fine.. There's 4 rounds of the +1 moral bonus btw..
Draingore the Wretched |
lol, I guess we're not regrouping...ok
Prerequisite: Alchemist 6
Benefit: The alchemist gains bat-like, bird-like, or insect-like functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Using his insect wings, Draaingore lifts of the ground. He looks back and says come along beasties. Lets pick up the hobitt's.
Double move:
.
Robert "Bo" Hardin |
Regroup to where? We're hemmed in on both sides and have a man down..
drbuzzard |
The trolls move up and bump into the dragons. They each take a swing. They are in full plate and wielding ranseurs.
to hit: 2d20 ⇒ (5, 8) = 13 miss, hit
dragon 2 damage: 2d6 + 27 ⇒ (1, 5) + 27 = 33 hit chance: 1d100 ⇒ 51 hit
The casters vanish back into the mist.
The armored giant continues to pick on Bo.
to hit: 4d20 ⇒ (7, 11, 5, 11) = 34 whiffs galore Hell, even if I stopped power attacking all those would miss. Bah.
Yap will move over towards Drainy to hope to find Bander and heal him. He eventually does locate him in the mist, but it was a double move.
PCs up again.
Robert "Bo" Hardin |
"BY THE POWER OF GREYSKULL!"
Attack 1: 1d20 + 14 ⇒ (10) + 14 = 24
Attack 2: 1d20 + 14 ⇒ (4) + 14 = 18
Attack 3: 1d20 + 9 ⇒ (2) + 9 = 11
2 hits right?
Dam 1: 1d8 + 24 ⇒ (7) + 24 = 31
Dam 2: 1d8 + 24 ⇒ (7) + 24 = 31
Moral Bonus 3 rds
"Bandersnatch" McTwilliger |
not sure if I am visible or not. not dead so i might still be improved invis.
Draingore the Wretched |
Draingore with Dragon 1
Dice=Bite]1d20+17[/dice]
Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Hit Chance: 1d100 ⇒ 25
Claw: 1d20 + 18 ⇒ (16) + 18 = 34
Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Hit Chance: 1d100 ⇒ 36
Claw: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Hit Chance: 1d100 ⇒ 60
Claw: 1d20 + 18 ⇒ (12) + 18 = 30
Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Hit Chance: 1d100 ⇒ 90
Dragon 1 6/71
Bite: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Hit Chance: 1d100 ⇒ 28
Claw: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Hit Chance: 1d100 ⇒ 50
Claw: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Hit Chance: 1d100 ⇒ 33
Wing: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Hit Chance: 1d100 ⇒ 35
Wing: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Hit Chance: 1d100 ⇒ 78
Slam: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Hit Chance: 1d100 ⇒ 4
Dragon 2 1/71
Bite: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Hit Chance: 1d100 ⇒ 92
Claw: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Hit Chance: 1d100 ⇒ 84
Claw: 1d20 + 16 ⇒ (14) + 16 = 30
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Hit Chance: 1d100 ⇒ 71
Wing: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Hit Chance: 1d100 ⇒ 65
Wing: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Hit Chance: 1d100 ⇒ 10
Slam: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Hit Chance: 1d100 ⇒ 3
drbuzzard |
Drainy and his pets tear into the trolls.
to hit: 1d20 + 17 ⇒ (13) + 17 = 30 Since the roll didn't work in your post hit
Drainy does 39 (one miss)
Dragon 1 misses 4 times, and does 18
Dragon 2 hits twice for 27
Trolls attack the dragons.
Troll 1 on Dragon North to hit: 2d20 ⇒ (4, 9) = 13 miss, miss
Troll 2 on Dragon South to hit: 2d20 ⇒ (18, 8) = 26 hit, miss
down it goes, minimum damage is more than enough.
Picky Giant attacks Bo.
to hit: 4d20 ⇒ (1, 19, 10, 3) = 33 miss, hit, miss, miss
damage: 1d8 + 23 ⇒ (3) + 23 = 26
The casters see Yap move to heal the downed shrimp and blast away with magic missiles.
damage: 4d4 + 7 ⇒ (2, 4, 1, 3) + 7 = 17
damage: 4d4 + 7 ⇒ (3, 3, 4, 3) + 7 = 20
damage: 4d4 + 7 ⇒ (1, 2, 4, 4) + 7 = 18
damage: 4d4 + 7 ⇒ (2, 3, 1, 2) + 7 = 15
in his pipsqueak little voice "OWIE!!!"
and he channels, excluding the baddies
heal: 6d6 ⇒ (1, 6, 4, 1, 6, 1) = 19 he has fey foundling, so he heals an additional 12
then he runs like a bard (or flies as the case may be) back into the mist.
PCs are up again.
Robert "Bo" Hardin |
Bo reloads with adamantine and fires away again.. He gets a bit emotional.. "Eat this!"
1d20 + 14 ⇒ (3) + 14 = 17 hits right?
1d20 + 14 ⇒ (2) + 14 = 16
1d20 + 9 ⇒ (20) + 9 = 29
Confirm: 1d20 + 9 ⇒ (17) + 9 = 26
Dam 1: 1d8 + 24 ⇒ (5) + 24 = 29
Dam 3: 1d8 + 24 ⇒ (5) + 24 = 29
Dam Crit: 3d8 + 72 ⇒ (1, 6, 7) + 72 = 86
"Bandersnatch" McTwilliger |
Bandy wakes up and picks up his blades then activates Shadow clones 1d4 + 3 ⇒ (1) + 3 = 4
Robert "Bo" Hardin |
After killing the giant Bo moves back towards the others, re-upping power of faith as he moves.. Another 10 rounds of +1 moral to hit/dam/ac/saves vs fear w/in 30'