Serpent's Skull: False? Gods and Monkeys With Guns (Inactive)

Game Master Eric Sklavos

The continuing adventures of Cerberus, Jyord, Griff, Mik, and Zeromus.

Roll20 Map
Saventh Yhi

Scrying Spell has Been Cast


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Male Gnome Bard 16, Storyteller (aka DM)
Francis, Badger Extraordinare wrote:

I'm being denied a standard/move action why?

Gimble wrote:
Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).
It never says it's a full round round action.

You burrowed as a move action then you swam as a move action. My point is that as a creature encased in rock tumbles to the bottom it's turning. Badger burrowed out in a random direction since he's blind and doesn't know which way is up, then swam out in that direction then up a couple feet. 2 move actions. He's currently 7.5' under water. Next round he'll be out of the quicksand with a successful swim check then strength check to get out.


M Badger Animal Companion (Body Guard) 9 / hp: 76/76, AC: 27 touch: 14 flat-footed: 27, Fort: 10 Ref: 10 Will: 5(+2), CMB: 10 CMD: 24 Perception: 7

Okay, it made more sense when I saw the map.


Male Gnome Bard 16, Storyteller (aka DM)

It was my fault, I didn't explain very well and I added a bit of flavor that's not really in the rules ( err. . . more like guidelines).


Female (Male) Dwarf (Elf) Rogue (Scout) 4, Wizard 3, Arcane Trickster 3 [HP 84] [AC 23, 21w/oSh T16 F19] [Init: +10] [Fort +8 Ref +14 Will +8][Perc: +13/+15 vs Traps]

Just out of curiosity, who has a light source that allows Mik to see? I thought it was on Badger who is submerged. Is there a light source on ZAO? It wouldn't change Mik's action to back into the corner and I think he would be able to do that while blind and in a single move action. Just curious.


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Dwarves see in the dark, brah. Unless your level of dwarfy-ness has changed.


Female (Male) Dwarf (Elf) Rogue (Scout) 4, Wizard 3, Arcane Trickster 3 [HP 84] [AC 23, 21w/oSh T16 F19] [Init: +10] [Fort +8 Ref +14 Will +8][Perc: +13/+15 vs Traps]

I think that is why my ears are more pointy and face is longer and why I suddenly went blind. I don't think I am a dwarf anymore. I seriously hope I'm not a mephit or some other horrid creature and, although being a dwarf was pretty bad, there are certainly worse things.


Male Gnome Bard 16, Storyteller (aka DM)

I'm assuming ZAO has a light source.


M Half Orc Spirit Ranger 10- [HP 100/100][AC 26(30 Ironskin):T 15:F 23[Fort +11:Ref +12:Will +10][CMD 30][init+3][Per+16]

Goro moves up, assuming the wall was breached and swings at the blue section of the wall...
power attack: 1d20 + 17 ⇒ (8) + 17 = 25 for
damage: 1d12 + 18 ⇒ (8) + 18 = 26


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

I do indeed have a light source. Mik you're an elf again? I liked you better as dwarf you were nicer and so much prettier


Male Gnome Bard 16, Storyteller (aka DM)
Goro Carrick wrote:

Goro moves up, assuming the wall was breached and swings at the blue section of the wall...

[dice=power attack]1d20+17 for
[dice=damage]1d12+18

Which part of the wall did you attack? The upper 5foot section or lower. You can tell the upper section has been damaged pretty good, but for you to go through without a climb check you'd need to beach the lower portion.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

Fires both barrels at big muddy baby (both shots vs. touch AC)
attack: 1d20 + 15 - 4 ⇒ (5) + 15 - 4 = 16
attack: 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 13
damage: 1d6 + 2 ⇒ (4) + 2 = 6
damage: 1d6 + 2 ⇒ (5) + 2 = 7


M Half Orc Spirit Ranger 10- [HP 100/100][AC 26(30 Ironskin):T 15:F 23[Fort +11:Ref +12:Will +10][CMD 30][init+3][Per+16]

Apply attack on lower portion


Eidolon

Eido fires at baby mud too. (vs touch AC)
attack: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
damage: 2d10 + 2 ⇒ (7, 9) + 2 = 18
bleed: 1d6 ⇒ 5 (if applicable)


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

CURSE YOU ELECTRONIC DICE!!! You carry not the luck of the Irish. Both those natural 2s are misfires. Shots miss and the firearms gain the broken condition.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

The natural 5 can still hit for 6 damage if 16 hits touch AC


Female (Male) Dwarf (Elf) Rogue (Scout) 4, Wizard 3, Arcane Trickster 3 [HP 84] [AC 23, 21w/oSh T16 F19] [Init: +10] [Fort +8 Ref +14 Will +8][Perc: +13/+15 vs Traps]

Umm, you aren't supposed to miss the big guy, ZAO. As for being elven, I dunno. If you're invisible and you have a mirror, that is also invisible, can you see your reflection? Can you even see your own self, such as your hand in front of your face? Oh, I do have See Inv running so I should be able to see myself. Now if only I had a mirror ... You know, I am actually afraid to speak for fear of what I might sound like.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

a rogue without a mirror... Inconceivable!

yes Griff was attacking the uper wall, and I do hit like WIZARD! and proud of it... Mostly.

that is why I cast FIREBALLS, and carry an adamantine sword


Male Gnome Bard 16, Storyteller (aka DM)

Goro punches a hole below the part of the wall that Griff has been trying to breach, and is yet to do so in 2 swings, on his first swing.

As ZAO take a shot at the sparkly guy in the fog, both the Mud Elemental and Big Mud get attacks of opportunity.

Mud Elemental AoO: 1d20 + 24 ⇒ (15) + 24 = 39

The Mud Elemental Slams ZAO for . . .
Slam Damage: 2d10 + 10 ⇒ (2, 8) + 10 = 20 plus Fort Save DC 22 or become Entrapped as the mud from the elemental's slam attack starts to harden around you.

Entrapped:
The Mud from the elemental's slam attack hardens around you, you gain the Entangled Condition.

Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Big Mud AoO: 1d20 + 21 - 3 - 4 ⇒ (4) + 21 - 3 - 4 = 18
1-20% Miss Chance: 1d100 ⇒ 42
He can see you, but you have concealment because of the fog
Big Mud swings and misses.

The sparkly Mud guy gets hit by ZAO's shot that didn't ruin the weapon (even with the -2 if you're entrapped), but what should have dealt damage, did not seem to slow the creature at all.

The fog of eternal stench dissipates.

Mephits:

Flanking the Air Elemental Pink takes a full attack . . .

Pink: Claw1: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Claw2: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Claw2 Crit Confirm: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
Hitting with both for . . .
Claw Damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Crit Damage if applicable: 1d6 + 3 ⇒ (5) + 3 = 8

. . .and Orange swipes at Jyord as well.
Orange:Claw: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Hitting for Claw Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Mud Elemental

Looks at ZAO, takes a 5 foot step back, and sends 2 slam attacks his way. . .
Slam1: 1d20 + 24 ⇒ (18) + 24 = 42
Slam2: 1d20 + 24 ⇒ (4) + 24 = 28

Slam1 Damage: 2d10 + 10 ⇒ (8, 6) + 10 = 24 plus DC 22 Fort Save
Slam2 Damage: 2d10 + 10 ⇒ (6, 5) + 10 = 21 plus DC 22 Fort Save

An Entrapped creature that fails a 2nd save is Helpless and can only try to break free of the entrapment. A DC 22 Strength Check as a Full Round Action breaks free, DC 27 if Helpless. OR 1d3 rounds if a large amount of water is used (the mud on the ground would count as this).

Big Mud:
Seeing his pet take care of the Chanty, evil-eyeing-gnome, he looks at his pet under him and takes 2 swings at Eido.

Slam1: 1d20 + 21 - 4 - 3 ⇒ (5) + 21 - 4 - 3 = 19
Slam2: 1d20 + 21 - 4 - 3 ⇒ (4) + 21 - 4 - 3 = 18

Missing with both attacks.

PC Conditions:
Goro and ZAO are Paranoid.
Mik: Nauseated Round 2.
Francis: Holding Breath Round 2

PC Saves to be made:
ZAO Fort DC 22 x3 for Entrapped in Mud (2 fails = Helpless)

Initiative Round 13:
Party
Monsters


Female (Male) Dwarf (Elf) Rogue (Scout) 4, Wizard 3, Arcane Trickster 3 [HP 84] [AC 23, 21w/oSh T16 F19] [Init: +10] [Fort +8 Ref +14 Will +8][Perc: +13/+15 vs Traps]

Since Mik is nauseous and doesn't have many options, he will take a move action to move next to the Big Mud (the 10' one, not 15' one) as stealthy as he can, Stealth: 1d20 + 17 ⇒ (3) + 17 = 20 and hopefully +20 for being invisible and also attempt a swift action to Shift to the other side of Big Mud where I placed the double boxes. Not sure if I can shift and move when I'm feeling this gassy.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

Griff will fly through the hole that goro made (with style and finesse), Thanks Goro you're awesome

Griff will cast Fire snake
casting defensively: 1d20 + 19 ⇒ (15) + 19 = 34
DC 22 reflex
fire dsake damage: 10d6 ⇒ (2, 2, 6, 1, 5, 3, 3, 5, 2, 2) = 31

Burn babies BURN!!


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

DM:
I'm up at the ceiling and believed myself to be out of reach. Especially from the mud elemental. Is this not the case? I wouldn't even had fired if they were going to get AOO's out of it. Let me know how you rule it.


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Jyord is at the ceiling so pink can fly up and single attack with flanking, but he can't reach with a 5ft step.


M Badger Animal Companion (Body Guard) 9 / hp: 76/76, AC: 27 touch: 14 flat-footed: 27, Fort: 10 Ref: 10 Will: 5(+2), CMB: 10 CMD: 24 Perception: 7

Francis attempts to swim to the surface.
swim: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26

Then attempts to climb out.
strength: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Also check oranges move, i'm not sure he could get there without provoking Jyord's fat d6 slam in his face.


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Never mind, he's got it.


Male Gnome Bard 16, Storyteller (aka DM)

ZAO:
First, when you dimension door'd to that location, I gave you a clear description of where you are at and what you could have Eido do:

Gimble wrote:

ZAO, you can move up to 15 feet off the ground on Eido's turn if you'd like. The room has a 20 foot ceiling. The hallway between the rooms is a 10 X 10 hallway.

Second, even if you were higher, you couldn't be more than 25' off the ground to ask for your double-barreled pistol to hit with a touch attack. This is still within reach of the 15' creature with 15' reach.

The rolls stand as they are.

Griff sends a sizzling fire snake through the two mephits and into Big Mud.

Reflex Pink: 1d20 + 8 ⇒ (8) + 8 = 16
Reflex Orange: 1d20 + 8 ⇒ (7) + 8 = 15
Reflex Big Mud: 1d20 + 12 ⇒ (19) + 12 = 31

Pink falls from the sky dead. Orange trys to dodge out of the way, but moves right into its path, but is still alive.

Big Mud deftly dodges out of the way avoiding it entirely.

Badger swims to the surface and climbs out.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

fort: 1d20 + 12 ⇒ (12) + 12 = 24


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

fort: 1d20 + 12 ⇒ (4) + 12 = 16
fort: 1d20 + 12 ⇒ (15) + 12 = 27


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

Jyord takes a 5ft step, remaining at the ceiling. He begins to spontaneously cast summon natures ally 4, using his last 4th level spell slot to do so.


Male Gnome Bard 16, Storyteller (aka DM)

ZAO fights off the Mud Entrapment from the AoO, but ZAO is unable to keep the mud from hardening around the first slam. He is able to keep from being completely encased in mud and hopeless from the second Slam attack.

ZAO is Entangled.

Initiative Round 13
Goro, ZAO
Monsters


M Half Orc Spirit Ranger 10- [HP 100/100][AC 26(30 Ironskin):T 15:F 23[Fort +11:Ref +12:Will +10][CMD 30][init+3][Per+16]

can Goro 5' thru the opening in the wall?


Male Gnome Bard 16, Storyteller (aka DM)
Goro Carrick wrote:
can Goro 5' thru the opening in the wall?

I'd think so. If you just did it and didn't ask I wouldn't have thought anything of it so go ahead.


M Half Orc Spirit Ranger 10- [HP 100/100][AC 26(30 Ironskin):T 15:F 23[Fort +11:Ref +12:Will +10][CMD 30][init+3][Per+16]

Ok good, Goro 5' out trades the axe for his trusty bow and fires at the mephit
ranged attack: 1d20 + 14 ⇒ (1) + 14 = 15 for
damage: 2d6 + 5 ⇒ (1, 4) + 5 = 10


M Half Orc Spirit Ranger 10- [HP 100/100][AC 26(30 Ironskin):T 15:F 23[Fort +11:Ref +12:Will +10][CMD 30][init+3][Per+16]

And yes for the remainder of my round I'm going to take this dice roller in the back room...and beat it with a sock full of oranges.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

defensive casting: 1d20 + 12 ⇒ (18) + 12 = 30 DC 21
entangled concentration: 1d20 + 12 ⇒ (6) + 12 = 18 DC 18
Casts Dimension Door with Eido and land to the left of the dead red Mephit in the hall way.
Hey guys I think a tactical retreat may be in order. I'm bloodied and my weapons are busted. If you want to stick around I'll be doing what I can from the rear

Grand Lodge

male Half Orc Barbarian/ 10 HP:126 AC: 26, touch 17, Flat Footed 21 Fort: 14 Ref:11 Will: 9 Perception: 16 Initiative +5

Just think somewhere out there is a barbarian sitting at a bar drinking meade.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

DM:
You want to maybe see about giving Gunther another shot and rejoin us after this encounter? If you agree, we can run it by the rest of the crew too. We've all lost our cool from time to time. Heck he's a barbarian, Rage is a class feature. I never wanted him booted just for the conversation to get back on game and away from the personal. I'm sure we can agree to keep things civil and exclude our contact to the message boards to ensure it stays that way. Everbody deserves this game and nobody should drink alone.


Male Gnome Bard 16, Storyteller (aka DM)

Goro steps through the wall, puts away his sword, quick draws his bow, and drops his arrow before he's able to let it loose at the Mephit.

ZAO, dimension doors away from immediate danger, leaving the hardened mud behind.

Big Mud: Instantly the area around Griff and Jyord are filled with dust (Griff is well aware that this is Glitterdust). Both Griff and Jyord need to make a will save, DC 13 or be blinded.

DM Screen:
1d20 + 22 ⇒ (12) + 22 = 34

Aquan:
"Get him before he finishes conjuring another beast."

He then throws a Mudball at Jyord . . .
Ranged Touch: 1d20 + 16 - 3 - 4 ⇒ (11) + 16 - 3 - 4 = 20 covering him in Mud and dealing
Nonleathal Damage: 1d8 + 6 ⇒ (5) + 6 = 11

This also acts as if all your equipment is affected by the Grease spell

Mephit:

The mephit takes a 5 foot step toward Jyord and attacks him with both claws.

Claw: 1d20 + 13 ⇒ (18) + 13 = 31
Claw: 1d20 + 13 ⇒ (17) + 13 = 30
Both Claws Damage: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Mud Elemental:

Stands there, guarding the room. Readied Action

PC Conditions:
Goro: Paranoid and cursing the gods for his misfire.
ZAO: Paranoid and the part of him that controls his actions seems to be in panic mode.

Mik is feeling better and no longer nauseated.

PC Rolls to be Made
Jyord: Concentration check DC=10 + Damage Taken + Spell Level = 37
Failed Concentration means spell lost.

Initiative Round 14:
Party
Monsters

Last Mephit is pretty beat up.
Big Mud has taken a fair amount of damage, but is still strong.
Mud Elemental is unharmed.


Male Gnome Bard 16, Storyteller (aka DM)

A quick rundown of PC Damage TAKEN as I have it:

Francis: 33
Jyord: 42 + 11 Nonlethal
ZAO: 67
Eido: 4
Mik, Goro, Griff, and Krom: 0

Let me know if there are any discrepancies and I'll show you a break down if necessary. Thanks.


M Half Orc Spirit Ranger 10- [HP 100/100][AC 26(30 Ironskin):T 15:F 23[Fort +11:Ref +12:Will +10][CMD 30][init+3][Per+16]

Goro takes a 5' step activates his boots of speed (free action) and casts instant favored enemy (swift action) on big mud and attacks...

manyshot: 1d20 + 14 - 2 + 6 + 1 ⇒ (6) + 14 - 2 + 6 + 1 = 25 for
damage: 2d6 + 11 ⇒ (4, 3) + 11 = 18
damage: 2d6 + 11 ⇒ (2, 2) + 11 = 15

rapid shot: 1d20 + 14 - 2 + 6 + 1 ⇒ (9) + 14 - 2 + 6 + 1 = 28 for
damage: 2d6 + 11 ⇒ (3, 4) + 11 = 18

haste shot: 1d20 + 14 - 2 + 6 + 1 ⇒ (16) + 14 - 2 + 6 + 1 = 35 for
damage: 2d6 + 11 ⇒ (2, 6) + 11 = 19

iterative: 1d20 + 9 - 2 + 6 + 1 ⇒ (8) + 9 - 2 + 6 + 1 = 22 for
damage: 2d6 + 11 ⇒ (2, 2) + 11 = 15


Male Gnome Bard 16, Storyteller (aka DM)
Goro Carrick wrote:

Goro takes a 5' step activates his boots of speed (free action) and casts instant favored enemy (swift action) on big mud and attacks...

All but one arrow connects, each doing damage, but not as much as you'd expect. Big Mud looks at Goro and smiles.


Male Gnome Summoner-Spirit/Brood 8 Gunslinger-Mysterious Stranger 1 Rogue 1

Casts invisibility on himself and pulls a potion of cure serious wounds out of his haversack.


Eidolon

Moves up to the first opening in the wall that Goro hacked.


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

will save: 1d20 + 14 ⇒ (12) + 14 = 26
concentration: 1d20 + 6 + 9 ⇒ (15) + 6 + 9 = 30

Jyord takes a 5ft step and full round attacks the little b*$*# that interrupted his spell.
slam: 1d20 + 6 ⇒ (15) + 6 = 21
slam: 1d20 ⇒ 12

dmg: 1d6 ⇒ 4


M Badger Animal Companion (Body Guard) 9 / hp: 76/76, AC: 27 touch: 14 flat-footed: 27, Fort: 10 Ref: 10 Will: 5(+2), CMB: 10 CMD: 24 Perception: 7

Francis moves over and attacks big mud.
bite: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
dmg: 2d6 + 9 + 2 ⇒ (3, 2) + 9 + 2 = 16


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

will save: 1d20 + 11 ⇒ (20) + 11 = 31

wouldn't Jyord need to make three separate concentration checks, because the damage is from three different attacks?

was the gliterdust a swift action? because if so that sucks for us.


Male Gnome Bard 16, Storyteller (aka DM)
Griff Olar wrote:

wouldn't Jyord need to make three separate concentration checks, because the damage is from three different attacks?

was the gliterdust a swift action? because if so that sucks for us.

It does look like he makes seperate checks for each attack. The first one makes it, so Jyord needs to make 2 more Concentration checks with DCs of 19 and 21.

Yes, that was a quickened Glitterdust

Your first slam hits the mephit.

Badger moves in to take a bite out of Big Mud; Big Mud takes a swing as Badger moves in:
AoO: 1d20 + 21 ⇒ (19) + 21 = 40
Crit Confirm: 1d20 + 21 ⇒ (16) + 21 = 37
Tremorsense negates Stardust
. . .and connects with a shot right square on Badger's nose.

Slam Damage: 4d6 + 16 ⇒ (1, 1, 6, 6) + 16 = 30

Grapple Check: 1d20 + 24 ⇒ (8) + 24 = 32
If Badger is grappled, he doesn't make it close enough to attack and is 5 feet back. If he's not grappled, he misses anyway.


MAN! 1/2 Orc WIZARD 11 [hp 94/94] [AC 17() [T 13() F 15()]] Fort +10 Reflex +8 Will +11(13), Perc 15
active spells:
,

Griff moves over
HADUKIN!!

casting

Battering Blast:

You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object. You must succeed on a ranged touch attack to strike your target. On a successful hit, you deal 1d6 points of force damage per two caster levels (maximum 5d6). For every 5 caster levels you possess beyond 5th, you gain a second ball of force.

A creature struck by any of these is subject to a bull rush attempt. The force has a Strength modifier equal to your Intelligence, Wisdom, or Charisma modifier (whichever is highest). The CMB for the force’s bull rush uses your caster level as its base attack bonus, adding the force’s Strength modifier and a +10 bonus for each additional blast directed against the same target. Each sphere of force makes its own separate bull rush attempt—if multiple spheres strike one target, you make multiple CMB checks but only take the highest result to determine success. If the bull rush succeeds, the force pushes the creature away from you in a straight line, and the creature must make a Reflex save or fall prone.

This spell pushes an unattended object struck by it 20 feet away from you, provided it weighs no more than 25 pounds per level (maximum 250 pounds). This spell cannot move creatures or objects beyond your range. Used on a door or other obstacle, the spell attempts a Strength check to destroy it if the sheer damage inflicted by the spell doesn’t do the job.

attack 1: 1d20 + 8 ⇒ (17) + 8 = 25
attack 2: 1d20 + 8 ⇒ (19) + 8 = 27
Vs touch
damage 1: 5d6 + 1 ⇒ (6, 1, 2, 2, 4) + 1 = 16
attack 2: 5d6 + 1 ⇒ (5, 2, 2, 2, 5) + 1 = 17

Bull rush attempt(taking the better of the two)
bull rush 1: 1d20 + 27 ⇒ (15) + 27 = 42
bull rush 2: 1d20 + 27 ⇒ (5) + 27 = 32

42, I choose you. If he gets pushed at all he needs to make a reflex saveDC20, or fall prone.


Male Dwarf Druid 9, Ranger (Warden)1 / hp: 89/89, AC: 22 touch:13 flat-footed: 17, Fort: 12 Ref: 9 Will: 12(+2), Perception: 17 , Initiative: 6 (perc :19, init: 8 in jungle)

concentration: 1d20 + 9 + 6 ⇒ (7) + 9 + 6 = 22
concentration: 1d20 + 9 + 6 ⇒ (17) + 9 + 6 = 32


Male Gnome Bard 16, Storyteller (aka DM)

Griff pushes Big Mud back 5' with his fists of force.

Reflex: 1d20 + 12 ⇒ (6) + 12 = 18

And he falls prone.

Jyord:
You made your Concentration checks. What did you summon, where do you want it, and roll for its attacks. Is badger grappled with a DC 32?

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