The Gauntlet (Inactive)

Game Master concerro


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On my initiative: Boleridin moves forward another 30' and exits the Ethereal realm. He then casts hold person on LE 2. DC 21 Will save or he'll be paralyzed and fall. New save every round if he fails the first.


Boleridin hold person only works on humanoids. you would hold monster for anything else. You may redo your action.


Shakros wrote:

Spell Combat with Force Hook Charge, targeting Greater Shadow 4. Turn my blade into Force Damage with 2 Black Blade Arcane pool points (2/4) as a free action, turning on boots of Haste as a free action, using BoF for +2 to hit, AC, and Reflex. Swift Action - Improved Spell Recall to Prepare Fly in place of the FHC I just used. (7/11 points remaining)

** spoiler omitted **

Darrt already cast extended haste on everyone IIRC.

Yeah he did in round 1--> "Round 1

Moving to I14 and casting an extended Haste on everyone. "


Alrighty then. That works too. Gratias tibi ago.


Mlungisi wrote:

Joining team Shadow in 1d4

I guess the question is, if you throw my unconscious body into the safe house does that also clear the status effect of "Is turning into a shadow."

If brings you back to life as if you had rested a full day.


The Banshee charges Huuurk and enters his melee range this time.

Attack:1d20 + 28 ⇒ (3) + 28 = 31
negative energy damage:14d6 ⇒ (4, 5, 4, 4, 4, 5, 4, 4, 2, 2, 4, 5, 1, 4) = 52

The eidolon gets an attack of opportunity if it matters.

Huurk, make a will save vs DC 23.


Round 2 Init
Shakros: 20

Huuurk: 20

Banshee: 20

Caarl: 20 <-----You are up.

Le: 19

Darrt: 18

Greater Shadows: 7

Boleridin: 6
------------------

Map link


Half-Orc Barbarian 13

Will DC23: 1d20 + 16 ⇒ (7) + 16 = 23 BARELY!

Status:
Current HP: 117/285
Current AC: 20/10/16
Rage Rounds: 52/60


Charge LE1
Blessing for +2 Attack/AC
HP 214/214
AC 24/13/18

attack: 1d20 + 22 ⇒ (7) + 22 = 29
Damage: 2d6 + 28 ⇒ (6, 1) + 28 = 35


LE 1 5 ft step up.
Attacks Huurk(AC 20)

attack: 1d20 + 21 ⇒ (19) + 21 = 40
damage: 2d6 + 13 ⇒ (1, 2) + 13 = 16

attack: 1d20 + 21 ⇒ (13) + 21 = 34
damage: 2d6 + 13 ⇒ (4, 4) + 13 = 21

attack: 1d20 + 26 ⇒ (9) + 26 = 35
damage: 2d6 + 13 ⇒ (3, 5) + 13 = 21

attack: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 2d6 + 13 ⇒ (5, 5) + 13 = 23

81 damage before DR
-------------------------
LE 2 against Huurk

attack: 1d20 + 21 ⇒ (13) + 21 = 34
damage: 2d6 + 13 ⇒ (3, 5) + 13 = 21

attack: 1d20 + 21 ⇒ (12) + 21 = 33
damage: 2d6 + 13 ⇒ (4, 1) + 13 = 18

attack: 1d20 + 26 ⇒ (13) + 26 = 39
damage: 2d6 + 13 ⇒ (1, 3) + 13 = 17

attack: 1d20 + 11 ⇒ (5) + 11 = 16
damage: 2d6 + 13 ⇒ (1, 3) + 13 = 17

56(only 3 attacks hit) damage before DR
-------------------------------------------------------
Make 7 fort saves vs DC 17

If you fail any of the first three:
Bubonic Plague-->1d4 ⇒ 2 con damage and 1 Cha damage and target is fatigued

If you fail any of the 2nd three:
Slimy Doom-->1d4 ⇒ 3 con damage and target must make a second Fort save or 1 point of the damage is drain instead;

If you fail the last save:
Cackle Fever-->1d6 ⇒ 1 1d6 Wis damage.
---------------------------------------------------

Round 2 continues:
Darrt: 18

Greater Shadows: 7

Boleridin: 6 <---Invalid action still listed at the time that I am typing.


Half-Orc Barbarian 13

Those attack modifiers look wonky...Is it supposed to be +21/+21/+16/+11 each? They'd still hit even with that -10, but I'm just bringing it to mention

1d20 + 32 ⇒ (19) + 32 = 51
1d20 + 32 ⇒ (10) + 32 = 42
1d20 + 32 ⇒ (14) + 32 = 46
1d20 + 32 ⇒ (13) + 32 = 45
1d20 + 32 ⇒ (1) + 32 = 33
1d20 + 32 ⇒ (12) + 32 = 44
1d20 + 32 ⇒ (13) + 32 = 45
Can only fail on a natural 1....
Looks like Huuurk has Slimy Doom
1d20 + 32 ⇒ (6) + 32 = 38 to prevent drain.

Status:
Current HP: 022/285 | 009/272
Current AC: 20/10/16
Rage Rounds: 52/60
Current Con: 36(+13)


The monster has rapid shot. The monster has point blank shot also, but I forgot to use it before. Oh well I will remember next time I am within 30 feet of a target.


Half-Orc Barbarian 13

What I was trying to say is that you've got them doing attacks at +21/+21/+26/+11...which was kind of scaring me. But what's got me scared now is the penalty to con /cry
EDIT: Also, I believe the Eidolon would get an AoO on Le1 since it's within reach. And Caarl would get the AoO too if he's enlarged, though I'm not sure if he is or not.


Stupid archers!


Round 2

Eidolon charges at Le1 (10-foot reach so I should be able to hit him)
Bite: 1d20 + 23 ⇒ (3) + 23 = 26
Damage (After DR): 1d8 + 28 - 10 ⇒ (1) + 28 - 10 = 19
(Using BoF for +2 AC)

Darrt Defensively casts extended invisibility on himself.
DC 19 Concentration: 1d20 + 15 ⇒ (16) + 15 = 31
Moving to P12.

Where is the safehouse on this map?


Huuurk wrote:

What I was trying to say is that you've got them doing attacks at +21/+21/+26/+11...which was kind of scaring me. But what's got me scared now is the penalty to con /cry

EDIT: Also, I believe the Eidolon would get an AoO on Le1 since it's within reach. And Caarl would get the AoO too if he's enlarged, though I'm not sure if he is or not.

Sorry about that. It should have been 16, not 26 for the 3rd attack. The eidolon does get an AoO. I said "if it matters" because if he does not have a magic weapon he could not harm it anyway.


The Eidolon does have magic attacks, so that needs to be rolled.


The safe house is up at M2. I thought I had put it there before, but I guess I didn't.
-------------------------------
GS 4 attack Shakros(touch 16)
Attacks:1d20 + 11 ⇒ (11) + 11 = 22
Str damage: 1d8 ⇒ 1
------------------------------

GS 3 provokes an AoO from Huurk, and charges Shakros
Attacks:1d20 + 11 ⇒ (14) + 11 = 25
Str damage: 1d8 ⇒ 6
----------------------------------

Mlungsi(is a shadow now) attacks Huurk(touch 10)
Attacks:1d20 + 4 ⇒ (1) + 4 = 5
Str damage: 1d6 ⇒ 1

-------------------------
Darrt you notice the Banshee is staring at you.
AoO for the eidolon:1d20 + 20 ⇒ (6) + 20 = 26
Damage:1d8 + 28 + 1d6 ⇒ (2) + 28 + (3) = 33
-------------------------

Boleridin is up.


Half-Orc Barbarian 13

Attack: 1d20 + 21 ⇒ (19) + 21 = 40
Damage: 2d4 + 1d6 + 42 ⇒ (2, 1) + (3) + 42 = 48 Halved to 24

Banshee still within reach?


Sorry bout the mistaken action.

Instead of hold person, I'll cast ray of sickening at the same target. DC 20 Fort save or sickened for 13 minutes. Save negates.


Shakros wrote:
The Eidolon does have magic attacks, so that needs to be rolled.

That evolution makes the eidolon's attacks count as magic for damage reduction, but not for anything else. They aren't actually magic.

Watcher Uatu wrote:

AoO for the eidolon:1d20 + 20 ⇒ (6) + 20 = 26

Damage:1d8 + 28 + 1d6 ⇒ (2) + 28 + (3) = 33

My eidolon shouldn't have provoked any attacks of opportunity, it didn't move through any threatened spaces.


Male Human Oracle 15, HP 141, Init +1
Darrt wrote:


My eidolon shouldn't have provoked any attacks of opportunity, it didn't move through any threatened spaces.

I think he was rolling your Eidolons AoO against the enemy.


Bolerin

Caster check to bypass SR 22:1d20 + 13 ⇒ (8) + 13 = 21
Ranged touch attack vs 18:1d20 + 12 ⇒ (10) + 12 = 22

The SR check failed

End of 2
---------------------------------------------------

The Banshee is 10 feet up and out of reach, Huuurk.

Mlungsi(shadow version) is dead. For the purpose of the gauntlet he reverts back to physical form.

---------------------------------------------------
Darrt I was rolling for the eidolon not against it. :)
------------------------------------------------------

Round 3 Init

Shakros: 20 is on deck

Huuurk: 20 acted this round

Banshee: 20

Caarl: 20

Le: 19

Darrt: 18

Greater Shadows: 7

Boleridin: 6


Half-Orc Barbarian 13

Acted this round? That was an AoO, not my action :S


Effectively an 18 Str now. Also, I realized I've been doing my Black Blade stuff a little wrong. i thought I only had a +3 weapon, with +3 Arcane pool, but I've got a +4 with +4. If you don't mind, I'd like to add Frost and Shock on the blade. They should technically already be on there, but I'm just making sure you're fine with it.

Anyway, Spell Combat, full attack first, Casting Extended Mirror Image for 1d4 + 4 ⇒ (4) + 4 = 8 images.

Haste Attack: 1d20 + 19 ⇒ (6) + 19 = 25
1d6 + 12 + 1d6 + 1d6 ⇒ (6) + 12 + (3) + (3) = 24

Iterative #1: 1d20 + 19 ⇒ (2) + 19 = 21
1d6 + 12 + 1d6 + 1d6 ⇒ (6) + 12 + (1) + (4) = 23

Iterative #2: 1d20 + 14 ⇒ (10) + 14 = 24
1d6 + 12 + 1d6 + 1d6 ⇒ (1) + 12 + (1) + (6) = 20

Any attacks after I (Maybe) kill GS4 go to GS3. 2 last d6s in each damage are the elements as described above.

Concentration Check, DC 17: 1d20 + 18 ⇒ (5) + 18 = 23

If you don't mind, when it comes up, I'd like to be 7 on the 1d9, 3 on a d8, 6 on a d7, 4 on a d5, and 2 on a d4. not sure if I'll need more than that.

That's all I can think of to do.


Huuurk wrote:
Acted this round? That was an AoO, not my action :S

Correction:The Banshee is within reach. It seems that when I moved the banshee to attack you the move did not take. Everything should be fixed now.

Mlungisi is not a shadow yet. When he does turn I will use his last roll as his official first roll which means he will still miss his touch attack.


Shakros wrote:

Effectively an 18 Str now. Also, I realized I've been doing my Black Blade stuff a little wrong. i thought I only had a +3 weapon, with +3 Arcane pool, but I've got a +4 with +4. If you don't mind, I'd like to add Frost and Shock on the blade. They should technically already be on there, but I'm just making sure you're fine with it.

Anyway, Spell Combat, full attack first, Casting Extended Mirror Image for 1d4+4 images.

[dice=Haste Attack]1d20+19
1d6+12+1d6+1d6

[dice=Iterative #1]1d20+19
1d6+12+1d6+1d6

[dice=Iterative #2]1d20+14
1d6+12+1d6+1d6

Any attacks after I (Maybe) kill GS4 go to GS3. 2 last d6s in each damage are the elements as described above.

[dice=Concentration Check, DC 17]1d20+18

If you don't mind, when it comes up, I'd like to be 7 on the 1d9, 3 on a d8, 6 on a d7, 4 on a d5, and 2 on a d4. not sure if I'll need more than that.

That's all I can think of to do.

What I normally do with mirror image is make the caster the highest number availible. As an example there are 8 images plus 1 caster for 9 targets.

If I roll a 9 I hit you. If I roll less than a 9 I pop an image, assuming I roll high enough that is. I think it is easier to track that way.


m half-elven Lich 15 DM/10 Grandmaster DM

Huurk you are up. :)


Half-Orc Barbarian 13

Awesome, that at least gives me a reasonable action.
Okay, so no charge this time...Disappointing.
Full power Huuurk on the Banshee, same things as last round.

Full Attack:

Attack 1: 1d20 + 21 ⇒ (20) + 21 = 41
Attack 2: 1d20 + 21 ⇒ (3) + 21 = 24
Attack 3: 1d20 + 16 ⇒ (5) + 16 = 21
Attack 4: 1d20 + 11 ⇒ (13) + 11 = 24
....Dammit, 3 misses and can't crit. Porque?!

Damage 1: 2d4 + 45 + 1d6 ⇒ (4, 3) + 45 + (6) = 58 Halved to 29
Damage 2: 2d4 + 45 + 1d6 ⇒ (2, 3) + 45 + (3) = 53
Damage 3: 2d4 + 45 + 1d6 ⇒ (2, 4) + 45 + (3) = 54
Damage 4: 2d4 + 45 + 1d6 ⇒ (4, 4) + 45 + (3) = 56

Status:

Current HP: 022/285 | 009/272
Current AC: 22/12/18
Rage Rounds: 48/60
Current Con: 36(+13)


No crits against the Banshee
The banshee reaches out and touches Huurk
Attack:1d20 + 26 ⇒ (17) + 26 = 43

Negative energy damage:14d6 ⇒ (4, 3, 4, 4, 6, 5, 6, 3, 4, 1, 3, 4, 1, 4) = 52

Huurk is dead if my calculations are correct.

If so the Banshee moves to N9. If not then she 5 foot steps out of his reach so that she is 10 feet in the air.

Caarl you are up.


Watcher Uatu wrote:
Shakros wrote:

Effectively an 18 Str now. Also, I realized I've been doing my Black Blade stuff a little wrong. i thought I only had a +3 weapon, with +3 Arcane pool, but I've got a +4 with +4. If you don't mind, I'd like to add Frost and Shock on the blade. They should technically already be on there, but I'm just making sure you're fine with it.

Anyway, Spell Combat, full attack first, Casting Extended Mirror Image for 1d4+4 images.

[dice=Haste Attack]1d20+19
1d6+12+1d6+1d6

[dice=Iterative #1]1d20+19
1d6+12+1d6+1d6

[dice=Iterative #2]1d20+14
1d6+12+1d6+1d6

Any attacks after I (Maybe) kill GS4 go to GS3. 2 last d6s in each damage are the elements as described above.

[dice=Concentration Check, DC 17]1d20+18

If you don't mind, when it comes up, I'd like to be 7 on the 1d9, 3 on a d8, 6 on a d7, 4 on a d5, and 2 on a d4. not sure if I'll need more than that.

That's all I can think of to do.

What I normally do with mirror image is make the caster the highest number availible. As an example there are 8 images plus 1 caster for 9 targets.

If I roll a 9 I hit you. If I roll less than a 9 I pop an image, assuming I roll high enough that is. I think it is easier to track that way.

Surely, it's easier, but is it more fun? Nah, you're fine doing it however you want to.


Half-Orc Barbarian 13

Wrong, sir. Wrong! goes both ways....I just noticed a major screw-up in my build: No Endurance+Diehard...I've got 8 rounds left of consciousness at this rate.
Spending 4 rage rounds to reduce the damage by 4x13 (Raging Con Mod) through the use of Ferocious Tenacity, reducing the damage to 1.

Status:

Current HP: 021/285 | 008/272
Current AC: 22/12/18
Rage Rounds: 44/60
Current Con: 36(+13)


More corrections:
GS 3 is dead. I incorrectly applied the AoO that went to the shadow to the banshee. Shakros is free for now.

Note to self:Barbarians are hard to kill


I use ring of spell storing to cast enlarge person.


When did GS 3 die? Was it after my attacks, or with the AoO? It's important.


LE 1 flies up 20 more feet to get out of Caarl's range.

Caarl you get an AoO.

LE 1 attack Huuurk

Attack: 1d20 + 23 ⇒ (9) + 23 = 32
Damage: 2d6 + 13 ⇒ (1, 5) + 13 = 19

---------------------
LE 2

Attack: 1d20 + 21 ⇒ (9) + 21 = 30
Damage: 2d6 + 13 ⇒ (6, 4) + 13 = 23

Attack: 1d20 + 21 ⇒ (17) + 21 = 38
Damage: 2d6 + 13 ⇒ (3, 1) + 13 = 17 <--This is the attack that makes you unconscious. You are at -2 if I am correct.

Attack: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 2d6 + 13 ⇒ (4, 2) + 13 = 19

Attack: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 2d6 + 13 ⇒ (1, 1) + 13 = 15

PS:Huurk Ferocious Tenacity requires an immediate action, and you only get one 1 per round. Had you taken diehard with this it would keep you up for another round which would be nice if the cleric was still around.

Make 3 saves vs DC 17 for Bubonic plague
con damage: 1d4 ⇒ 2
------------------------------------------------
The last 2 attacks go against Darrt
mirror image roll: 1d9 ⇒ 6 -->down to 8 images

mirror image roll: 1d9 ⇒ 3 -->down to 7 images

This spell is annoying. :)

-----------------------------------------------
Shakros he died during your full round attack on GS 3 and 4. You killed 4 with the first attack and the next 2 finished off 3.
--------------------------------------------------------------------

Next up:
Darrt: 18

Mlungis's shadow(which will still rule miss Huuurk) : 7

Boleridin: 6


Darrt? I think I'm the only one with a Mirror Image up. And the second roll should be a 1d8, not 1d9.


Attack: 1d20 + 21 ⇒ (5) + 21 = 26
Damage: 3d6 + 30 ⇒ (2, 6, 5) + 30 = 43


Round 3
Eidolon AoO on Le 1:
Attack: 1d20 + 21 ⇒ (1) + 21 = 22

Darrt:
Casts greater evolution surge on eidolon (Taking Fly and Incorporeal Form), loads crossbow.

Eidolon:
Using BoF for +2 AC
Charge Le 1 and attempt to grapple (provoking AoO).
Grapple (DC 32): 1d20 + 30 ⇒ (1) + 30 = 31

Figures. :P I think this is the fight where we lose.


Shakros wrote:
Darrt? I think I'm the only one with a Mirror Image up. And the second roll should be a 1d8, not 1d9.

Typo on my part. That was supposed to be you. I was thinking about Darrt making it to the safe house when I was typing. :)


Down to 6 images, as well, not 7.


Darrt wrote:

Round 3

Eidolon AoO on Le 1:
Attack: 1d20+21

Darrt:
Casts greater evolution surge on eidolon (Taking Fly and Incorporeal Form), loads crossbow.

Eidolon:
Using BoF for +2 AC
Charge Le 1 and attempt to grapple (provoking AoO).
Grapple (DC 32): 1d20+30

Figures. :P I think this is the fight where we lose.

LE 1 is out of the Eidolon's reach-->"LE 1 flies up 20 more feet. He was already up 10."

I forgot to make the notation on the map.


Eidolon is flying thanks to greater evolution surge, and charged.


If it is incorporeal then it can't grapple anyone not can it hit them.

Being incorpoeral is not to his advantage. He can't hurt the archer and the archer can not hurt him unless he has a ghost touch weapon.

edit:He is better off just using fly so he can charge. Of course since he rolled a nat 1 the grapple fails, but at least the archer can not get away so easily.


Half-Orc Barbarian 13

Huuurk falls amongst the other corpses.
That's all for me, folks.


On the plus side Huuurk, a shadow didn't kill you.


Male Human Oracle 15, HP 141, Init +1

Should LE 2 be dead at -137? Standard average HP for the Le's is 115.

Boleridins turn?

Scarab Sages

Watcher Uatu wrote:
Darrt wrote:

Round 3

Eidolon AoO on Le 1:
Attack: 1d20+21

Darrt:
Casts greater evolution surge on eidolon (Taking Fly and Incorporeal Form), loads crossbow.

Eidolon:
Using BoF for +2 AC
Charge Le 1 and attempt to grapple (provoking AoO).
Grapple (DC 32): 1d20+30

Figures. :P I think this is the fight where we lose.

LE 1 is out of the Eidolon's reach-->"LE 1 flies up 20 more feet. He was already up 10."

I forgot to make the notation on the map.

Eidolon has 10' reach. Flying up another twenty provoked from him as well. (It is a fair argument to say that with the diagonal it's more than ten feet, but if that's the case then the eidolon would be one square closer as he had attacked the turn before)

Watcher Uatu wrote:


If it is incorporeal then it can't grapple anyone not can it hit them.

Incorporeal form allows my eidolon to become incorporeal for 13 rounds per day. He is still physical until the ability is actually activated.


Well, I can't come up with anything, so here goes nothing.

Boleridin whips out his rod of wonder, pointing it at LE 2, and speaks the command word.

Percentile for the rod: 1d100 ⇒ 15

Roll is "Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save)." XD

Second roll: 1d100 ⇒ 9

Okay, so Boleridin thinks the leukodaemon is surrounded by faerie fire, but he isn't. Nothing more to my turn.

On an aside, I probably should have made a better character for this. Oh well. :P


Male Human Oracle 15, HP 141, Init +1
Boleridin Swaggle wrote:


On an aside, I probably should have made a better character for this. Oh well. :P

Well you have your cold ice strikes. On average you should be able to get past their SR. Granted they are going to absorb the first 10 damage from it, but at 13d6 that should still inflict some wounds on the daemons. Course you might only get one cast of before they decide to come eat you :). Your probably powerless against the banshee though - but Shakros should be able to handle her when he casts his flying spell.

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