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76 posts. Alias of Vattnisse.


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Ezreal Farlowe wrote:

Ezreal glides over to the fallen caster, focuses on magical auras and touches down to begin stripping him of gear and rifling through his pockets.

Before Ezreal flies off, Rod heals the lot of us with two blasts of positive energy. Channel 1: 5d6=19 hit points. Channel 2: 5d6=18 hit points. Thus everybody regains 37 hp; are anyone besides Ez hurt after that?


I misremembered what Dispel evil does, so the "plan" is basically just applying massive damage.

Once the enemy becomes visible, Rod blasts her with holy radiance.

Move to L23 before casting Searing light. Attack roll 12+14=touch AC 26, damage 5d6=21. SR check 12+9=20.


Rod delays until after Gil. I have some ideas, but I want to see if she can make our unseen friend visible first.

"Show yourself, miscreant!"


Rod moves to K29 before casting Holy smite on the glowing figure. As Nev is neutral, we want to avoid getting him in the blast; thus, it is centered in the I-J 9-10 intersection. Glow-boy takes 5d8=26 damage and is blinded, Will 19 for half damage and avoiding the blindness (if he is an evil outsider, the damage is 9d6=33).

Gil, then Ezreal.


She was scoping out the room, so let's put her in M30. Her initiative is 9+3=12.


Rod's in M33. His initiative is 11+2=13.


Hannik delays. Once Anevia throws the bomb, she'll move to F7 and attack the swarm.


"Now, now... Please calm down. Even if we are in disagreement, certainly we can settle them like civilized folks?" Illes punctuates his soothing words with an instrumental flourish.

One more Charm monster, this one backed up by his Captivating Melody feat. He auto-succeeds on his skill check, Will DC 21 to resist.


Being too far away for a sneak attack, it makes sense for Camlo to delay.

Giants!


Rodergo triple moves to M24. That way he can include Gelb in a channel next turn.

Nevharath!


Hudak's next. If Heathy's still busy:

Spoiler:
No move, full attack.

Attack 1: 9+21-3(Power Attack)+4(Bard)+1(Haste)+2(flank w/Camlo)=AC 33, damage 1d10+19+9(Power Attack)+4(Bard)=7+32=39.
Attack 2: 11+16-3(Power Attack)+4(Bard)+1(Haste)+2(flank w/Camlo)=AC 31, damage 1d10+19+9(Power Attack)+4(Bard)=5+32=37.
Attack 3 (bonus from Haste): 17!+11-3(Power Attack)+4(Bard)+1(Haste)+2(flank w/Camlo)=AC 32, confirm roll 10+11-3+4+1+2+4(critical focus)=AC 29, damage 1d10+19+9(Power Attack)+4(Bard)=3+32=35x2=70.

Camlo!


Hudak AoO: 11+21-3(Power Attack)+3(Bard)+1(Haste)=AC 33, damage 1d10+19+9(Power Attack)+3(Bard)=8+31=39.


Ezreal moves to N8 before zapping Ettercap 3 with his Storm bolt ability. Damage 6d6=20 electricity, Reflex save 24 for half.

Also, Ezreal cast Summon monster VI last turn, and the monster appears and can act now. Any suggestions? I lean towards a dire bear, but it is entirely possible Ez had something else in mind.


Ezreal zaps Ettercap 1 with his Storm bolt ability. Damage 6d6=22 electricity, Reflex save 24 for half (If it gets a save at all - it is climbing).


Runzyl runs to L26.

Party people!


Why not? He also has the Knockback rage power, but he can't use that now.

Runzyl shoves a skeleton out of the way as he flees from the supernatural presence of the reaper-thing.

Bull Rush versus P8. Attack roll 12+16+2(Earthbound Gauntlets)=30 versus CMD. If he gets the part pooper outta the way, he keeps moving to R11. Only P8 gets an AoO, which is great news.


Runzyl's panicked and surrounded. I guess he's cowering? There's a first time for everything.


Ouch! Thankfully he didn't confirm the critical.

Dravite drops his bow and draws his ogre hook in one smooth motion. He then proceeds to bury its blade in the giant's side.

5' step to K14. Single attack only, unfortunately. We gotta get rid of the regular giant to Dravite can get back to peppering the wizard with arrows. Attack roll 12+11+4(Favoured Enemy)+1(Big Game Hunter)+2(Favoured Terrain)=AC 30, damage 1d12+7+4(Favoured Enemy)+2(Big Game Hunter)+2(Favoured Terrain)=25.

Sefayll, then Camlo.

PS: In his new spot, Dravite allows for Camlo to sneak attack the giant, right? Or does that only apply to melee attacks?


Oh well. In that case, he would have had to roll 22 on the d20 - no point in using an action point. Runzyl is panicked and surrounded.


Oh well. Runzyl is obviously not going anywhere. Will save 13+4+1(bonus vs fear)+9(2d6 action point)=27, so he made the save. On his urn, it's time to go nuts.


"Stand back!"

*WHOOOOOSH!!*

It really is too bad Ezreal doesn't have Undeath to death... Instead, he drops his [i]Empowered fireball on the E-F 19-20 intersection, hitting all the undead in the I and J rows. Damage 10d6=38x1.5=57 fire damage, Reflex 21 for half damage.

The band.


Dravite switches targets to the onrushing fighter.

Dravite's on initiative 13+. No move. He's firing on the stone giant using Deadly Aim and Multishot.
Attack 1 (w/Multishot): 12+9+4(favoured enemy)+1(Big Game Hunter feat)+2(Giant Bane bow)-2(Deadly Aim)=AC 26, damage 2d8+6+8(Favoured enemy)+4(Big Game Hunter)+8(Deadly Aim)+4d6(Giant Bane bow)=10+6+8+4+8+12=48.
Atttack 2: 11+4+4+1+2-2=AC 20, damage 1d8+3+4+2+4+2d6=3+3+4+2+4+8=24.

Sefayll, then Camlo.


"AAAAAAAAhhhhhh!" With a savage warcry, Runzyl charges the lich.

Charge to M6. Attack roll 11+19+2(charge)+2(gauntlets of earth)=AC 33, damage 1d6+9+2(gauntlets of earth)=16.

Party people.


Will save Ezreal 14+10+6(action point)=30. A narrow escape - good thing Ithers doesn't burn through his action points the way I do....

Gelb.


Having reached his position, Dravite starts firing at the giant wizard.

No move. He's firing on the spellcaster using Deadly Aim and Multishot.
Attack 1 (w/Multishot): 11+9+4(favoured enemy)+1(Big Game Hunter feat)+2(Giant Bane bow)-2(Deadly Aim)=AC 25, damage 2d8+6+8(Favoured enemy)+4(Big Game Hunter)+8(Deadly Aim)+4d6(Giant Bane bow)=11+6+8+4+8+14=51.
Atttack 2: 12+4+4+1+2-2=AC 21, damage 1d8+3+4+2+4+2d6=4+3+4+2+4+6=23.

Sefayll, then Camlo.


Dravite climbs up the ledge, picking up his bow once he gets to the top. He's in K13. Climb check 12+9=21, which should be enough to get up a 5' stair step.


Might as well keep on firing. 5' step to O20 before firing on Overseer 2. He's using Deadly Aim and Multishot.
Attack 1 (w/Multishot): 12+9+4(favoured enemy)+1(Big Game Hunter feat)+2(Giant Bane bow)-2(Deadly Aim)=AC 26, damage 2d8+6+8(Favoured enemy)+4(Big Game Hunter)+8(Deadly Aim)+4d6(Giant Bane bow)=9+6+8+4+8+12=45.
Atttack 2: 13+4+4+1+2-2=AC 22, damage 1d8+3+4+2+4+2d6=6+3+4+2+4+9=28.


Dravite keeps slowly advancing down the corridor while keping the stream of arrows running.

5' step to O21 before firing on Overseer 1. He's using Deadly Aim and Multishot.
Attack 1 (w/Multishot): 11+9+4(favoured enemy)+1(Big Game Hunter feat)+2(Giant Bane bow)-2(Deadly Aim)=AC 25, damage 2d8+6+8(Favoured enemy)+4(Big Game Hunter)+8(Deadly Aim)+4d6(Giant Bane bow)=10+6+8+4+8+15=49.
Atttack 2: 12+4+4+1+2-2=AC 21, damage 1d8+3+4+2+4+2d6=5+3+4+2+4+6=22.

Ogres!


Dravite shifts slightly to get a better field of fire before letting fly.

5' step to N20 before firing on Ogre 6 (or Ogre 5 if he's not dead). He's using Deadly Aim and Multishot.
Attack 1 (w/Multishot): 10+9+4(favoured enemy)+1(Big Game Hunter feat)+2(Giant Bane bow)-2(Deadly Aim)=AC 24, damage 2d8+6+8(Favoured enemy)+4(Big Game Hunter)+8(Deadly Aim)+4d6(Giant Bane bow)=10+6+8+4+8+15=51.
Atttack 2: 11+4+4+1+2-2=AC 20, damage 1d8+3+4+2+4+2d6=2+3+4+2+4+7=22.


Dravite nods at the big Shoanti before wordlessly padding forward, two arrows resting on his bowstring.

Stealth 13+13=26, Perception 11+13+4(Favoured Enemy)=28. He'll come right back once he spots the big lugs.


"Hae some bolts, ye mawkit heidthebaws!" Dravite steps a little closer to the onrushing ogres and lets his arrows fly.

5' step to J31 before firing on O1. He's using Deadly Aim and Multishot (Dravite doesn't have Rapid Shot, and O1 is too far away for Point Blank Shot).
Attack 1 (w/Multishot): 11+9+4(favoured enemy)+1(Big Game Hunter feat)+2(Giant Bane bow)-2(Deadly Aim)=AC 25, damage 2d8+6+8(Favoured enemy)+4(Big Game Hunter)+8(Deadly Aim)+4d6(Giant Bane bow)=11+6+8+4+8+15=52.
Atttack 2: 13+4+4+1+2-2=AC 22, damage 1d8+3+4+2+4+2d6=5+3+4+2+4+8=26.


Survival Aid Another from Runzyl 10+1 (ranger tracking bonus)=11. That brings the Survival check result up to 35.


Runzyl runs int melee with the ghoul.

Move t get up to it. The attack is magical, slashing and Ghost touch.
Attack roll 12+23=AC 35, damage 6+11=17.


"A small, spine-covered creature ran through here. Where is she headed?", Ezreal asks the ghoul.

In the very least, we should have the ghoul describe our current neighbourhood.


Runzyl is similarly ungrappled. He promptly goes nuts on the dust bunny. He is not raging yet.

5' step to N16. All attacks are magical, slashing and, most importantly Ghost touch.
Attack 1: 10+23=AC 33, damage 5+11=16.
Attack 2: 15!+18=AC 33, confirm roll 10+18+4(critical focus)=AC 32, damage 5+11=16x2=32.
Attack 3: 12+13=AC 25, damage 4+11=15.
Attack 4: 9+23=AC 32, damage 4+7=11.
Attack 5: 12+18=AC 30, damage 3+7=10.

Gil.


Runzyl is in M15. Initiatie 12+4=16.

Ezreal is in O16. Initiative 9+4=13.

We still need Gil and Gelb.


Survival Aid Another for Illes 9-1=8. Nope.

Survival Aid Another for Vethran 12+1=13. That brings the total result up to 21.


Vethran casts Web on the yrthak, using its wings as anchor points. It needs to pass a Reflex 18 save or crash to the ground.


Know (religion) for Ezreal 13+15=28. Perception 11+3=14 to ID the symbol on the skull from distance.


"The silence formula does not last forever", Vethran replies to the Hellknight wizard. "I have an idea that might get it out of the sky. If that fails, we should keep moving away."

Illes delays until after Vethran.


Illes casts Silence on the yrthak. Will 18 or be, well, silent.


Aubrey the Demented/Malformed wrote:

Need saves for Ez and Runzyl.

Will save Ezreal 11+10=21.

Will save Runzyl 4+4=8. Not so much.


Illes runs like a maniac to A5.


The main point is to block incoming missile fire. If Vethran can't put it where I initially wanted it, how about from AE-AF 26-27 to AI-AJ 17-18 instead?


Reflex save 9+13=22; he takes half damage.

Runzyl closes in on the final student, blades spinning.

5' step to BW 9, then turning on the food processor.
Attack 1: 8+25=AC 33, damage 1d6+13=18.
Attack 2: 11+20=AC 31, damage 1d6+13=15.
Attack 3: 9+15=AC 24, damage 1d6+13=18.
Attack 4: 9+25=AC 34, damage 1d6+9=13.
Attack 5: 15!+20=AC 35, confirm roll 11+20=AC 31, damage 1d6+9=13x2=26.


Illes hustles to L12.


After our powwow in the discussion section...

"This is hopeless! Pull back the same way we came; I'll cover our retreat." Vethran casts a spell, but nothing much seems to happen...

He casts Wall of force from the AJ-AK 47-48 intersection to the AQ-AR 20-21 intersection. It can float in the air, so it starts 5' off the ground at the plateau level and has its top 15' off the ground. This should block thrown boulders and has the added benefit of being invisible. Hopefully the big lugs will waste a few rounds figuring out what's going on.

He then moves to L14.


Runzyl's Reflex save versus the lightning bolt 8+12=20, so he takes 12 points of damage.


Janosz and Runzyl are in the way of Ezreal blasting the remaining priests, and he shouldn't try to get through the web. So - can he prepare an action to zap the first one who tries to bolt for the door with a Storm bolt? If not, he just delays.

Rodergo.


Fortitude save versus Symbol of pain 9+17-1(CON damage)=25. No effect.

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