B.L.O.B |
Mint perception: 1d20 + 13 ⇒ (16) + 13 = 29
BLOB perception: 1d20 + 13 ⇒ (7) + 13 = 20
BLOB nods a couple of times. "Mint piece seems to be noticing gaps in the circles so that you can move them. There is the tiny creatures beneath them. Or so she thinks. oh ho ho, maybe someone should stand on that circle over there." The bunny headed scientist points the closest circle to him. BLOB gives a swift kick to Mint and she does it for him, she waits for it to rise as BLOB observes.
"Aha, there go see there are bunnies down there. Maybe like the one from the last room? Mint come down from there before you hurt yourself." Mint jumps off.
Dr J. Upton |
Both Toxicroak and Lacuna 6 may take an attack of opportunity vs one of the bunnies (or multiple against different bunnies if they have combat reflexes)
[spoiler=initiative]BLOb1d20 + 11 ⇒ (20) + 11 = 31
Kerian1d20 + 5 ⇒ (11) + 5 = 16
Toxicroak1d20 + 3 ⇒ (5) + 3 = 8
Bunny1d20 + 2 ⇒ (7) + 2 = 9
Svitz1d20 + 1 ⇒ (12) + 1 = 13
Lacuna61d20 + 1 ⇒ (11) + 1 = 12
Toxicroak |
I go after the bunny so I am flat footed am I not?
perception: 1d20 + 10 ⇒ (12) + 10 = 22
Assuming I can take that attack of opportunity I will bite one of the bunnies,
To Hit: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d4 ⇒ 4+DC 21 fort or be nauseated for, well, the rest of your short life :P
If I cant take the AOO, then ignore this part.
Edit: Odd question, but do the bunnies die when they hit 0 hps or negative con? The later would allow more time to torture the little buggers :P
B.L.O.B |
I miscalculated my initiative, it should be +13 still makes me go first in this case however.
BLOB shrugs and corrects his non-existent glasses. "Ah well more bunnies, oi big guys. Have fun..."
BLOB casts haste on all party members + Mint piece, except himself since its only 5 targets.
Dr J. Upton |
@ Toxicroak: It takes a few seconds for the lift to rise up and your expecting trouble rising with it. I just assume we never truly left combat mode. And technically RAW they are not dead at -1, but it just makes things a bit easier to treat them as such. If your truly interested in saving one so you can torture it, you can save anything that has received less then 13 damage
will save: 1d20 + 0 ⇒ (17) + 0 = 17
will save: 1d20 + 0 ⇒ (3) + 0 = 3
will save: 1d20 + 0 ⇒ (4) + 0 = 4
All three bunnies squeeze their eyes and squeak in a high pitch. They turn their heads left and right, clearly tormented by the bright dust in their eyes
Lacuna and blob, both of you have already qualified for reading the spoiler
Dr J. Upton |
Your right, you could indeed place the glitterdust centered on the southeast corner of the square of the square east of the bunnies. But that is not what you said. Please be more descriptive in your actions, for I do tend to take things a bit literal. When you say you glitterdust the bunnies and say nothing more, to me it sounds like "I center a glitterdust spell on them".
Lacuna 6 |
Your right, you could indeed place the glitterdust centered on the southeast corner of the square of the square east of the bunnies. But that is not what you said. Please be more descriptive in your actions, for I do tend to take things a bit literal. When you say you glitterdust the bunnies and say nothing more, to me it sounds like "I center a glitterdust spell on them".
Sure, no problem
Keriann Caitlan |
Keriann. Not Kerian or Kerrigan, the evil zerg lady.
On another note, I honestly can't tell how many squares the bunnies occupy. If they are all within the same square, putting them all in reach of Keriann after her five-foot step, she will attack all of them. Otherwise, assign attacks to whichever bunnies she can reach. Also, some sort of confirmation that these bunnies have the same CMD/AC as the previous, or what their CMD/AC is if not, would have been nice.
Keriann levitates up to the bunnies, and eviscerates away, drawing them up before her face before attempting to rip them apart.
So, Keriann's attack routine. She is using the grab attack option that means she does not get the grappled condition, so she can grab as many bunnies as she has attacks with the grab ability. She'll attack to kill in numeric order, all attacks to damage go to #1 if it can survive it. I skipped trip attacks this time, for simplicity.
@Bunny #1 Aberrant Tentacle: 1d20 + 12 ⇒ (7) + 12 = 19Damage: 1d4 + 5 ⇒ (3) + 5 = 8Acid: 1d6 ⇒ 3
Aberrant Tentacle, Grab: 1d20 + 22 ⇒ (4) + 22 = 26
@Bunny #2 Aberrant Tentacle: 1d20 + 12 ⇒ (13) + 12 = 25Damage: 1d4 + 5 ⇒ (3) + 5 = 8Acid: 1d6 ⇒ 6
Aberrant Tentacle, Grab: 1d20 + 22 ⇒ (13) + 22 = 35
@Bunny #3 Aberrant Tentacle: 1d20 + 12 ⇒ (14) + 12 = 26Damage: 1d4 + 5 ⇒ (3) + 5 = 8Acid: 1d6 ⇒ 1
Aberrant Tentacle, Grab: 1d20 + 22 ⇒ (6) + 22 = 28
@Bunny #4 Aberrant Tentacle: 1d20 + 12 ⇒ (3) + 12 = 15Damage: 1d4 + 5 ⇒ (2) + 5 = 7Acid: 1d6 ⇒ 4
Aberrant Tentacle, Grab: 1d20 + 22 ⇒ (11) + 22 = 33
Claw: 1d20 + 14 ⇒ (12) + 14 = 26Damage: 1d4 + 8 ⇒ (4) + 8 = 12Acid: 1d6 ⇒ 5
Claw: 1d20 + 14 ⇒ (3) + 14 = 17Damage: 1d4 + 8 ⇒ (2) + 8 = 10Acid: 1d6 ⇒ 5
Bite: 1d20 + 14 ⇒ (20) + 14 = 34Damage: 1d3 + 8 ⇒ (2) + 8 = 10Acid: 1d6 ⇒ 6
Bite, Crit: 1d20 + 14 ⇒ (3) + 14 = 17Damage: 1d3 + 8 ⇒ (2) + 8 = 10Acid: 1d6 ⇒ 1
Gore: 1d20 + 14 ⇒ (3) + 14 = 17Damage: 1d6 + 8 ⇒ (5) + 8 = 13Acid: 1d6 ⇒ 5
Gore, Haste: 1d20 + 14 ⇒ (3) + 14 = 17Damage: 1d6 + 8 ⇒ (1) + 8 = 9Acid: 1d6 ⇒ 6
Tentacle: 1d20 + 13 ⇒ (18) + 13 = 31Damage: 1d4 + 5 ⇒ (3) + 5 = 8Acid: 1d6 ⇒ 4
Tentacle: 1d20 + 13 ⇒ (9) + 13 = 22Damage: 1d4 + 5 ⇒ (4) + 5 = 9Acid: 1d6 ⇒ 6
Stinger: 1d20 + 12 ⇒ (9) + 12 = 21Damage: 1d4 + 5 ⇒ (1) + 5 = 6Acid: 1d6 ⇒ 2
If you have any suggestion or opinions on how I should format Keriann's attack routine, please do tell me.
Lacuna 6 |
The option allowing you to grapple without gaining the grappled condition requires taking a -20 penalty to CMB, unless you're using some psionic ability I don't know about.
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Dr J. Upton |
Lacuna is right, you take a -20 on grab checks for not being considered in a grapple. However, seeing these bunnies have the same stats as the one in the tutorial room, they are below 0 hp after the initial attack and thus automatically fail any grapple checks. You can rip them apart no problem.
However, this does spark another issue that might be best addressed while we are still facing nearly defenceless bunnies:
How do you guys wish to treat the initiative checks?
We can either say we treat everybody in the order in which they post OR we can stick to the actual initiatives as rolled. Taking the current encounter as example:
Method A, actions happen in the order in which they are posted.
Lacuna 6 - Bunnies get glitterdusted,
Svitz - Svitz tries to scare them, but being blinded, they cant see him (though the roaring still terrifies them, they cant see where to run)
Keriann - Blinded and scared bunnies get ripped apart by the nasty tentacle monster.
Method B, actions happen in initiative order and are cancelled if no longer applicable
16 - Bunnies get ripped appart
13 - Nothing left to scare, so cancelled
12 - Nothing left to glitter, so cancelled
Method A favours those most often online, method B favours those with highest initiative bonus. Method B also means that a lot of turns will have to be 'redone'. Alternative, we could say people actually HAVE to post in initiative order, but this means waiting a lot before your turn comes up. Please all give your opinion, what ever is decided WILL BE USED FOR THE REST OF THE CAMPAIGN! So vote with caution and reasoning
EDIT: ehm, Keriann, you cant take a 5-ft step through a wall. Going around the corner is 10-feet move through BLOB's square.
Dr J. Upton |
I personally favor option A, but even if I declare GM gets a double vote, it would still be just me & Kanrnicore vs the rest (of both teams!) so we will run by option B then. You can still post what you INTEND to do whenever you get online, but then will just have to change/accept if someone with a higher initiative screws up your plans before it gets executed.
Elizabeth, your right about a diagonal first step being only 5ft, but you were positioned above Blob, behind the wall. DnD & Pathfinder both demand you go down a square and then forward to move around a corner, in this case the door opening, therefore needing 10ft of movement, not 2.
Still, we will count all bunnies vanquished and the glitterdust as not-happened/unspent since all intended targets were dead before Lacuna's Initiative came up.
Dr J. Upton |
As soon as Toxicroak steps onto the new platform it begins to raise him into the air. The same holds true for the one that Mint jumps on. Both platforms glow green and the line that connected the two and the one of Toxicroak with the big bright crystal light up green as well, forming a chain.
both platforms also bring along four new bunnies, within armslength of BLOB and Svitz. (AoO if you wish)
Init order for this wave:
Kerian
Svitz
Lacuna6
Bunnies
Toxicroak
BLOB (is actually first of new round)
Dr J. Upton |
The bunnies are somewhat intimidated by whats happening to their kin and seem to have trouble to decide what to do...
attack or run: 1d3 ⇒ 3
attack or run: 1d3 ⇒ 3
attack or run: 1d3 ⇒ 3
attack or run: 1d2 ⇒ 2
attack or run: 1d2 ⇒ 2
attack or run: 1d2 ⇒ 1
attack Keriann: 1d20 + 5 ⇒ (18) + 5 = 23
attack Keriann: 1d20 + 5 ⇒ (1) + 5 = 6
attack Keriann: 1d20 + 5 ⇒ (9) + 5 = 14
attack Svitz: 1d20 + 5 ⇒ (17) + 5 = 22
attack Svitz: 1d20 + 5 ⇒ (7) + 5 = 12
... but ultimately most seem to be convinced assaulting these threats is the best option. While one bunny near Svitz runs off, the rest assault Keriann and Svitz with blind fury. Most attacks land on steel skirt and sturdy fur, but one of the polar bunnies manages to grab a tentacle. While the teeth don't sink deep, an icy cold enters the veins.
damage = 1+1d6 cold: 1 + 1d6 ⇒ 1 + (1) = 2
Toxicroak |
enlarge person works on me ^-^ not that I really care to be enlarged >_>
Toxicroak sticks his head down below the 'elevator' and takes two bites out of two of the rabbits.
to hit: 1d20 + 14 ⇒ (12) + 14 = 26 for damage: 1d4 + 4 ⇒ (2) + 4 = 6+1 acid
to hit: 1d20 + 14 ⇒ (9) + 14 = 23 for damage: 1d4 + 4 ⇒ (4) + 4 = 8+1 acid
2 bunnies are turned to goo again :)
"We step on all buttons. Same time. High ground is safe. Then watch bunnies do."
Keriann Caitlan |
Keriann returns to an upright position, rises another five feet in the air, level with the pillars, and chases down the bunny that fled, once again slashing along the neck.
The bunny remaining after Toxicroak's attack gets an AoO against Keriann. Her first 5 feet of movement, she rises, her last 5 feet of movement before attacking the scared bunny, she lowers 5 feet.
Claw: 1d20 + 12 ⇒ (18) + 12 = 30Damage: 1d4 + 8 ⇒ (3) + 8 = 11Acid: 1d6 ⇒ 2
Hm, this might be a good time to mention something I've been wondering about: When Keriann makes a single attack, or an AoO, would that attack be at 1.5 STR, as the rules for single natural attacks?
Svitz |
Svitz, growing annoyed with the bunnies chattering, launches a series of slashes to silence them forever.
claw: 1d20 + 13 ⇒ (9) + 13 = 22 damage: 1d6 + 12 ⇒ (4) + 12 = 16
claw: 1d20 + 13 ⇒ (12) + 13 = 25 damage: 1d6 + 9 ⇒ (3) + 9 = 12
claw: 1d20 + 13 ⇒ (3) + 13 = 16 damage: 1d6 + 9 ⇒ (1) + 9 = 10
claw: 1d20 + 13 ⇒ (7) + 13 = 20 damage: 1d6 + 9 ⇒ (4) + 9 = 13
Lacuna 6 |
"Just me? Alright then."
A big, leafy dog will appear on my turn and start mauling whatever bunnies are left while I walk to the other side of the room to check out that door, attempting to avoid the platforms.
Dog Bite: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Perception on the door: 1d20 + 1 ⇒ (16) + 1 = 17
Dr J. Upton |
When Mint jumps down and scutles over to the next platform, the one he just left slowly begins to sink back down to ground level. The one he enters is swiftly raised again, revealing once more a new batch of bunnies. The first of which is rapidly torn to pieces by the leavy jaws of the green barked dog.
The door appears to be wearing several arcane symbols, connected to the grey engraved lines that run down to floorlevel and then out towards the nearest circles. No sounds are heard from behind this door. The two red lights each seem connected to a set of sigils and you believe it takes TWO chains of power to open this door.
Dr J. Upton |
I need some clarification of svitz. He appears to have been moved on top of a circle, but never states he does so. Does he move onto the platform or is it simply an error on the map?
Toxicroak |
Ok lets get some coordination going here :P Are we going to aim for the right side door? If we are, we need a total of 9 buttons pressed. There are a total of 7 of us I believe. For the last two we could stack bunnies on it? Sounds like a good, morbid idea :D
"Blob stand here. I go there." Toxicroak points to another one of the platforms. he then moves over to where it is, preferably in a way that does not provoke aoos from the bunnies (aka not going right through the bunnies squares, he can also jump over the bunnies if needed).
Joseph Bonkers |
"[b]They seem to be milling about. Do they like the bunnies or has the first challenge proven to great for them? Hmmm. I know! They like killing the bunnies! The sadistic little things that they are! Especially that tree! I imagine it must love squishing the little cute monstrosities! Eheheheheh!
Dr J. Upton |
More bunnies pop up as Toxic lifts another circle. This circle however does not glow green. The one he left however slowly starts to lower down. As Svitz steps onto the circle just before it reaches the ground, it swiftly raises back up, lifting Svitz along. No bunnies appear from this one however.
The three bunnies in front the leave-dog attack in consort, but their tiny size brings them within biting reach before they can attack themselves. (AoO for the leave dog)
attack leave dog: 1d20 + 5 ⇒ (10) + 5 = 15
attack leave dog: 1d20 + 5 ⇒ (5) + 5 = 10
attack leave dog: 1d20 + 5 ⇒ (7) + 5 = 12
if 15 hits its AC then:
1+ 1d6 electric damage: 1 + 1d6 ⇒ 1 + (2) = 3
B.L.O.B |
BLOB is sitting patiently as the group dispatches more rabbits while asking them. "Why rabbits? What is the point of this, they aren't acting very well as guardians if this is the case. They are in all honesty not much of challenge to the brutish lot here?" BLOB asks in Svitz's voice.