Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

"So, I guess we need to try not to overextend, and let those things swarm us."


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Ezreal quickly summons a disc of force and pulls a copper piece from a pocket.

I'm thinking they fall into Kn Dungeoneering and I don't have it.
Blessing of Fervor doesn't kick in until the bottom of this round so... cast shield - 11 minutes
I'll get light on that copper and toss it if we need a little more.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Sorry, didn't consider when the blessing of fervor would be cast. Retcon: Gil will cast the extended haste to benefit the party and apply the displacement to Runzyl next round.

Spells in effect (corrected):
See Invisibility (Gil) Originally 2000 rounds, unsure of remaining duration
Mirror Image (Gil) 199 rounds
Haste (Whole party) 20 rounds


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Initiatives brought forward:
Janosz 18+
Gil 18
Ezreal 12+
Rolund 12
Nevharath 11
Dolgrims 10
Runzyl 6
Rodergo 4

Rolund.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

199 rounds? I hope the fight doesn't last that long.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Me too, but I wanted to use a common unit. Extended, that spell lasts 20 minutes for me but one round is expended.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

I know; I'm just kidding....;)


Male Kalashtar Psychic Warrior 6 / War Mind 5

Nevharath will call a +2 greatsword from another time and place, the ethereal sheen of it glimmering in the false light.


Rolund passes his everburning torch to the changeling then draws his sword. The familiar tarnished gleam of the blade is gone. In its place, a serrated fang from some monstrous creature; a blood groove drawing down its center.

With his free hand, the bone knight places hand upon the Valenar. “May your ancestors be righteous,” he quickly intones as the fury of his ancestors take hold of the elf once again.

Standard action: pass torch to Gil.
Move action: draw Caedes.
Swift action: Battle Blessing to cast righteous vigor. Without extended from blessing of fervor, the spell will only last 7 rounds.

Nevharath, then dolgrims


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Ezreal Farlowe wrote:


...I'm thinking they fall into Kn Dungeoneering and I don't have it...

After planning on top of the stair:

Janosz Frogshanks wrote:

"

"As for dolgrims, they are dumb and ugly. However, they also have four arms and are surprisingly ferocious; they might look like profoundly f&!@ed-up goblins, but should be taken seriously. Dolgaunts are bigger, smarter and quicker; if in doubt, go for the bigger opponent."

Knowledge (dungeoneering) 12+7+6(favoured enemy)=25 for some general pointers, like SR or energy resistances.


You've more or less got it - small, dumb, ugly.


Nev.


Male Kalashtar Psychic Warrior 6 / War Mind 5

sorry, i summoned my sword out of turn before Rolund. i do that on my initiative.


The dolgrims swarm forwards, trying to overwhelm the adventurers by sheer weight of numbers.

OK, everyone gets an AoO against their swarm if they have a weapon to hand - there's two, and the little line down the middle shows where the dividing line is, with mob 1 on the left and 2 on the right. Those at the dividing line can choose which swarm to AoO. After the AoOs are resolved, the swarms will simply run forward over the squares occupied by the adventurers. Unless the swarms are destroyed by the AoOs (unlikely) everyone takes 5d6 ⇒ (2, 1, 3, 3, 3) = 12 damage (DR applies). Everyone then takes trample damage of 2d6 + 3 ⇒ (4, 3) + 3 = 10 - you can have another AoO if you wish (and have one to spare) or try to halve the trample damage with a DC 27 Reflex save. Finally, they attempt a grapple - 1d20 + 28 ⇒ (11) + 28 = 39 v CMD.

Map updated.

Then it's Runzyl.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

I guess no one claimed the dagger from Gil, so her hands are full - dagger in one hand, torch in the other. She'll take the AoO with the dagger.

AoO: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d4 + 3 + 2d6 ⇒ (1) + 3 + (1, 4) = 9 Byeshk +1 Aberration Bane dagger

I'm tempted to use an action point on that attack roll, but I don't have my ECS near - didn't the die used or the number rolled change for us a level or two back?


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Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

I have this fancy special ability called Hunters Bond (companions) that gives the party members half my Favoured Enemy bonus. So everybody can add +3 to their damage rolls against these guys.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

I'll take two AoOs.
Attack 1: 8+14=AC 22, damage 1d8+4+6(favoured enemy)=16. I'll spend an action point here to use my Hated Enemy special ability, boosting my damage to 32. Damage is magical, crushing and byeshk.
Attack 2: 20!+14=AC 34, confirm roll 10+14=AC 24. Damage 1d8+4+6=14x3=42. Damage is magical, crushing and byeshk.

After that, I'm grappled. Ouch!


Janosz, I think you only get one AoO per round since you lack the Combat Reflexes feat... unless I'm missing something? Here's Runzyl's AoO: 1d20 + 21 ⇒ (9) + 21 = 30 to hit for 1d6 + 14 ⇒ (1) + 14 = 15 damage. Unfortunately, as I am not raging, the weapon is only +2 currently and does not bypass the byeshk DR. Since I also do not have Combat Reflexes, I will attempt the Reflex save to halve trample damage: 1d20 + 12 ⇒ (18) + 12 = 30 vs. DC 27. Runzyl is currently benefiting from Gil's displacement spell, so that should give a 50% miss chance on the grapple against me, yes? Otherwise it hits my CMD.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

1. Everybody gets an AoO. After that, we can try to dodge the mob OR get another AoO. The Reflex DC is pretty high, even for Janosz, so I kept hacking away, especially as get grappled no matter what. Looks like I got in a good blow, so I'm happy.
2. You are not yet displaced. Gil casts that next turn. You are, however, under the effects of Righteous vigour and my Hunter's Bond ability.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Everyone gets an AoO. Only those with Combat Reflexes would get two in a single round. The Hunter's Bond should grant +3 to both attack and damage, right? And yes, unfortunately, I was not able to cast the second spell, Runzyl, so you do not have a displacement effect yet. And with that grapple check, it's going to be hard to deliver it next round.

How do I use an action point to augment a d20 roll?


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

I never stated I was packing weaponry......derp.

reflex save 1d20 + 6 ⇒ (20) + 6 = 26

action point 2d6 ⇒ (4, 3) = 7

Got that.

I guess I'm grappled.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Gil wrote:
Everyone gets an AoO. Only those with Combat Reflexes would get two in a single round.

Upon re-reading Aubrey's post, I see you're right. In that case, there would be no point in not trying to dodge the swarm. GM - can I use that 20 for my Reflex save, or do I save it for next round? Blah...


Male Kalashtar Psychic Warrior 6 / War Mind 5

Free action: activate Chain of Personal Superiority (+2 STR/CON)
Free Action: activate Chain of Defensive Posture (+2 AC)
Immediate action: manifest prowess (3pp, instantaneous, gives bonus AoO)
AoO 1: attack: 1d20 + 21 ⇒ (16) + 21 = 37 (this is a Sweeping Strike, so is applied to two enemies per swing)
damage: 4d6 + 21 ⇒ (1, 6, 1, 1) + 21 = 30

AoO2: attack: 1d20 + 21 ⇒ (16) + 21 = 37 (this is a Sweeping Strike, so is applied to two enemies per swing)
damage: 4d6 + 21 ⇒ (4, 4, 2, 6) + 21 = 37

ref save: 1d20 + 9 ⇒ (17) + 9 = 26 <- dang, just missed it

net changes:
+11 HP from CON increase
20 damage taken
+2 STR
+2 AC (total 20)
now grappled (feel free to fireball me, sir wizard


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

@Nevharath: we have 10 action points; you can roll 2d6 and pick the highest one and add it to a d20 score if you want to.


Rolund swings at the mass of bodies as a phantom shield appears in his left arm in a futile attempt to protect him from their numbers.

Free action: activate ring of force shield.
AoO (against Mob 2): 1d20 + 14 ⇒ (15) + 14 = 29. Damage: 1d8 + 4 ⇒ (4) + 4 = 8 plus bonecraft weapon 1d6 ⇒ 4 and 1 bleed damage (if possible against mobs).
Ref: 1d20 + 9 ⇒ (6) + 9 = 15.
(12-4=8) Attack + 10 Trample = 18 damage.
Rolund is grappled.


Janosz Frogshanks wrote:
I have this fancy special ability called Hunters Bond (companions) that gives the party members half my Favoured Enemy bonus. So everybody can add +3 to their damage rolls against these guys.

We actually get half the bonus to your favored enemy to everything. So Bluff, Knowledge, Perception, Sense Motive, and Survival checks as well as attack and damage rolls increase by +3.

Unfortunately, you need to use a move action to activate Hunter's Bond (companions) and pick which mob as the target. Also, it will only last for 2 rounds (Wisdom modifier). Although, you did not take a move action at the beginning when you threw the alchemist's fire. Maybe Aubrey will give you a chance to add it in.

Hang tight guys because if we can't escape, Rolund is going to cut loose with some channel negative energy on the mobs.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Thanks, Rod, that's what I needed.

Adding better of Roll #1: 1d6 ⇒ 4 and Roll #2: 1d6 ⇒ 1 to the AoO. Attacking same mob as Rolund.

The attack hits AC 16 without hunter's bond, AC 19 with it.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Sir Rolund ir'Kraal wrote:


Unfortunately, you need to use a move action to activate Hunter's Bond (companions) and pick which mob as the target. Also, it will only last for 2 rounds (Wisdom modifier). Although, you did not take a move action at the beginning when you threw the alchemist's fire. Maybe Aubrey will give you a chance to add it in.

Let's hope so. I misremembered how it was activated - I was thinking I had 'prepped' everyone by talking about dolgrims and their unpleasant habits as we headed down the stairs. Also, if I can keep the 20, my Reflex save is 37.


Janosz Frogshanks wrote:
Upon re-reading Aubrey's post, I see you're right. In that case, there would be no point in not trying to dodge the swarm. GM - can I use that 20 for my Reflex save, or do I save it for next round? Blah...

Vattnisse, cheating again? Yes, you can use that 20. And we can assume that Janosz has ativated his Hunter's Bond.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Someone mentioned me having a torch in hand at some point. I think it is the same torch that Gil has so I don't have anything in hand but a penny at the moment. No AoO.
Reflex 1d20 + 10 ⇒ (16) + 10 = 26 +1 from an action point = 27 for half trample damage.
17 damage total. Grappled.


Aubrey the Demented/Malformed wrote:
Vattnisse, cheating again? Yes, you can use that 20. And we can assume that Janosz has ativated his Hunter's Bond.

So add +3 to attack and damage to Gil's, Runzyl's, Nevharath's, and Rolund's rolls.

Also, if Runzyl struck he gains 1d8 temporary hit points (max. 20 hps) and his next attack gains a +1 morale bonus (max. +4). He also forgot to mention which mob his AoO was targeting.

Runzyl, then Rodergo. Both of whom are grappled.

Grappled condition:

Spoiler:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

OK, so final numbers for Gil's attack was a hit against AC 19 for 12 points of damage against Mob 2.

Since she had no eligibity for a second AoO, I guess I should rolls to see how badly her Reflex save comes out.

Reflex DC 27: 1d20 + 8 ⇒ (3) + 8 = 11

LOL, missed it by THAT much! 22 points of damage.


Apply my AoO to Dolgrim Mob 2 on the map, please.

Besieged by the grasping limbs of the dolgrims, the Valenar releases a primal scream and attempts to throw off his aggressors.

Free action to begin raging, CMB to break free inluding +1 for righteous vigor and +1 more for haste. CMB: 1d20 + 20 + 1 + 1 ⇒ (13) + 20 + 1 + 1 = 35 vs. CMD. Let's add an action point too, just to be sure: 2d6 ⇒ (5, 4) = 9 for a total of 40. If successful, I will use my move action to go to J18, using Acrobatics to avoid AoOs if possible. Acrobatics: 1d20 + 18 ⇒ (14) + 18 = 32.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

From Rolund's post above:

Sir Rolund ir'Kraal wrote:


...A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform...

I'm thinking I'll just stay in the scrum, take the -2 penalty and hammer my way out. However, for Runzyl and Nevharath, how do you interpret the 'two-handed action'? Does it make use of two-handed weapons impossible when grappled, or is it possible, as the attack action does not require two hands as such?


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

"Haha!" Wild laughter emerges from the bottom of the pile of dolgrims. "I have you right where I want you, f!$@ups - surrounded from the inside, within arm's reach! You are dead, dipshits! DEAD!!"


Male Kalashtar Psychic Warrior 6 / War Mind 5

Grapple wrote: Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you.


Janosz Frogshanks wrote:
I'm thinking I'll just stay in the scrum, take the -2 penalty and hammer my way out. However, for Runzyl and Nevharath, how do you interpret the 'two-handed action'? Does it make use of two-handed weapons impossible when grappled, or is it possible, as the attack action does not require two hands as such?

We can't use our two-handed weapons in the grapple. If Runzyl can't break out, he'll have to resort to using his dagger... which is quite sub-optimal.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Luckily, I've got a one-handed weapon now. So I'm staying put.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

Additionally,....

"Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell."

So, ergo no "blessing of fervor" this round; I'm going over my options with a fine toothed comb.


Janosz Frogshanks wrote:
I'm thinking I'll just stay in the scrum, take the -2 penalty and hammer my way out. However, for Runzyl and Nevharath, how do you interpret the 'two-handed action'? Does it make use of two-handed weapons impossible when grappled, or is it possible, as the attack action does not require two hands as such?

The danger is if we can't break free from the grapple or if we can't kill them before their turn next round, the mobs will get a +5 circumstance bonus to continue grappling and will be able to pin or move us. (I suspect they'll pin us first then move us.)

At that point, our actions will be limited to escape actions or verbal and mental actions. Nevharath's powers should come in handy at this point. Assuming he's got any AoE powers to hit them with but he'll still have to make concentration checks to use them.

Also, if Rod can make his concentration check to cast his blessing of fervor spell, our spellcasters will be able to cast any 2nd level spell or lower as stilled. This may be of some help in the event we're pinned.

Rodergo


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

In the "grappled condition," it says I can't cast spells with somatic components, so BoF is out.

Or else I would just cast sanctuary on myself and then buff away.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

"Grappled condition"

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell."

vs. "actions in combat.......grapple."
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

This is another case of the "actions in combat" vs. "conditions" being somewhat confusing. The description from "actions in combat," though, specifically states that you gain the "grappled condition," which specifically states that you cannot cast spells with somatic components.


I suggest either try to get free or ready an action to heal the others once I use channel negative energy. I'll probably get a chance to use it once before they pin me and the others.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Gil's PrC should help her here if I can figure out what spell would be useful. She has a few free Still Spell usages and effectively has Eschew Materials. I have not had time to look at her spell options yet.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

I'm delaying until after Rolund's negative bomb, and then I'll channel energy I reckon.


Male Kalashtar Psychic Warrior 6 / War Mind 5

unfortunately, Psychic Warrior doesnt really get a lot of AoE abilities, and the ones they do get are much higher level than we are. as such, all i can really do is dimension slide out of the grapple and start hacking away at the back. perhaps i could increase size, but i dont think that is significant enough of a bonus to give me an honest shot at getting un-grappled


Gil wrote:
Gil's PrC should help her here if I can figure out what spell would be useful. She has a few free Still Spell usages and effectively has Eschew Materials. I have not had time to look at her spell options yet.

Freedom of movement. Get free first, then prepare to use it again to free others (I suggest Farlowe) or go invisible and wait for an opportunity to rescue us.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

I'll dimension door out (Verbal only) and then fly.
EDIT: I take it back. Concentration DC 42? 39 is the most I could possibly roll, but anything less than a 20 and then a decent AP roll would just lose the spell.


Male Kalashtar Psychic Warrior 6 / War Mind 5

im gonna dimension slide out and attack from a different front so that maybe some of them jump off of you all and come to me. hopefully that will help lower the DC of the grapple for you all.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Yeah, I can't make 42 with a 20 and a 6 on the AP. We've been neatly trapped.

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