Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

ref dc 21: 1d20 + 10 ⇒ (8) + 10 = 18

-12 damage from that as half the fire damage is negated by fire shield


Uh, just wondering but when did you cast fire shield, Kaz?
Going thru the posts to check on buff durations and haven't found it.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116
Haladon ir'Tarravan wrote:

Uh, just wondering but when did you cast fire shield, Kaz?

Going thru the posts to check on buff durations and haven't found it.

hmm wow i just searched my posts and i dont see it either, but it was listed in my tag line as ongoing. not only that but it has been months since i posted with the phrase. so it is safe to say i didnt cast it


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

Ref: 1d20 + 9 ⇒ (15) + 9 = 24


hp 73 of 156; AC 23 (29); Fort +15, Ref +8, Will +13 Warforged Paladin 9 / Exorcist of the Silver Flame 4; Effects: Bless, Airwalk, Weapon of Awe, Ironskin, Bull’s Strength

Initiative chart corrected
W4 25+
Janosz 25-
W6 21
W7 20
W2 17+
Lightbringer 17-
Rodergo 16+
W3 16-
Ezreal 13
Gil 12
Faith 10+
Kazadar 10-
W5 9+
Haladon 9-
W1 8
Darkheart & Dragon 4
Warforged 773 2

Updated map.

Effects (Durations as per start of round 1; we are now part way through round 2 I think):
All: Telepathic Bond (116 minutes 3 rounds), Bless (5 minutes), Extended Haste (4 rounds)

Ezreal: Overland Flight (12 hours 56 minutes 8 rounds), See Invisibility (126 minutes 9 rounds), Arcane Sight (10 minutes), Greater Invisibility (5 rounds), Summon Monster VI (7 rounds), Shield (12 minutes 4 rounds)

Gil: Invisibility (8 minutes 8 rounds), Fly (8 minutes 9 rounds), Obscuring Mist (11 minutes 2 rounds), Greater Invisibility (6 rounds)

Haladon: Communal Air Walk (16 minutes 8 rounds), Divine Bond (12 minutes 2 rounds), Divine Favor (2 rounds), Good Devotion (2 rounds)

Janosz: Communal Air Walk (16 minutes 8 rounds), Gravity Bow (expired), Longstrider (2 hours 57 minutes), Good Devotion (2 rounds)

Kazadar: Communal Air Walk (16 minutes 8 rounds), Righteous Might (3 rounds), Good Devotion (2 rounds), Divine Power (4 rounds), Chains of Light (6 rounds)

Lightbringer: Communal Air Walk (16 minutes 8 rounds), Weapon of Awe (4 minutes 9 rounds), Bull’s Strength (7 minutes 9 rounds), Ironskin (5 minutes), Good Devotion (2 rounds)

Rodergo: Communal Air Walk (16 minutes 8 rounds), Righteous Might (3 rounds), Good Devotion (2 rounds), Blade Barrier (10 minutes 3 rounds), Spiritual Weapon (6 rounds)

Ez is up.


Yup: Ez, Gil, Faith, Kaz.

Grand Lodge

Sorry for the hold up. Stretched a little thin for a bit. I'll post up here this evening.


No worries.


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

For the shadow demon:
First SR 17 to see if it is negated.
Then Reflex: 1d20 + 11 ⇒ (8) + 11 = 19 = Fail.
So 25 fire / 25 unholy.
Fire Resistance 10 = 15. 1/2 for incorporeal = 7
1/2 vs unholy for being evil = 12. 1/2 for incorporeal = 6
13 damage, or nothing if SR protects it.


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

The demon hisses in the fiery blast and darts out invisibly seeking a host.

Ezreal remains invisible for the time being, but pulls deep to blast the field with necromantic lightning, which arcs out from one target to another. The mage then glides silently away from the point of origin.

Shadow Demon: Magic Jar vs W6 Will DC 19
Fell Chain Lightning vs Primary W5 (Reflex DC 25 for 1/2)
Secondary W3, W4, Dragon, Darkheart (Reflex DC 23 for 1/2)
CL Check vs SR + Gr Sp Penetration: 1d20 + 13 + 4 ⇒ (1) + 13 + 4 = 18 +5 = 23
AP for CL Check: 2d6 ⇒ (5, 1) = 6
Electrical Damage: 13d6 ⇒ (1, 6, 4, 6, 3, 5, 1, 2, 2, 3, 1, 1, 3) = 38 and -4 Str penalty for any who are damaged.

It wasn't marked on the map but Ezreal moved to AB21 last turn.
He'll fly around to AE17 this turn.


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

Oh. Forgot +1 CL for an electrical spell.
Additional Chain Lightning damage: 1d6 ⇒ 3 for 41 total.
And the CL check to overcome SR is 24.


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

Immediately on the heels of the lightning crackling among the warforged, a fireball blossoms into existence to the right of the dragon, washing over the grouping of warforged along with Darkheart and the dragon, almost reaching the paladin, but stopping just short.

Shadow Evocation Fireball, centered on X-Y/7-8, should reach W3, W4, W5, Darkheart, and the dragon and just miss Lightbringer. Will DC 22 save reduces damage to 1/5th; Reflex DC 22 save for half

Fire damage: 10d6 ⇒ (3, 3, 5, 3, 5, 4, 6, 4, 1, 2) = 36

vs Spell Resistance: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21

Gil's invisibility spell is cancelled, but her greater invisibility is still in effect.

After flinging the illusory bead of flame, she flies to P14 to a point above W4.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

Kazadar moves to VW-13/14 and casts Bestow Curse on Darkheart, DC 20 Will negates. not sure which is better, the -4 to all d20 rolls or the 50% chance to do nothing.... what do you all think? 50% means he might be unable to act, but the -4 means he is more likely to fail against our spells


-4, Aubrey might get lucky and make some good rolls to keep Darkheart in the action.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

you got it.


How long does that shadow demon have to go? It was summoned before the pause for trash talking and presumably lasts for 12 rounds in total?


I believe I made a mistake in regards to the duration of summon monster VI. (For some unknown reason, I had Ez pegged with a CL13). After this recent turn Ez took, there should only be 3 rounds remaining to the shadow demon.

12 round duration – 2 rounds first combat – 5 rounds of talking – 2 rounds combat (current) = 3 rounds remaining.


Cool - the man with the numbers at his fingertips.

Grand Lodge

Ez is CL 13. Cataclysm Mage stacks there.


W3's roll v the shadow demon's SR 1d20 + 13 ⇒ (6) + 13 = 19

W6's Will save v shadow demon's Magic Jar 1d20 + 5 ⇒ (8) + 5 = 13

Saves v Ez's Chain Lightning
W3 1d20 + 5 ⇒ (4) + 5 = 9
W4 1d20 + 13 ⇒ (2) + 13 = 15
W5 1d20 + 8 ⇒ (8) + 8 = 16
Dragon 1d20 + 14 ⇒ (17) + 14 = 31
Darkheart 1d20 + 3 ⇒ (3) + 3 = 6

Saves v Gil's Fireball
W3 1d20 + 5 ⇒ (18) + 5 = 23
W4 1d20 + 13 ⇒ (15) + 13 = 28
W5 1d20 + 8 ⇒ (18) + 8 = 26
Dragon 1d20 + 14 ⇒ (10) + 14 = 24
Darkheart 1d20 + 3 ⇒ (6) + 3 = 9

Darkheart's Will save v Kaz's Bestow Curse
Darkheart 1d20 + 8 ⇒ (20) + 8 = 28

The warforged priest crumples under the savage magical assault. But the others remain standing if, nonetheless, battered-looking. The dragon exhibits barely a scratch.

W3 down.

Faith still needs to do something.

Updated map.


Faith takes a step forward and unleashes arrows at the closest enemy. Sorry, forgot about Faith.

Move action: 5’ step to Q24.
Full round action: attack W1.

Attack #1 (divine favor): 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18. Damage (divine favor): 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7.
Attack #2 (divine favor): 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22. Damage (divine favor): 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7.

W5, Haladon, W1, etc.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

Darkheart is down or no?


Kazadar Soranath wrote:
Darkheart is down or no?

Are you kidding? Of course not.


Didn't the ones hit by Gil's shadow evocation fireball need to make two saves? One Will for the disbelieve and the second Reflex for half damage.


Serves me right for not checking the description properly, thought it was a real fireball. We'll stand with the result we have, but thanks for pointing it out so I can catch it later.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Aubrey the Demented/Malformed wrote:
Serves me right for not checking the description properly, thought it was a real fireball. We'll stand with the result we have, but thanks for pointing it out so I can catch it later.

Sorry, I tried to point out the difference in the saves in my post. I will try to make it more obvious next time. It was easy to overlook.


No, it was my fault - I know how the spell works, I just didn't read your post properly. It doesn't change much.


Initiative chart updated
W4 25+
Janosz 25-
W6 21 (possessed by the shadow demon)
W7 20
W2 17+
Lightbringer 17-
Rodergo 16+
W3 16-
Ezreal 13
Gil 12
Faith 10+
Kazadar 10-
W5 9+
Haladon 9-
W1 8
Darkheart & Dragon 4
Warforged 773 2

Updated map.

Faith's shots are dodged easily. Lightbringer's assailant takes a step back for another attack.

W5 steps back 5' and attacks LB. If he takes LB down, any other attacks will go on Kaz.
Guisarme 1 1d20 + 21 ⇒ (9) + 21 = 30 to hit, damage 2d4 + 9 ⇒ (4, 3) + 9 = 16
Guisarme 1 1d20 + 16 ⇒ (1) + 16 = 17 to hit, damage 2d4 + 9 ⇒ (2, 4) + 9 = 15
Guisarme 1 1d20 + 11 ⇒ (12) + 11 = 23 to hit, damage 2d4 + 9 ⇒ (1, 1) + 9 = 11

Haladon.


Haladon steps forward to engage his opponent.

Move action: 5 ft. step to P9.
Full round action: Full attack at W2.

Haste Attack (bless, divine favor, haste): 1d20 + 20 + 1 + 3 + 1 ⇒ (11) + 20 + 1 + 3 + 1 = 36. Damage (divine favor): 1d8 + 6 + 3 ⇒ (4) + 6 + 3 = 13 plus 1d6 ⇒ 3 fire. Total = 13 plus 3 fire
Attack #1 (bless, divine favor, haste): 1d20 + 20 + 1 + 3 + 1 ⇒ (20) + 20 + 1 + 3 + 1 = 45. Damage (divine favor): 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11 plus 1d6 ⇒ 3 fire. Total = 11 plus 3 fire
Critical #1: 1d20 + 20 + 1 + 3 + 1 ⇒ (13) + 20 + 1 + 3 + 1 = 38. If confirmed, damage is doubled (22) plus 3 fire plus an extra 1d10 ⇒ 3 fire for flaming burst special weapon ability. Total = 22 plus 6 fire.
Attack #2 (bless, divine favor, haste): 1d20 + 15 + 1 + 3 + 1 ⇒ (9) + 15 + 1 + 3 + 1 = 29. Damage (divine favor): 1d8 + 6 + 3 ⇒ (3) + 6 + 3 = 12 plus 1d6 ⇒ 4 fire. Total = 12 plus 4 fire
Attack #3 (bless, divine favor, haste): 1d20 + 10 + 1 + 3 + 1 ⇒ (18) + 10 + 1 + 3 + 1 = 33. Damage (divine favor): 1d8 + 6 + 3 ⇒ (7) + 6 + 3 = 16 plus 1d6 ⇒ 5 fire. Total = 16 plus 5 fire
Critical #3: 1d20 + 10 + 1 + 3 + 1 ⇒ (3) + 10 + 1 + 3 + 1 = 18. If confirmed, damage is doubled (32) plus 5 fire plus an extra 1d10 ⇒ 1 fire for flaming burst special weapon ability. Total = 32 plus 6 fire.

W1, Darkheart & Dragon, Warforged 773


hp 73 of 156; AC 23 (29); Fort +15, Ref +8, Will +13 Warforged Paladin 9 / Exorcist of the Silver Flame 4; Effects: Bless, Airwalk, Weapon of Awe, Ironskin, Bull’s Strength

That was one hit on LB, not enough damage to take him down, so Kaz doesn't take any of W5's attacks.


Haladon cuts down the warforged warrior.

Haladon's attack takes out W2 in a single blow. He can have a move action. Given those really good rolls above, he can keep those for the next attack.

The warforged martial artist steps forward and lunges at Rodergo at full stretch.

W1 attacks Rod. He has the Lunge feat so can do so with 10' reach, using flurry of blows.
Attack 1 1d20 + 14 ⇒ (16) + 14 = 30 to hit, damage 2d6 + 3 ⇒ (5, 5) + 3 = 13
Attack 2 1d20 + 14 ⇒ (17) + 14 = 31 to hit, damage 2d6 + 3 ⇒ (2, 2) + 3 = 7
Attack 3 1d20 + 9 ⇒ (7) + 9 = 16 to hit, damage 2d6 + 3 ⇒ (4, 5) + 3 = 12
Attack 4 1d20 + 9 ⇒ (16) + 9 = 25 to hit, damage 2d6 + 3 ⇒ (4, 2) + 3 = 9
Attack 5 1d20 + 4 ⇒ (1) + 4 = 5 to hit, damage 2d6 + 3 ⇒ (5, 3) + 3 = 11

I'll wait until I have Haladon's move before I do DH and the dragon.

Updated map.


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

Ouch - I did specifically say in Rod's last post that he stays 15 feet away from W1, but I'll hack it if that wasn't possible or W1 is able to reach him anyway.


After dropping his foe, Haladon climbs into the air to close with the dragon and Darkheart.

Move to S7, elevation at 10 feet.
And yes, I suspect I'm about to get hit with AoO(s) from the dragon and Darkheart but somebody's got to do it.


And so we bid farewell to Haladon...

Hal cops an AoO from the dragon, although not Darkheart.
Bite 1d20 + 35 ⇒ (3) + 35 = 38 to hit, damage 4d6 + 12 ⇒ (6, 2, 1, 1) + 12 = 22

As the dragon snaps defensively at Haladon, Darkheart snaps, "Kill him!"

Full attack from the dragon on Haladon
Bite 1d20 + 35 ⇒ (4) + 35 = 39 to hit, damage 4d6 + 12 ⇒ (5, 1, 3, 6) + 12 = 27
Claw 1 1d20 + 35 ⇒ (5) + 35 = 40 to hit, damage 2d8 + 12 ⇒ (6, 8) + 12 = 26
Claw 2 1d20 + 35 ⇒ (7) + 35 = 42 to hit, damage 2d8 + 12 ⇒ (8, 6) + 12 = 26
Wing 1 1d20 + 30 ⇒ (3) + 30 = 33 to hit, damage 2d6 + 6 ⇒ (3, 4) + 6 = 13
Wing 2 1d20 + 30 ⇒ (20) + 30 = 50 to hit, damage 2d6 + 6 ⇒ (5, 4) + 6 = 15
Tail Slap 1d20 + 30 ⇒ (1) + 30 = 31 to hit, damage 2d6 + 6 ⇒ (2, 4) + 6 = 12 Miss

EDIT: possible crit on Wing 2
Wing 2 1d20 + 30 ⇒ (8) + 30 = 38 to hit, damage 2d6 + 6 ⇒ (3, 6) + 6 = 15

I have a sneaking suspicion that Hal isn't too vertical anymore. Don't forget we have a house rule about avoiding death with action points! Please confirm Hal's status before I move on to Darkheart's actions.


Yeah, Haladon drops. Except for the 1 rolled, the dragon got Hal on each hit. I'll use the action points to avoid death and stabilize. Thank God, I was saving them for just such an emergency.

Haladon's foolhardy attempt to close with the enemy leaves him open and he falls before the dragon's fury.


Father Rod wrote:
Ouch - I did specifically say in Rod's last post that he stays 15 feet away from W1, but I'll hack it if that wasn't possible or W1 is able to reach him anyway.

He took a 5' step and used his Lunge feat - hence 15' wasn't far enough to avoid a full attack.


Darkheart casts Scorching Ray at LB again.
Ray 1 1d20 + 12 ⇒ (18) + 12 = 30 v touch AC, 4d6 ⇒ (4, 4, 1, 2) = 11 fire damage
Ray 2 1d20 + 12 ⇒ (15) + 12 = 27 v touch AC, 4d6 ⇒ (2, 5, 6, 3) = 16 fire damage
Ray 3 1d20 + 12 ⇒ (3) + 12 = 15 v touch AC, 4d6 ⇒ (1, 1, 2, 6) = 10 fire damage

Map updated.

Warforged 773.


Hoping for better luck, Warforged 773 channels his emotions behind his next attack.

Move action: none
Standard action: manifest augmented energy push (electricity) coupled with wild surge vs. W1.

Attack (ray, PP8 plus wild surge): 1d20 + 8 ⇒ (11) + 8 = 19 ranged touch attack. Damage: 6d6 ⇒ (1, 5, 3, 1, 2, 1) = 13 electricity.
Psychic Enervation: 1d100 ⇒ 72. No psychic enervation.
Ref DC 15+2 (electricity) +4 (augmented) = 21 for half damage. If W1 is hit, DC 21 or pushed back 15 ft.

Warforged 773 is down to 55 power points.
Start of Round 3


The enigmatic warforged wilder hurls psychic energy at its enemy, but its adversary still manages to duck out of the way.

The warforged archer continues to shoot at Kazadar.

W4 shoots at Kaz
Attack 1 1d20 + 17 ⇒ (11) + 17 = 28 to hit, damage 1d8 + 3 ⇒ (3) + 3 = 6
Attack 2 1d20 + 12 ⇒ (15) + 12 = 27 to hit, damage 1d8 + 3 ⇒ (7) + 3 = 10
Attack 3 1d20 + 7 ⇒ (10) + 7 = 17 to hit, damage 1d8 + 3 ⇒ (8) + 3 = 11

Janosz and W6, who is currently possessed by the shadow demon

Map updated.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

3 misses, luckily (with my HP)


“Nimble bastard,” Janosz mutters as he continues to unleash his arrows at the warforged.

Move action: no move.
Full round action: attack W1.

Attack #1 (Manyshot, Deadly Aim, bless, haste): 1d20 + 17 + 1 + 1 ⇒ (20) + 17 + 1 + 1 = 39. Damage: 2d8 + 22 ⇒ (8, 5) + 22 = 35 plus 2d6 ⇒ (5, 4) = 9 fire and 2d6 ⇒ (2, 5) = 7 electricity. Total = 35 plus 9 fire and 7 electricity.
Critical #1: 1d20 + 17 + 1 + 1 ⇒ (15) + 17 + 1 + 1 = 34. If confirmed, damage is tripled of first arrow (57) plus second arrow (16) plus 9 fire and 7 electricity. Total = 73 plus 9 fire and 7 electricity.

Attack #2 (Rapid Shot, Deadly Aim, bless, haste): 1d20 + 17 + 1 + 1 ⇒ (11) + 17 + 1 + 1 = 30. Damage: 1d8 + 11 ⇒ (8) + 11 = 19 plus 1d6 ⇒ 2 fire and 1d6 ⇒ 6 electricity. Total = 19 plus 2 fire and 6 electricity.

Attack #3 (Deadly Aim, bless, haste): 1d20 + 12 + 1 + 1 ⇒ (17) + 12 + 1 + 1 = 31. Damage: 1d8 + 11 ⇒ (5) + 11 = 16 plus 1d6 ⇒ 3 fire and 1d6 ⇒ 1 electricity. Total = 16 plus 3 fire and 1 electricity.

Attack #4 (Deadly Aim, bless, haste): 1d20 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15. Damage: 1d8 + 11 ⇒ (8) + 11 = 19 plus 1d6 ⇒ 3 fire and 1d6 ⇒ 6 electricity. Total = 19 plus 3 fire and 6 electricity.

W6, LB, Rod, etc.


The dancing warforged bats aside the arrows arcing into its face. But it cannot stop the two that hit it in the shoulder and hip and it falls to the ground, inert.

W1 down. W6 next, which is controlled by the shadow demon. For reference, it's a nasty archer type using a crossbow. Let me know what general intentions you have for it and I will do the rest.

Map updated.


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

The warforged sniper stops and looks back to his allies while lowering his crossbow. Tendrils of shadow coalesce around him as he draws power from the blighted shadowy hellscape of the Mournland. The sniper leans forward violently ejecting a massive stream of acid from his open faceplate at another forged and their commanders.

Shadow Evocation to mimic Dragon's Breath (Wiz 4th)
Black dragon, 60' line of acid. Will hit W4, Dragon, and Darkheart.

CL check vs SR: 1d20 + 10 ⇒ (6) + 10 = 16
Acid Breath: 10d6 ⇒ (6, 4, 4, 5, 4, 2, 4, 3, 5, 2) = 39
Reflex DC 19 for half
Will DC 19 to disbelieve for 20%

Not a great option with three levels to avoid it, but if I make crossbow attacks with him he will only have a BAB of 7 and I'm unclear whether I would have access to all of his feats. Surely none with a higher BAB requirement.

3 rounds remaining.


You should start thinking about making him drop his weapons and gear and make a suicidal charge at the dragon in case combat continues for another 3 rounds.

Or have him move closer to the blade barrier, after dropping his weapons and gear, and making him walk through it in the last round of possession to trap him.

It'll be one less opponent to worry about.


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

Good call. Will do.


The archer and the dragon avoid the worst, but Darkheart takes a direct hot from the acid, his body sizzling.

Initiative chart updated
W4 25+
Janosz 25-
W6 21 (possessed by the shadow demon)
Lightbringer 17-
Rodergo 16+
Ezreal 13
Gil 12
Faith 10+
Kazadar 10-
W5 9+
Haladon 9-
Darkheart & Dragon 4
Warforged 773 2

There's been a bit of a whittling of the enemies. LB and Rodergo.

Map updated.


LB and Rod.


hp 73 of 156; AC 23 (29); Fort +15, Ref +8, Will +13 Warforged Paladin 9 / Exorcist of the Silver Flame 4; Effects: Bless, Airwalk, Weapon of Awe, Ironskin, Bull’s Strength

Lightbringer uses a swift action to Lay on Hands for 4d6 ⇒ (2, 5, 4, 4) = 15

He then takes a five foot step to V11 and makes a full attack fighting defensively, using power attack, furious focus.

Attack 1: 1d20 + 17 ⇒ (8) + 17 = 25 damage: 2d6 + 20 ⇒ (5, 1) + 20 = 26
Attack 2: 1d20 + 17 ⇒ (19) + 17 = 36 damage: 2d6 + 20 ⇒ (4, 2) + 20 = 26
Attack 3: 1d20 + 9 ⇒ (3) + 9 = 12 damage: 2d6 + 20 ⇒ (2, 3) + 20 = 25
Attack 4: 1d20 + 4 ⇒ (11) + 4 = 15 damage: 2d6 + 20 ⇒ (3, 3) + 20 = 26


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

Rod air walks to Q-R-13-14 and channels positive energy to heal, using selective channelling to exclude enemies in the burst. It should heal Rod, LB, Hal, Kaz, Gil.

Healing: 6d6 ⇒ (6, 2, 2, 4, 1, 2) = 17


LB's second attack is a crit. Also, Rod's righteous might has expired this turn so he's no longer size Large.

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