Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram: 1d20 + 1 ⇒ (13) + 1 = 14
Skelly: 1d20 + 5 ⇒ (19) + 5 = 24


Fishy 1 1d20 + 4 ⇒ (2) + 4 = 6
Fishy 2 1d20 + 4 ⇒ (5) + 4 = 9

Skelly 24
Nalverren 14+
Wultram 14-
Fishy 2 9
Fishy 1 6+
Tal 6
Ashshar 6-
Cole 4
Rehil ?
Vaard ?

Map. Effectively, the upper portions of this building are an empty vertical square tube about 100' long. The dark grey shows the walls. The light grey and blue is a representation of the ceiling - the light grey shows the solid remains of the dome and roof, while the blue shows where the hole is.

You are inside the building, somewhere between 10 and 50' from the roof and the aperture. This fight is in 3D - height will be measured in feet from the roof, so Fishy 1 is 10' from the roof and Fishy 2 is 30' from the roof. Your reach will similarly be in 3D, so you will have reach above and below you as well as around.

No idea how this will play out - let's see! Please place yourselves, noting height as well as position.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Remember, we are all tied together by ropes, 20 ft apart, so you can't be more than 20 ft from 2 other people. Tal would be in the middle, as healer.

Tal, M10, 10ft down (centered myself around everyone)

Ash* 57/57, Cole* 85/85, Nalvarren 52/52, Rehil 54/54, Tal 51/51, Vaard* 62/62, Wultraam 40/40

My assumption is Ash, Cole, and Vaard are the front line folks right now, so I've linked them up for auto-heal. Please confirm.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Init: 1d20 + 4 ⇒ (13) + 4 = 17

Sorry, I thought I'd already rolled. Place me in O10, 10' down.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

3D with 2D maps, and communicating via pbp, I am predicting a mess.
Well I would assume we would stay at the same depth more or less. Have skeleton be P-10 at 10ft, Wultram same depth at J-10.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

i'll be behind Tal, ostensibly above and behind


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Ashshar would be in the front, K13 for example, and deeper. Maybe 25 feets deep or so.


Nalverren wrote:
i'll be behind Tal, ostensibly above and behind

Coordinate and depth, please.

Map updated.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

N10 at 15ft, i suppose


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole was supposed to be at the back. So let's do N.9 and 10 ft down.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Tenro, vertical coordinate is depth. If you want to be above Tal you need to try 5'.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

ay yes you are correct. I was thinking elevation.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

init: 1d20 + 2 ⇒ (17) + 2 = 19


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

Vaard will start at M9 at 15 feet.


Skelly 24
Vaard 19
Rehil 17
Nalverren 14+
Wultram 14-
Fishy 2 9
Fishy 1 6+
Tal 6
Ashshar 6-
Cole 4

Map updated.

Skelly's first.


Skelly.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Sorry for the delay, christmas circus is in full swing.

Swim: 1d20 + 7 - 3 ⇒ (20) + 7 - 3 = 24 Yes that is where I want nat 20 to be

The skeleton moves closer to the creature and thrust the spear towards it.

Attack: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Move to P-9(Pretty sure 5ft step is not a thing when swimming at least without swimspeed) and then standard attack


Wultram's skeletal slave pierces the side of the fish. Blood billows in the water.

Yes, I think the rules aren't clear, but I think that since Swim speed is half a 5' step is probably a non-starter unless you have a Swim speed.

Talking of which... Vaard.

Map updated.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

Okay, here's something I'm not sure about: does being underwater affect my ability to assume stances?


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

Either way:
The Cold Sun calls his allies to action:
Swift action: Martial's Order: Advance

Quote:
As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn.

Heeding his own advice, the lizardfolk swims northeast until he is just above the fish, before lashing out with his teeth.

Swim to O7 as a move action.
bite: 1d20 + 10 ⇒ (5) + 10 = 15
1d4 + 1d6 + 4 ⇒ (3) + (1) + 4 = 8
another bite: 1d20 + 5 ⇒ (15) + 5 = 20
1d4 + 1d6 + 4 ⇒ (2) + (4) + 4 = 10
claw: 1d20 + 8 ⇒ (2) + 8 = 10
1d4 + 1d6 + 4 ⇒ (2) + (5) + 4 = 11
other claw: 1d20 + 8 ⇒ (19) + 8 = 27
1d4 + 1d6 + 4 ⇒ (1) + (3) + 4 = 8
Attack bonuses could be higher if someone uses the move action from Marshal's Order to flank. If being underwater prevents the use of Pugilist Stance, then ignore all the d6 damage dice.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Seeing the nearest threat well engaged, Rehil moves to cover the rear of the party from the second fish.

Move to M11 and down to 15 feet. Ready spear strike if it comes within reach.


Vaard wrote:
Okay, here's something I'm not sure about: does being underwater affect my ability to assume stances?

I see no reason why being underwater should have any impact at all on your stances. Despite the name, I doubt they rely on the way you stand.

Claw and teeth gain savage purchase on the fish's armoured hide.

Just noting that the fish are currently flat-footed/flat-finned/whatever so any move actions you take off the back of Vaard's power should probably be taken now to avoid AoOs for when it is their turn in the initiative.

I'm also assuming that Rehil's move just then was the one granted by Vaard. Does he want to do anything else with his full round of actions, since he's after Vaard in the initiative order?

Map updated.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Either you realised we are going to get geek'd or this is our Christmas present. Anyway, I'm moving Ashshar to engage Fish #2. So moving to H, 15 at 30' depth.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

If I can, I'd like to Double move to J15 -- 15' depth, and I'll hope for a AoO if the fish goes for the back of the other PCs. Still at 15' depth.

Ashshar, it's going to be a couple rounds before I can support you. directly.


OK - Nalverren, then Wultram.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11
Rehil Ecraish wrote:

If I can, I'd like to Double move to J15 -- 15' depth, and I'll hope for a AoO if the fish goes for the back of the other PCs. Still at 15' depth.

Ashshar, it's going to be a couple rounds before I can support you. directly.

If y'all manage to kill Fishy #1 while I distract #2, and kill it fast, I won't worry. But do try to make it fast, wouldn't want to survive Kalaktua just to get killed by her usual dinner.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

If Cole can use Vaard's Advance to get to Q.8, he will.

Cole does his best to awkwardly advance on the nearest threat.


Yes, no problem.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren will shoot his bow at Fish 2, utilizing Arcane Strike.

atk: 1d20 + 7 ⇒ (14) + 7 = 21
dmg: 1d6 + 2 ⇒ (5) + 2 = 7


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Swim: 1d20 - 3 ⇒ (7) - 3 = 4
Swim: 1d20 - 3 ⇒ (9) - 3 = 6 I guess wultram is not goin anywhere even with Vaards help.

Wultram tries to move across the water but his armor proves too cumbersome or perhaps concentrating on casting a spell at the same time was too difficult, all the same the mage more or less stays where he is. He does however manage to shoot out a black ray towards the nearer of the predators.

Ray of Exhaustion ranged touch attack: 1d20 + 4 ⇒ (10) + 4 = 14

Targeting #1 Fort save 21 or exhausted, if succeeded then fatigued. Duration 7mins.


Both fish are an equal distance away from Wultram. Which one are you attacking?


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11
Wultram used his eldritch magicky... wrote:


...Targeting #1 Fort save 21 or exhausted, if succeeded then fatigued. Duration 7mins...

Emphasis mine.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Ashshar already pointed out. Also the fish are at different depths.


Ah, many thanks.

Fishy Fort save 1d20 + 11 ⇒ (11) + 11 = 22


The fish facing Ashshar snaps at the tasty morsels in front of it.

Fish 2 attacks randomly.
On a 1 it attacks Ashshar, on a 2 it attacks Rehil 1d2 ⇒ 2
Attack on Rehil
Bite 1d20 + 13 ⇒ (10) + 13 = 23 to hit, damage 2d6 + 15 ⇒ (3, 3) + 15 = 21. On a successful hit, it will initiate a grab: 1d20 + 21 ⇒ (4) + 21 = 25 v Rehil's CMD. If that is successful, Rehil is now grappled.

Numerous potential meals present themselves to the other fish.

Fish 1 attacks randomly.
On a 1 it attacks Vaard, on a 2 Cole, on a 3 Skellie, on a 4 Tal, on a 5 Nalverren 1d5 ⇒ 2
Attack on Cole
Bite 1d20 + 13 ⇒ (9) + 13 = 22 to hit, damage 2d6 + 15 ⇒ (3, 3) + 15 = 21. On a successful hit, it will initiate a grab: 1d20 + 21 ⇒ (3) + 21 = 24 v Cole's CMD. If that is successful, Cole is now grappled.

Tal.

Map updated.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Remember, we are all tied together by ropes, 20 ft apart, so you can't be more than 20 ft from 2 other people. Tal would be in the middle, as healer.

Tal, M10, 10ft down (centered myself around everyone)

Ash* 57/57, Cole* 64/85, Nalvarren 52/52, Rehil 33/54, Tal 51/51, Vaard* 62/62, Wultraam 40/40

Cole heals 5 HP, Tal takes 5HP.

Ash* 57/57, Cole* 64/85, Nalvarren 52/52, Rehil 33/54, Tal 46/51, Vaard* 62/62, Wultraam 40/40

Tal swims to M12/15" using the granted move action.

Tal uses his standard action to Channel, excluding the fish.

Channel: 2d6 ⇒ (6, 2) = 8

Ash* 57/57, Cole* 68/85, Nalvarren 52/52, Rehil 41/54, Tal 51/51, Vaard* 62/62, Wultraam 40/40


Ashshar.

Map updated.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Grappled. Where did the fish end up? Does Ashshar get an AoO?

Edit: Aubrey, can I use Deadly Dodge? OR would it be cheating because I know it would negate the attack?

Deadly Dodge (Ex): As a swift action, you can expend one use of mythic power to gain a +4 dodge bonus to your AC until the start of your next turn. During this time, whenever a creature misses on a melee attack against you, it provokes an attack of opportunity from you. You can choose to either take this attack of opportunity or force that creature to reroll the attack and change the target to a creature of your choice that is adjacent to you and within the attacker's reach. This reroll uses the same modifiers as the initial attack roll.

That would turn the attack into a miss and I'd get an AoO.


It's a swift action, so it needs to be on your turn, which this isn't.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

OK.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Two clarifications.

Aubrey: do the fish bites bypass DR/Adamantine?
Tal: did that Channel reach Cole? I think it did, but I'm not 100% sure.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Ashshar turns his full attention to the huge fish attacking Rehil.

The lizardfolk hisses, the sound being barely perceptible underwater, before throwing a flurry of stabs and bites at it.

The tribe's hunter finish by biting himself free of the rope.

Swift Action using Mythic Champion's Sudden Attack. Roll twice, add tier and ignore Dr. Afterwards full attack with the halberd and bite, but the bite would bw directed at the rope to free himself.
Sudden Attack, Power Attack: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 211d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Power Attack Hunting Spear: 1d20 + 7 ⇒ (1) + 7 = 8
Power Attack Bite at the rope: 1d20 + 4 ⇒ (5) + 4 = 9

Damage, Sudden Attack: 1d10 + 12 ⇒ (10) + 12 = 22
Damage, Usual Attack: 1d10 + 12 ⇒ (6) + 12 = 18
Damage, Bite: 1d3 + 6 ⇒ (1) + 6 = 7


No, they don't penetrate DR of any sort. I think that channel reached Cole.

Ashshar's spear finds its mark as his teeth free him from the rope.

Cole.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Yes, the channel reached Cole. He only got 4HP from it though. If you have DR, I wasn't aware of it, how much do you have?


Dotting my own game.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cool. 85hp - 19 + 2 life link + 4 channel = 72/85 hp

Cole has DR 2/Adamantine from his Adamantine Body feat. :)

Constrained both by the rope around his waist and the creature now grabbing him, Cole does his best to fight back.

Rage + full attack (shortspear, shortspear, slam)
Mods: Rage, Grapple, Power Attack)

shortspear, 1: 1d20 + 12 - 2 - 2 ⇒ (14) + 12 - 2 - 2 = 22
damage: 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12

shortspear, 2: 1d20 + 7 - 2 - 2 ⇒ (12) + 7 - 2 - 2 = 15
damage: 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16

slam, secondary: 1d20 + 7 - 2 - 2 ⇒ (10) + 7 - 2 - 2 = 13
damage: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Life Link isn't healing magic, it directly transfers HP. So to my understanding, Cole would receive the full 5HP and Tal would take 5HP.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Tal'Va'Nocht wrote:
Life Link isn't healing magic, it directly transfers HP. So to my understanding, Cole would receive the full 5HP and Tal would take 5HP.
Eberron Book wrote:
However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.

Life Link is a Supernatural ability that heals hit points, so my understanding is that it's reduced to half effect on Cole.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Life link doesn't heal HPs. It transfers damage. Five points of HP damage transfers from Cole to Tal. If we use your interpretation, Cole would heal 2 HP and Tal would take 5 HP, and Tal would never link to Cole, because it would be useless to link to him.


Cole's spear plunges deeply into the fish's head. But it's backward-pointing teeth hold him tightly.

Skellie.

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