Dungeon Monkey |
Bad Ooze Rising
RD 1
Party now >HASTED< for 1/11 rds
27 Manhayth [Attack Ooze 1 - hit/nd]
25 Merle [Haste/MM - 12 dam]
23 Justin {SWALLOWED BY OOZE 1} [ATK-hit - 2 dam]
20 Oozes [ATK 1-Mel 2-Hamar]
17 Hamar [ATK - need crit confirmation roll and target]
15 Blayze>PENDING<
12 Karrin >PENDING<
11 Alessia >PENDING<
6 Mel {GRAPPLED BY OOZE 1} >PENDING<
An indescribably horrid stench permeates the room as the two oozes whirl their innumerable pseudopods around. A fine mist of secretions seems to be sloughing off their skin, stirred into aerosol form by the rapid waving of their extruded extremities
D. Kong, Esq. |
RULES
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.
Hamar of the Hyena Tribe |
Disengage, fly up and then down into the gullet. I guess I need to roll some Acrobatics to disengage? I'll do that, then roll for my Critical.
Acrobatics - Disengage 1d20 + 26 ⇒ (20) + 26 = 46
Acrobatics - Disengage 1d20 + 26 ⇒ (8) + 26 = 34
Critical Roll Confirmation - 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Dungeon Monkey |
Hamar weaves over the ooze that bit him. He circles towards the other. He sees that the ooze that swallowed Justin is now grappling with Mel. However it is extruding yet another mouth to the side. Hamar dives into this opening, blades whirling.
As he hits the insides of this horrid creature a sludgy dark liquid enfolds him, burning. He senses more than sees the Wizard ahead, and uses his blades to open a rent in the ooze’s side near him. The thing is tough - extremely tough. Hamar’s grunts and strains as the muck surges around him in peristaltic waves. Suddenly he can see the stone floor. He pushes the Wizard and himself out of the beast!
Justin, as you had jumped ahead we are going to do a retcon. It is currently just after you tried to cut the ooze with your dagger. No spell used yet
Justin had suddenly realized he was in some serious trouble when a large object slams into him. He squirts out of the ooze like a watermelon seed, landing on the floor. He opens his eyes and sees Hamar covered in dark stinking fluids flying up over him grinning a manic grin
Justin, you regain the spell you tried, but you still take the rd 1 damage
Justin Case |
Justin, you regain the spell you tried, but you still take the rd 1 damage
Copy that. Easy retcon. (Sorry I jumped ahead!)
Justin tries to blink the sludge out of his eyes.
He fails.
The wizard moans and rolls from side to side a little, trying to rise.
He fails.
Justin blinks once more, gazing up at the gleeful barbarians manic grin.
"He slimed me,..."
Karrin Kind |
Karrin will step forward and start hacking at the ooze in front of her.
First attack: 1d20 + 18 ⇒ (7) + 18 = 25
damage: 1d12 + 8 + 1d6 + 2d6 ⇒ (6) + 8 + (6) + (1, 4) = 25
Second attack: 1d20 + 13 ⇒ (3) + 13 = 16
damage: 1d12 + 8 + 1d6 + 2d6 ⇒ (11) + 8 + (4) + (1, 6) = 30
Third attack: 1d20 + 8 ⇒ (3) + 8 = 11
damage: 1d12 + 8 + 1d6 + 2d6 ⇒ (10) + 8 + (6) + (3, 3) = 30
Potential haste attack: 1d20 + 18 ⇒ (17) + 18 = 35
damage: 1d12 + 8 + 1d6 + 2d6 ⇒ (6) + 8 + (4) + (3, 6) = 27
Dungeon Monkey |
Karrin brings Ferissirion in a slashing arc, cutting into the ebon ooze that had swallowed Justin. Her first and final attacks hit. The ...flesh? of the thing is immensely tough, and seems to resist the cuts heavily. However, Karrin's cuts do have an effect, if not what she would expect.
Alessia of Keoland |
Alessia slashes viciously at the nearest ooze.
+2 keen furyborn bastard sword: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
+2 keen furyborn bastard sword: 1d20 + 17 + 1 + 1 ⇒ (5) + 17 + 1 + 1 = 24
+2 keen furyborn bastard sword: 1d20 + 12 + 1 + 2 ⇒ (2) + 12 + 1 + 2 = 17
Damage: 1d10 + 7 ⇒ (4) + 7 = 11 plus energy drain
Damage: 1d10 + 7 + 1 + 1 ⇒ (9) + 7 + 1 + 1 = 18 plus energy drain
Damage: 1d10 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14 plus energy drain
D. Kong, Esq. |
RULES
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature’s negative levels equal or exceed its total Hit Dice, it dies.
A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.
Some abilities and spells (such as raise dead) bestow permanent level drain on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them. Level drain can be removed through spells like restoration. Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.
Dungeon Monkey |
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Alessia rips into the formless ebon ooze that swallowed Justin, fighting side by side with Karrin. She advances up the short stairs leading to the now-empty pool the horrors had hidden in.
Just having you take a five-foot step to free up space for anyone in the hallway who wants to fight
Two of her sword cuts hit home, although this ... thing is tough. However, its rancid life force does flow into her. She is granted several visions - ranks of misshapen humanoids worshipping at a mountainous outdoor henge, screaming people being consumed by fire in a statue's hollow belly, a formless swirling chaos that opens into a giant aphibianesque eye. The feeling of this life force entering her system is .. greasy.
Dungeon Monkey |
Bad Ooze Rising
RD 1
Party now >HASTED< for 1/11 rds
27 Manhayth [Attack Ooze 1 - hit/nd]
25 Merle [Haste/MM - 12/2 dam]
23 Justin [ATK-hit - 2 dam]
20 Oozes [ATK 1-Mel 2-Hamar]
17 Hamar [ATK - 36/16]
15 Blayze>PENDING<
12 Karrin [ATK-hit - 52/32]
11 Alessia [ATK-hit -29/9]
6 Mel {GRAPPLED BY OOZE 1} [failed break grapple]
Mel attempts to break the grapple
CMB: 1d20 + 10 ⇒ (4) + 10 = 14
He fails
Just Blayze left to go, then new round
Dungeon Monkey |
OK. It's been a long while since Blayze posted up. I'm going to rule she loses her action this round so we can move along ..
Blayze is literally stunned into immobility by the evil Oozes presence. The waves of evil that roll off them along with their rancid stench freezes her like a mouse in an owl's shadow
NEW ROUND!!
Dungeon Monkey |
Bad Ooze Rising
RD 2
Party now >HASTED< for 2/11 rds
27 Manhayth [Attack Ooze 1 - hit 31/6]
25 Merle >PENDING<
23 Justin >PENDING<
20 Oozes [ATK 1-Mel / ATK 2-Alessia]Currently Ooze 1: -2 energy drain effects
17 Hamar >PENDING<
12 Karrin >PENDING<
11 Alessia >PENDING<
6 Mel {GRAPPLED BY OOZE 1}
1 Blayze>PENDING<
Manhayth drops his bow and unsheathes two wicked-looking long knives
Kukri 1 ATK: 1d20 + 16 ⇒ (20) + 16 = 361d20 + 11 ⇒ (1) + 11 = 121d20 + 6 ⇒ (2) + 6 = 81d20 + 16 ⇒ (20) + 16 = 36 crit rng 18-20
Kukri 1 dam: 1d4 + 5 ⇒ (1) + 5 = 61d4 + 5 ⇒ (4) + 5 = 91d4 + 5 ⇒ (2) + 5 = 71d4 + 5 ⇒ (2) + 5 = 7
Kukri 2 ATK: 1d20 + 16 ⇒ (3) + 16 = 191d20 + 11 ⇒ (6) + 11 = 171d20 + 16 ⇒ (18) + 16 = 34crit rng 18-20
Kukri 2 dam: 1d4 + 5 ⇒ (3) + 5 = 81d4 + 5 ⇒ (4) + 5 = 91d4 + 5 ⇒ (4) + 5 = 9
3 crit confirms: 1d20 + 16 ⇒ (1) + 16 = 171d20 + 16 ⇒ (18) + 16 = 341d20 + 16 ⇒ (1) + 16 = 17
dam crit: 1d4 + 5 ⇒ (4) + 5 = 9
Sheesh all over the place
Manhayth weaves a whirling steel pattern with his knives, slicing and jabbing at the ooze. He does deal damage, but very little penetrates the ooze's thick membrane
BATTER UP!
D. Kong, Esq. |
RULES
Editor's Note:
How does DR (damage reduction) interact with magical effects that deal bludgeoning, piercing, or slashing damage?
Although the definition of damage reduction says “The creature takes normal damage from energy attacks (even non-magical ones), spells, spell-like abilities, and supernatural abilities,” that’s actually just referring to damage that isn’t specifically called out as being of a particular type, such as fire damage or piercing damage. In other words, DR doesn’t protect against “typeless damage” from magical attacks.
However, if a magical attack specifically mentions that it deals bludgeoning, piercing, or slashing damage, DR affects that damage normally, as if it were from a physical weapon. (Otherwise the magical attack might as well not have a damage type, as it would only interface with B/P/S damage in a very few corner cases, such as whether or not an ooze splits from that attack.)
For example, the ice storm spell deals 3d6 points of bludgeoning damage and 2d6 points of cold damage. If you cast ice storm at a group of zombies, the zombie’s DR 5/slashing protects them against 5 points of the spell’s bludgeoning damage. Their DR doesn’t help them against the spell’s cold damage because DR doesn’t apply to energy attacks.
A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.
The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability.
Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction.
Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.
A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.
Some monsters are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature.
When a damage reduction entry has a dash (—) after the slash, no weapon negates the damage reduction.
A few creatures are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction.
A few other creatures require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction.
Format: DR 5/silver; Location: Defensive Abilities.
Alessia of Keoland |
Once more, with feeling:
+2 keen furyborn bastard sword: 1d20 + 17 + 1 + 2 ⇒ (7) + 17 + 1 + 2 = 27
+2 keen furyborn bastard sword: 1d20 + 17 + 1 + 3 ⇒ (16) + 17 + 1 + 3 = 37
+2 keen furyborn bastard sword: 1d20 + 12 + 1 + 4 ⇒ (17) + 12 + 1 + 4 = 34
Damage: 1d10 + 7 + 2 ⇒ (7) + 7 + 2 = 16 plus energy drain
Damage: 1d10 + 7 + 3 + 1 ⇒ (10) + 7 + 3 + 1 = 21 plus energy drain
Damage: 1d10 + 7 + 4 + 2 ⇒ (8) + 7 + 4 + 2 = 21 plus energy drain
Apologies for any math mistakes-- the stacking bonuses from Hammer the Gap and Furyborn can get kind of confusing across multiple attacks and multiple rounds.
Justin Case |
Lwts call it that you can get up with haste and then conduct your round normally from there, assuming your hasted action was popping up off the ground
Thenk yew,...
Under the effect of Merle's Haste spell, (or an overabundance of adrenaline!) Justin kips back up from the ground to his feet like a monk.
"He SLIMED me!" Justin repeats, possibly in shock, as the wizard backs up cautiously but quickly from the pair of slimy monstrosities.
SO, If I getup close to Hamar (L34, so Justin could stand up in L33?) then I should be able to take the withdraw action to NOT draw an AoO? He will go to L31, or to L30 if can do that move carefully and not draw AoO. SO Haste=STand up, move action withdraw, can he still attack/Cast?
Dungeon Monkey |
Apologies for any math mistakes-- the stacking bonuses from Hammer the Gap and Furyborn can get kind of confusing across multiple attacks and multiple rounds.
No worries. This is a ‘potential’ attack at the moment, because the oozes go prior to you. What occurs when they attack might predicate you modifying your actions..j/s
Justin Case |
Justin Case wrote:SO Haste=STand up, move action withdraw, can he still attack/Cast?[/ooc]Yes, you can still cast at that point. Once you resolve we can get the oozes done, which will set up the rest of the round
Awesome. Thx! :)
"You. Slimed. Me." Justin repeats for the third time. Angrily.
"Lets see how YOU like it!"
Justin pulls a bit of something that looks pickled from a pocket, chants arcane language in a commanding voice, and ends with a gesture, palm up, fingers waggling, and a final arcane phrase,...
Tenta-cal-ezz Snaggus Crushus!"
From underneath and around the slime #2 erupts several black, rubbery tentacles, swinging wildly and looking for something hug. To death.
Black Tentacles:
School conjuration (creation); Level bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4; Bloodline aberrant 4; Mystery dark tapestry 4
CASTING
Casting Time 1 standard action
Components V, S, M (octopus or squid tentacle)
EFFECT
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.
Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles’ CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.
If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.
The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.
20' spread, targeting under the slime #2, M & N, 34-35. Their (magical) CMB is +17.
Tentacles Grapple attack vs Slime #2: 1d20 + 17 ⇒ (5) + 17 = 22
IF that succeeds on a grapple, Damage! 1d6 + 4 ⇒ (5) + 4 = 9
If you can't beat 'em, Join 'em! :) best part is, no magic to resist,(No magic Res or save throw) just physical dmg & grapple. And tentacles cannot be damaged.:)
OK< not MUCH dmg, if any, but hopefully they will occupy the slime while the others pound it into putty! ;P
Alessia of Keoland |
Alessia of Keoland wrote:No worries. This is a ‘potential’ attack at the moment, because the oozes go prior to you. What occurs when they attack might predicate you modifying your actions..j/sApologies for any math mistakes-- the stacking bonuses from Hammer the Gap and Furyborn can get kind of confusing across multiple attacks and multiple rounds.
How worried should I be?
Alessia of Keoland |
Well, check the map and tell me …>:)
Maybe take a 5-foot step to Q33? Either way, I'm not super worried (DR 12/-, still has HP in the triple digits, and can still energy drain every round with her slam attack if she gets grappled), and I'm not sure she'd have the presence of mind to actually move. I don't think she's used any rounds of rage yet, though, so that might be a thing.
Dungeon Monkey |
Unfortunately these things have high CMDs
Justin points and black tentacles explode from the flagstones of the floor to try to grapple the ooze that towers over Alessia. The ooze seems to jink and wiggle out of the way of the tentacles, almost with a contemptuous ease. The ooze readies an attack on Alessia:
ooze bite: 1d20 + 17 ⇒ (13) + 17 = 302d6 + 6 ⇒ (4, 6) + 6 = 16
grab: 1d20 + 17 ⇒ (5) + 17 = 22
The gnashing rows of teeth fail to grasp the undead warrior
Tentacle 1: 1d20 + 17 ⇒ (10) + 17 = 271d6 + 6 ⇒ (5) + 6 = 11
Tentacle 2: 1d20 + 17 ⇒ (14) + 17 = 311d6 + 6 ⇒ (4) + 6 = 10
Tentacle 3: 1d20 + 17 ⇒ (1) + 17 = 181d6 + 6 ⇒ (5) + 6 = 11
Tentacle 4: 1d20 + 17 ⇒ (12) + 17 = 291d6 + 6 ⇒ (6) + 6 = 12
The tentacles fail to find a weak spot on Alessia as well
Dungeon Monkey |
The ooze that has Mel grapples convulses rapidly, trying to drag the cleric into its gut
Fast Swallow: 1d20 + 17 - 2 ⇒ (17) + 17 - 2 = 32
The cleric disappears from view. Justin and Hamar can see that the slit Hamar carved in the ooze's side is completely healed
The ooze sends a mouth towards Justin
ooze bite: 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 272d6 + 6 ⇒ (6, 2) + 6 = 14
grab: 1d20 + 17 - 2 ⇒ (14) + 17 - 2 = 29
Fast Swallow: 1d20 + 17 - 2 ⇒ (17) + 17 - 2 = 322d6 + 6 ⇒ (2, 4) + 6 = 12
Justin feels himself sucked back into the stinking innards of the ooze's interior
Various pseudopods shoot out toward Hamar
tentacle 1: 1d20 + 17 ⇒ (6) + 17 = 231d6 + 6 ⇒ (5) + 6 = 11
tentacle 2: 1d20 + 17 ⇒ (20) + 17 = 371d6 + 6 ⇒ (4) + 6 = 10
tentacle 3: 1d20 + 17 ⇒ (11) + 17 = 281d6 + 6 ⇒ (6) + 6 = 12
tentacle 4: 1d20 + 17 ⇒ (10) + 17 = 271d6 + 6 ⇒ (6) + 6 = 12
tentacle 2 crit confirm: 1d20 + 17 ⇒ (8) + 17 = 251d6 + 6 ⇒ (4) + 6 = 10
Dungeon Monkey |
Bad Ooze Rising
RD 2
Party now >HASTED< for 2/11 rds
27 Manhayth [Attack Ooze 1 - hit 31/6]
25 Merle [Mag missile - 1 hit]
23 Justin [black tentacles] {Swallowed}
20 Oozes [ATK 1-Justin/Hamar/Mel/ ATK 2-Alessia]Currently Ooze 1: -2 energy drain effects
17 Hamar >PENDING<
12 Karrin >PENDING<
11 Alessia: [Atk-hit]
6 Mel {Swallowed}
1 Blayze>PENDING<
Karrin Kind |
"Stop eating our mage!" Karrin snaps as she chops into the ooze
First attack+power attack: 1d20 + 15 ⇒ (20) + 15 = 35
damage with power attack: 1d12 + 17 + 1d6 + 2d6 ⇒ (5) + 17 + (4) + (2, 6) = 34
second attack+power attack: 1d20 + 10 ⇒ (10) + 10 = 20
damage with power attack: 1d12 + 17 + 1d6 + 2d6 ⇒ (6) + 17 + (6) + (4, 4) = 37
third attack+power attack: 1d20 + 5 ⇒ (13) + 5 = 18
damage with power attack: 1d12 + 17 + 1d6 + 2d6 ⇒ (8) + 17 + (3) + (6, 4) = 38
Haste attack+power attack: 1d20 + 15 ⇒ (12) + 15 = 27
damage with power attack: 1d12 + 17 + 1d6 + 2d6 ⇒ (8) + 17 + (6) + (6, 3) = 40
Edit: Not sure if that crit counts, these things could be immune to crits, but I'm rolling to confirm
crit confirmation +power attack: 1d20 + 15 ⇒ (5) + 15 = 20
extra damage: 2d12 ⇒ (12, 2) = 14
Justin Case |
Justin looks down at the psuedopod wrapped around his waist. He looks up.
"Ohfertheluvuv,...." <SHLURP!>
Just double checking, how far do these things have reach? Justin moved to L31 or L30 before casting the tentacles spell. MAybe they just REALLY like the taste of wizard? ;P
Justin Case |
And THATS why I asked. ;P
Yeah, I dont know whut I wuz smokin', cuz I thought I was just spat out of Ooze #2. NOPE! I would have headed towards W33 (The farthest corner way from that side of Ooze #1) Would that have drawn an AoO? Because if so, then Wizzie is right back where he started. ;P
From the depths of the ooze, Hamar swears he can hear the wizards' voice.
Well. THIS all seems horribly familiar."
Blayze |
Haven taken the time to reload her guns with specifically devastating ammunition while her companions attacked, Blayze unleashes a volley at the ooze ahead of her hoping her shots are effective.
Glory/TWF/Haste: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34
exploding bullets: 1d8 + 2 ⇒ (4) + 2 = 6
Fire: 2d6 ⇒ (4, 2) = 6
Honor/TWF/Haste: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
exploding bullets: 1d8 + 1 ⇒ (2) + 1 = 3
Fire: 2d6 ⇒ (2, 1) = 3
Glory/TWF/Haste: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
exploding bullets: 1d8 + 2 ⇒ (6) + 2 = 8
Fire: 2d6 ⇒ (2, 5) = 7
Haste attack
Honor/TWF/Haste: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
exploding bullets: 1d8 + 2 ⇒ (1) + 2 = 3
Fire: 2d6 ⇒ (4, 1) = 5
Dungeon Monkey |
And THATS why I asked. ;P
Yeah, I dont know whut I wuz smokin', cuz I thought I was just spat out of Ooze #2. NOPE! I would have headed towards W33 (The farthest corner way from that side of Ooze #1) Would that have drawn an AoO? Because if so, then Wizzie is right back where he started. ;P
Reading the rules, and considering these guys have a 15' reach, I'm going to have to say you would get an AoO ... sorry Charlie
From the depths of the ooze, Hamar swears he can hear the wizards' voice.
Well. THIS all seems horribly familiar."
A wizard-shape lump forms in the ooze's interior
Dungeon Monkey |
Bad Ooze Rising
RD 2
Party now >HASTED< for 2/11 rds
27 Manhayth [Attack Ooze 1 - hit 31/6]
25 Merle [Mag missile - 1 hit]
23 Justin [black tentacles] {Swallowed}
20 Oozes [ATK 1-Justin/Hamar/Mel/ ATK 2-Alessia]Currently Ooze 1: -5 energy drain effects
17 Hamar >PENDING<
12 Karrin [ATK ooze 1 hit - 74/54]
11 Alessia: [Atk-hit 58/28 + 3 lvls drained]
6 Mel {Swallowed}
1 Blayze[atk-hit 41/7]
Karrin's axe howls gleefully as it carves the ebon nightmare. Alessia maintains her fury and moves forward on the attack. Blayze fires away, her bullets hitting, and erupting in fire
Are bullets piercing or bludgeoning?
Justin fetches up against an armored friend
"fancy meeting you here" Mel says dryly
Dungeon Monkey |
Having gone over the numbers, it seems you louts have pushed the first ooze over the edge… soooooo
Karrin and Alessia tears the first ooze into shreds as Blayze’s bullets and Merle’s magic bolts blow chunks from it. . Its many mouths squeal horridly as it liquifies into a muck the texture and smell of a latrine pool. Mel and Justin find themselves free from it, though its death has left them covered in filth
Melchizedek. |
“Ahhh! It’s in my mouth! Gross!”
He points his mace at the second ooze
“Scr3w you, pally”
Casting Holy Smite
A searing blue jet of force lances from him to strike the creature
Caster Check: 1d20 + 12 ⇒ (12) + 12 = 24
radiant dam: 10d6 ⇒ (4, 4, 4, 4, 5, 5, 3, 4, 1, 5) = 39
Ooze will save: 1d20 + 5 ⇒ (18) + 5 = 23
Justin Case |
Justin struggles to his feet. Coughing out 'stuff' and trying not to gag.
And mostly succeeding.
"ACK! Argh! Blecch! It's in my, EVERYWHERE!" The wizard manages to cough out.
"Scr3w you pally!" <Ray of holy sunshine up dark creatures nether regions>
"And make it a DOUBLE!" Justin echoes, holding out his blasting rod.
The wizard looks, shakes some slime off of his magical accessory, and re-levels it at the 2nd abomination.
"FORZARE!"
Magic Bolt (as Magic missile) Wiz power.
Caster check: 1d20 + 12 ⇒ (9) + 12 = 21
Force Dmg: 1d4 + 6 ⇒ (2) + 6 = 8
Justin Case |
I know Hamar/Dennis is in the middle of a real-life moving thang (with a new baby to add to all the chaos), so I am certain he might be slow on the attack. I'm going to ping him, but if I don't hear from him I will just move the narrative along.
OMG, Moving, (My personal Worstest thing to have to do. Ever.) AND a new baby?!? (One of the BESTEST things ever!) At the same time!?? God bless you Dennis! And best wishes to both endeavors! :)