DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

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Slayer Totals


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Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

I am going to cast bless which will give everyone except Sam dal +1 to hit and damage


Male Human Wizard (Conjuror) 10 / Loremaster 4

Knowledge (arcana): 1d20 + 14 ⇒ (2) + 14 = 16

Nowzai's eyes open wide when he sees the monster. "Uhh... um, a hydra of some sort?" he stammers, uncharacteristically. He moves back from the edge of the stairs and starts to casts a spell.

SM2... small fire elemental.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik will move to heal Dalamus: 3d6 + 4 ⇒ (2, 5, 6) + 4 = 17


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Knowledge Arcane - 1d20 + 9 ⇒ (18) + 9 = 27

"The creature is a cryohydra! It's able to breath ice and capable of immense healing. Only known ways of killing it are to sever its heads and prevent the stump from regrowing by burning or searing with acid. Additionally, an immense amount of damage to the body will work as well. sorry to copy and paste, in a hurry this evening.

Can it reach me where I am based on that last attack?

I will use the Shield wand now (standard action) and swift action tail to put it away and use my move action to get my wand of Weapon Wand out


Creature is 15 feet tall. You don't know its reach.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

How do you sever heads? Is it a called shot? A certain amount of damage?


Attack the head and do enough damage.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)
DM Fflash wrote:
Attack the head and do enough damage.

If you know what I mean....

I am out and about all day so I am going to post a round 2 action so you have it if needed but I reserve the right to change it if s$%t goes down before my turn :)

Round 2 - AC 27 / HP 64 / Init 14

I will use wand of Weapon Wand and if I can do it all this round, put my Truestrike Wand into Mord'ael - Spell - Weaponwand Let me know what you think, the wording says that you can insert a wand as part of casting the spell and wand are supposed to work as the spell so I am not sure how you want to do this


As long as you use your swift action tail as the third "hand" to retrieve and place the truestrike wand


Male Fetchling Slayer 7/ Red Mantis 5

Damn!

Reflex Save DC 17
1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12

Damn, again! I had evasion too!

Dalamus drops. -4


Pit of the Seven Jaws Round1 (cont)

Init: Magma, Hydra, Epik, Sam, Dalamus, Nowzai, Nemoris

As Magma covers the rear of the party with Torag's blessing, Dalamus gets turned into a popsicle and the shivering half-elf collapses on the stairs.

Epik bolts down the stairs to get to Dalamus' side and as he crosses the landing, one of the heads snakes out to bite at him, but clangs off the staircase below him. He heals Dalamus bringing the rogue to consciousness.

Dalamus is prone on the stairs and can act

Sam and Nowzai cast spells while Nemoris draws his bow to shoot arrows at the beast (heads or body ... we'll resolve the hits/misses after the fact)

Round 2 actions? Depending on Magma's input, the hydra will move back under the stairs out of view

The Dice:

Hydra AoO vs Epik: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21; miss
1d4 ⇒ 2


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will get up an do a fighting withdrawal with his sword out, climbing back up the stairs, still seriously injured, he staggers up.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Round 2

Epik will run as a full round action, getting as far down the stairs as possible.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Round 2
I will move in support of epik. Can I use the wand and move?
3d8 + 5 ⇒ (4, 1, 5) + 5 = 15
Just in case I can use the wand


Using the wand on Dalamus? Yes, then you only get one move action down the stairs instead of 2.


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

I'll aim for the heads:

Round 1 || Initiative 3 || 64/64 hp || AC 23

If I can take a full round attack, I'll aim for the heads, moving to the next if I can drop one (assuming point blank damage and to hit, so -1 to each if I'm not within 30 feet of the heads). Couldn't tell if I was at 45 feet with the 15 feet tall heads or if it'd be a bit off. If I'm not within 30, I'll take my 5 foot step down the stairs each round until I am.

Attack: 1d20 + 12 ⇒ (14) + 12 = 26 Damage: 1d8 + 10 ⇒ (2) + 10 = 12 Crit: 1d20 + 12 ⇒ (10) + 12 = 22
Attack: 1d20 + 12 ⇒ (8) + 12 = 20 Damage: 1d8 + 10 ⇒ (1) + 10 = 11 Crit: 1d20 + 12 ⇒ (17) + 12 = 29
Attack: 1d20 + 7 ⇒ (14) + 7 = 21 Damage: 1d8 + 10 ⇒ (6) + 10 = 16 Crit: 1d20 + 7 ⇒ (13) + 7 = 20

I'd rather wait on round 2 to see if anyone else gets hit, or you know if the thing nearly kills me, but if it's all standard (and no one yells at me to stop shooting the heads), I'll just fire 3 more arrows:

Round 2 || Initiative 3 || 64/64 hp || AC 23

Attack: 1d20 + 12 ⇒ (15) + 12 = 27 Damage: 1d8 + 10 ⇒ (4) + 10 = 14 Crit: 1d20 + 12 ⇒ (5) + 12 = 17
Attack: 1d20 + 12 ⇒ (6) + 12 = 18 Damage: 1d8 + 10 ⇒ (7) + 10 = 17 Crit: 1d20 + 12 ⇒ (15) + 12 = 27
Attack: 1d20 + 7 ⇒ (19) + 7 = 26 Damage: 1d8 + 10 ⇒ (6) + 10 = 16 Crit: 1d20 + 7 ⇒ (19) + 7 = 26


Male Human Wizard (Conjuror) 10 / Loremaster 4

Round 2

Nowzai places the elemental close to the hydra and commands it to attack the nearest head.

Fire Elemental: 1d20 + 6 ⇒ (17) + 6 = 23; Damage: 1d4 + 2 ⇒ (4) + 2 = 6 fire damage plus burn (Ref DC 13 for 1d4 ⇒ 4 rounds)

Nowzai picks out a wounded head and casts an orb of sonic energy at it.

Lsr Orb of Sound: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14 (ranged touch); Damage: 3d6 ⇒ (3, 1, 6) = 10 sonic damage


Pit of the Seven Jaws Round 1 (cont)

Nemoris takes 3 quick shots, pausing only to see the results of the first, and just like that 3 hydra heads fall limp with arrows stuck in their brainpans. The heads start to shrivel and go gray. The beast roars in pain, its other 4 heads rearing back.

You are above 30 feet, so no point blank bonus, although it doesn't affect you this round

Pit of the Seven Jaws Round 2

Init: Magma, Hydra, Epik, Sam, Dalamus, Nowzai, Nemoris

Magma moves forward to Dalamus and heals him. Below him the hydra retreats under the stairs to the north, out of view and line of sight. Taking the opportunity, Epik hauls down the stairs as quickly as he can (Run is only available in a straight line, so you'll get a double move)

Sam activates another wand and inserts his truestrike wand into his weapon.

Nowzai summons a flaming elemental and commands it to attack the hydra's head. The creature moves forward and slams into the hydra's body burning it. Nowzai curses the moronic creature and mutters to himself about learning Ignan (You can only direct summons to do something other than "attack the closest creature" if you can communicate with them) He follows up with a sonic spell, collapsing a fourth head.

Nemoris, the creature is no longer in line of sight, so you cannot attack. Change to your action?

The Dice:

Head 1: 1d4 ⇒ 4
Head 2: 1d4 ⇒ 2
Head 3: 1d4 ⇒ 2
Reflex Save: 1d20 + 8 ⇒ (18) + 8 = 26
Head 4: 1d4 ⇒ 2


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Round 3
Run down the stairs following Epik


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Map?


Map here

Sorry about that


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
DM Fflash wrote:

Pit of the Seven Jaws Round 1 (cont)

Nemoris, the creature is no longer in line of sight, so you cannot attack. Change to your action?

Does it look like I'll be able to see if I go farther up the stairs, or over on the 45 food landing?

If not then I'll start down the stairs and yell, Remember we have to burn or use acid on the heads! On the way down I'll draw my shield as well.


No, you can't see it from the top of the pit


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Round 3 - AC 27 / HP 64 / Init 14

Stealth - 1d20 + 14 ⇒ (14) + 14 = 28

I will stealth move down the stairs and be prepared to attack the hydra if it shows up and I am able too, I will not however stand right by Magma or Epik and give the hydra a tasty breath weapon AoE target.

Also if the Hydra shows up I will use a swift action to turn Mord'ael into a Flaming Scimitar +2 before I attack if he's in reach

Anyway that my Arcane roll above of a 27 would tell me how long it takes the hydra breath weapon to recharge?


several seconds


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

how far can i move and cast a spell?


Your movement rate. Casting a spell is a standard action, you can still move as a move action. A very few spells are full round casts though so check first. In that case , you move 5' max.


Male Human Wizard (Conjuror) 10 / Loremaster 4

Round 3

Nowzai:

hp 39 of 39
AC 14 (t 12, ff 12)
Status darkvision (60 min), mage armor (1 hour)

Spells Prepared
Cantrips: detect magic, light, mage hand, sonic snap
1st: benign transposition x2, feather fall, lsr orb of sound x2, shield
2nd: baleful transposition, create pit, levitate
3rd: magic circle vs evil, smn mon III, sonic lance x2

Acid Dart 8 uses remaining (8/day)
Riftcutter 1 use remaining (1/day)

Pearl of Power (1st) 1 use remaining (1/day)
Slippers of Spider Climbing 10 minutes remaining (10/day)
Staff of Size Alteration 10 charges remaining

Wand of acid arrow 9 charges
Wand of detect secret doors 13 charges
Wand of mage armor 36 charges
Wand of magic missile 36 charges
Wand of unseen servant 50 charges

Crossbow bolts 17

Nemoris, follow me," says Nowzai as he casts an instant spell. Hopping off the edge, he floats down to the bottom at a slow and safe pace. Halfway down, he pulls a wand and aims it at the hydra, sending a bolt of acid towards one of the stumps.

Cast feather fall on myself and Nemoris (and Sam, if he wants to delay), move to float down 10 ft south of Nemoris.

Acid Arrow: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 (ranged touch); Damage: 2d4 ⇒ (3, 2) = 5 acid damage

The fire elemental continues to attack.

1d20 + 6 ⇒ (13) + 6 = 19; Damage: 1d4 + 2 ⇒ (4) + 2 = 6 and burn as above


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Round 3 AC22 HP69

Epik moves to the Hydra and attacks.

Attack:1d20 + 11 ⇒ (20) + 11 = 31 Damage:1d8 + 4 ⇒ (5) + 4 = 9

Crit:1d20 + 11 ⇒ (16) + 11 = 27 Damage:1d8 + 4 ⇒ (3) + 4 = 7


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

I am fairly far away from Nowzai, what's the range on that spell?


Male Human Wizard (Conjuror) 10 / Loremaster 4

According to the map, you're 20 ft from me & Nemoris.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

does bless add +1 to attack and damage for spells?


+1 to attack rolls and saves vs fear, this applies if the spell has an attack roll (like a ray). No damage bonus to anything from bless. Feel free to search the PRD (search box is in upper left corner) any time you cast a spell

Bless Link


Male Fetchling Slayer 7/ Red Mantis 5

How much did dalamus receive in healing?

Dalamus will draw his bow, and slowly start to make his way down the stairs looking for an opportunity to attack the beast, stopping at the platform.

Attack
1d20 + 9 ⇒ (18) + 9 = 27

Damage
1d6 + 2 ⇒ (1) + 2 = 3


@Dalamus, you receive 17 from Epik and 15 from Magma

Pit of Seven Jaws Round 2 (cont)

Init: Magma, Hydra, Epik, Sam, Dalamus, Nowzai, Nemoris

Not sure if Nemoris double moves down the stairs or waits for the Nowzai elevator, if he double moves he's where he is on the map at the beginning of his turn on Round 3. If he waits for Nowzai he will be next to Nowzai but only get 1 standard action in Round 3. Both spots have visibility to the hydra

Pit of Seven Jaws Round 3

Magma runs down the stairs, his magical boots allowing him to catch up to the much slower paladin. As he approaches the hydra it lashes out at him, but catches only armor. It follows that up with a blast of frosty breath swamping both Magma and the fire elemental, turning the elemental into steam and dissipating it. It retreats further back into its cave in the wall.

Breath Damage: 12d6 ⇒ (2, 5, 4, 1, 6, 3, 2, 6, 2, 3, 3, 5) = 42; Reflex save DC17 for half

Epik charges forward full speed with his longsword, also drawing an opportune attack from the beast but it fails to penetrate again.

Sam, Dalamus, Nowzai, and Nemoris all make their way down the stairs. Dalamus fires an arrow into a head, but fails to kill it. Nowzai floating down, throws an acid arrow onto the stump of one of the heads Nemoris killed and it sizzles, the entire neck falling limp to the ground.

Sam:
Are we going to be late to this fight again? I know, you're holding yourself back, so you can amaze them once they've gotten complacent and expect you to hang back. They'll shower you with accolades, surely. Good plan ...

At Nemoris for action

The Dice:

Hydra AoO vs Magma: 1d20 + 8 ⇒ (8) + 8 = 16; miss
Hydra AoO vs Epik: 1d20 + 8 ⇒ (4) + 8 = 12; miss
Nowzai Head strike: 1d4 ⇒ 1

Map here; Ignore the elemental, it's dead. Blue circles indicate pit floor level.


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will once again fire an arrow at the beast

Attack
1d20 + 9 ⇒ (17) + 9 = 26

Damage
1d6 + 2 ⇒ (6) + 2 = 8


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

Round 3 || Initiative 3 || 64/64 hp || AC 23

I should be able to 5 foot step off and make a full round attack as he comes into view, correct? You ok with using my rolls from round 2 that didn't go off?


Male Human Wizard (Conjuror) 10 / Loremaster 4

Should be no delay for Nemoris, as he acts after Nowzai.


Except he hadn't acted in Round 2 yet


Male Human Wizard (Conjuror) 10 / Loremaster 4

Casting the spell is an immediate action anyway... could have dropped it at any time.


Gotcha. He can be over by you, then, if he wishes, and give a shot in Round 2.


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Round 4 - AC 27 / HP 64 / Init 14

Mord'ael:
Yes, yes, that is the plan. Now be quiet and flame on for me

Sam will activate the True Strike wand and attack 2 heads with Mord'eal as a Flaming Keen +2 Sword

To Hit - 1d20 + 10 + 20 ⇒ (11) + 10 + 20 = 41
Damage - 1d6 + 6 + 1d6 ⇒ (4) + 6 + (1) = 11

To Hit - 1d20 + 10 + 20 ⇒ (17) + 10 + 20 = 47
Damage - 1d6 + 6 + 1d6 ⇒ (6) + 6 + (5) = 17
Confirm Crit - 1d20 + 10 + 20 ⇒ (14) + 10 + 20 = 44
Critical Damage Total - 1d6 + 6 + 1d6 + 17 ⇒ (4) + 6 + (3) + 17 = 30

BOOOOM Headshot! :)


Not sure how you accomplished all that. Explain to me where the second attack came from?


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Reflex
1d20 + 7 ⇒ (15) + 7 = 22
ooc: yes
Round 4

Touch attack acid dart at one of the dead hydra heads
1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
1d6 + 1 ⇒ (6) + 1 = 7

will move 5 feet closer to hydra


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

i shout, someone light a torch to burn the dead hydra heads


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

This is what I was G-Talking to you. This is why I get 2 attacks a round if I cast a spell and why I can do it with the wand

Spell Combat:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spell Strike:
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Spell Stike

Wand Wielder:
Benefit: The magus can activate a wand or staff in place of casting a spell when using spell combat. Wand Wielder


I get all that. Spellstrike applies to touch spells for the "free" attack. True Strike isn't a touch spell.

Additionally, spell combat is a full round action, you gotta move to melee.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Round 4 AC22 HP69

Epik full round attacks the nearest hydra head.

Attack1: 1d20 + 12 ⇒ (1) + 12 = 13 Damage1:1d8 + 4 ⇒ (5) + 4 = 9

Attack2: 1d20 + 7 ⇒ (18) + 7 = 25 Damage2:1d8 + 4 ⇒ (3) + 4 = 7


Pit of Seven Jaws Round 3 (cont)

Init: Magma, Hydra, Epik, Sam, Dalamus, Nowzai, Nemoris

Nemoris fires 3 more shots as he hops off the stairs dropping 2 more heads, leaving the hydra with only 1 functioning.

Pit of Seven Jaws Round 4

Magma fires a bolt of acid destroying another head permanently. The hydra responds with a series of gyrations, as two of it's previously damaged sprout two heads apiece! The four new heads join the original in an onslaught on the pair of warriors in front of them but only scores on Epik once.

Epik retaliates with an overhead arc that the head dodges away from, but he catches it with a backswing, lopping it off. Sam charges in drawing an opportune attack which he dodges easily, and cuts another head off with his night-black blade.

Dalamus fires again and sticks a head through the eye, felling it.

At Nowzai for action

The Dice:

Hydra Breath: 1d4 ⇒ 3
Head 5: 1d4 ⇒ 1
Head 6: 1d4 ⇒ 1
Magma Head: 1d5 + 1 ⇒ (2) + 1 = 3
Hydra vs Magma: 1d20 + 8 ⇒ (8) + 8 = 16; miss
Hydra vs Magma: 1d20 + 8 ⇒ (8) + 8 = 16; miss
Hydra vs Magma: 1d20 + 8 ⇒ (8) + 8 = 16; miss
Hydra vs Epik: 1d20 + 8 ⇒ (9) + 8 = 17; miss
Hydra vs Epik: 1d20 + 8 ⇒ (15) + 8 = 23; HIT!; Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Head 2: 1d4 ⇒ 4
Hydra AoO vs Sam: 1d20 + 8 ⇒ (3) + 8 = 11; miss
Head 4: 1d4 ⇒ 2
Head 7: 1d4 ⇒ 2

Map Here


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

Sama'el:

Spells Prepared
Cantrips - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue

Level 1

Level 2

Arcane Pool
Arcane Pool Power Points – 8.5
Arcane Pool Power(s)

  • Wand Wielder

Wands

  • Shield - 49 Charges
  • True Strike - 50 Charges
  • Obscuring Mist - 50 Charges
  • Weapon Wand - 50 Charges

Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)

I will cast Touch of Fatigue Save DC 15 Fort or be Fatigued for 6 rounds

To Hit - 1d20 + 10 ⇒ (20) + 10 = 30
Damage - 1d6 + 6 + 1d6 ⇒ (2) + 6 + (2) = 10

Confirm Crit - 1d20 + 10 ⇒ (9) + 10 = 19
Total Damage - 1d6 + 6 + 1d6 + 10 ⇒ (6) + 6 + (5) + 10 = 27

To Hit - 1d20 + 10 ⇒ (7) + 10 = 17
Damage - 1d6 + 6 + 1d6 ⇒ (2) + 6 + (3) = 11

Defensive Casting - DC 15 - 1d20 + 10 ⇒ (8) + 10 = 18 Let me know if I am understanding this correctly, I can cast defensively as to not get an AoO DC is 15+ twice the level of the spell (0 Level), if I fail I lose the spell but still don't get an AoO but I can still do my full round of attacks?

Both Attacks at heads.

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