| Nemoris |
Round 4 || Initiative 3 || 64/64 hp || AC 23
I'll do a full attack into the body:
Attack: 1d20 + 12 ⇒ (18) + 12 = 30 Damage: 1d8 + 10 ⇒ (7) + 10 = 17 Crit: 1d20 + 12 ⇒ (5) + 12 = 17
Attack: 1d20 + 12 ⇒ (10) + 12 = 22 Damage: 1d8 + 10 ⇒ (7) + 10 = 17 Crit: 1d20 + 12 ⇒ (14) + 12 = 26
Attack: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 1d8 + 10 ⇒ (7) + 10 = 17 Crit: 1d20 + 7 ⇒ (20) + 7 = 27
| DM Fflash |
@Sam, not quite. Think of it this way. Spell Combat allows you to off hand a spell, thus the -2 to all attacks. If that spell is a touch attack spell, you get a free attack as part of casting the spell. If you fail your defensive cast, you lose the spell and thus the attack. Spellstrike just allows you to channel said touch attack through your weapon. You don't get an extra attack. You get an attack and a spell. Your actions this post are fine
EDIT: Touch of Fatigue isn't on the magus list, its a wizard spell.
| Sama'el Val'varen |
Ok, I was understanding the way Spell Combat works, I was asking if the casting defensively and still getting both attacks off if that succeeds works, but if the Concentration check fails I lose the spell and the secondary attack but would still get my main normal attack at a -2 though as I tried to cast. Correct?
Yes but my trait Two World Magic allowed me to pick any 0 level spell from the wizard school and I choose Touch of Fatigue
| Epik |
Round 5 AC22 HP69
Epik again attacks the nearest hydra head.
Attack1: 1d20 + 12 ⇒ (14) + 12 = 26 Damage1:1d8 + 4 ⇒ (3) + 4 = 7
Attack2: 1d20 + 7 ⇒ (3) + 7 = 10 Damage2:1d8 + 4 ⇒ (1) + 4 = 5
| DM Fflash |
Was waiting on Nowzai until last night
Pit of Seven Jaws Round 4 (cont)
Init: Magma, Hydra, Epik, Sam, Dalamus, Nowzai, Nemoris
Nowzai shoots another bolt from his wand, destroying another head and neck permanently.
Nemoris, realizing he's downing heads faster than the party can destroy them, turns to the body, punishing it with three deep arrows.
Pit of Seven Jaws Round 5
Magma shoots an acid dart at a head but doesn't do quite enough damage to destroy it all the way. One more hit should do it!
The hydra down to two heads, grows four more out of two of it's downed necks. The now 6-headed hydra heals some of the wounds from Nemoris arrows and lashes out at the group in front of him, but again only hitting once on the paladin.
Epik and Sam both counterattack, lopping off three more heads between the two of them. The creature seems unfazed by Sam's magic, but his flaming blade partially cauterizes the necks, but not enough to prevent the full regeneration yet. Nearby Dalamus puts an arrow into the beast.
FYI Sam,flaming doesn't do additional damage on a critical hit
For those of you keeping score at home, that's 3 heads up, 5 heads disabled (2 of them partially cauterized) and 3 destroyed
At Nowzai for action, Map hasn't changed since no one moved
Fort Save Hydra vs Sam: 1d20 + 9 ⇒ (20) + 9 = 29; Success!
Nowzai Head: 1d5 ⇒ 2; Head #4
Magma Head: 1d4 ⇒ 3; Head #7
Hydra vs Magma: 1d20 + 8 ⇒ (6) + 8 = 14; miss
Hydra vs Magma: 1d20 + 8 ⇒ (15) + 8 = 23; miss
Hydra vs Sam: 1d20 + 8 ⇒ (11) + 8 = 19; miss
Hydra vs Sam: 1d20 + 8 ⇒ (7) + 8 = 15; miss
Hydra vs Epik: 1d20 + 8 ⇒ (5) + 8 = 13; miss
Hydra vs Epik: 1d20 + 8 ⇒ (16) + 8 = 24; HIT!; Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Epik Head: 1d6 ⇒ 3; Head #10
Sam Head 1: 1d6 ⇒ 5; Head #12
Sam Head 2: 1d6 ⇒ 1; Head #8
| Magma Iron Clan |
round 6
attacking the same dead hydra head
touch attack
1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
acid dart
1d6 + 1 ⇒ (3) + 1 = 4
nemoris attack the body or come down here with a torch
i only have 2 acid darts after this spell
i need to stay within 30 feet of the hydra to use the acid dart but i don't want to stand to close to any other party members
everybody should be attacking body creating more heads is not helping
| Sama'el Val'varen |
Round 6 - AC 27 / HP 64 / Init 14
I will cast defensively another Touch of Fatigue and attack the body this round, Can I 5' and flank? If so please add the +2 in my attacks below, if not I will start working my way around with 5' steps until someone and I get flanking.
To Hit - 1d20 + 10 ⇒ (18) + 10 = 28
Damage - 1d6 + 6 + 1d6 ⇒ (2) + 6 + (6) = 14
Confirm Crit - 1d20 + 10 ⇒ (5) + 10 = 15 - Here's to hoping ac 15 hits
Damage Total - 1d6 + 6 + 14 ⇒ (2) + 6 + 14 = 22
To Hit - 1d20 + 10 ⇒ (11) + 10 = 21
Damage - 1d6 + 6 + 1d6 ⇒ (4) + 6 + (2) = 12
Defensive Casting - DC 15 - 1d20 + 10 ⇒ (16) + 10 = 26
Save DC - 15 Fort or be Fatigued for 6 rounds
| Epik |
Round 6
Epik attacks the body:
Attack1:1d20 + 12 ⇒ (15) + 12 = 27 D1:1d8 + 4 ⇒ (5) + 4 = 9
Attack2:1d20 + 7 ⇒ (10) + 7 = 17 D2:1d8 + 4 ⇒ (5) + 4 = 9
| Sama'el Val'varen |
Can I use the flame from the blade to seal up the necks or would there be an attack roll needed? I might change my target from body to head/necks. Like first attack against a new head and try and hit the neck I only mostly sealed last round if that is possible
| Nemoris |
Round 1 || Initiative 3 || 64/64 hp || AC 23
Will do!
I'll take a 5 foot step to my left, and put three more attacks into the body:
Attack: 1d20 + 12 ⇒ (1) + 12 = 13 Damage: 1d8 + 10 ⇒ (8) + 10 = 18 Crit: 1d20 + 12 ⇒ (13) + 12 = 25
Attack: 1d20 + 12 ⇒ (15) + 12 = 27 Damage: 1d8 + 10 ⇒ (3) + 10 = 13 Crit: 1d20 + 12 ⇒ (2) + 12 = 14
Attack: 1d20 + 7 ⇒ (7) + 7 = 14 Damage: 1d8 + 10 ⇒ (7) + 10 = 17 Crit: 1d20 + 7 ⇒ (8) + 7 = 15
| DM Fflash |
Pit of Seven Jaws Round 5 (cont)
Init: Magma, Hydra, Epik, Sam, Dalamus, Nowzai, Nemoris
Nowzai shoots a third glob of acid at a downed head but doesn't quite destroy it. Confident that continuing acid damage will destroy it next round, he looks for another to focus on. Next to him, Nemoris fires three times, but this time only gets one through.
Pit of Seven Jaws Round 6
Magma destroys his partially damaged head, just in time to catch a full on shot of ice in the face. The breath also covers Sam. Breath: 9d6 ⇒ (1, 6, 2, 3, 2, 5, 2, 6, 4) = 31; Reflex Save DC15 for half
Sam whacks away at his previously damaged heads, destroying one and burning the other some more. Dalamus shoots an arrow into the body watching as the creature visibly starts healing its many wounds, although blood streams freely.
At Nowzai for action. Your continuing acid damage destroys one head
Head 10: 1d4 - 1 ⇒ (4) - 1 = 3
Head 8: 1d4 - 1 ⇒ (2) - 1 = 1
Nowzai Head: 1d3 ⇒ 1; Head #2
Hydra Breath: 1d4 ⇒ 2
Only change to map is Sam moving a step to the west.
| Sama'el Val'varen |
Round 7 - AC 27 / HP 54/62 (5 Non-Lethal) / Init 14
Ref Save - 1d20 + 7 ⇒ (18) + 7 = 25
You didn't roll the Fort Save for the Touch of Fatigue
I will attack the mostly dead head I attacked before
Attack - 1d20 + 12 ⇒ (9) + 12 = 21
Damage - 1d6 + 6 + 1d6 ⇒ (5) + 6 + (3) = 14
| Magma Iron Clan |
reflex
1d20 + 7 ⇒ (5) + 7 = 12
current hit points 83-21-31 = 31 hit points
Attacking any dead hydra head
Round 7 touch attack
1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
acid dart
1d6 + 1 ⇒ (5) + 1 = 6
i have one more acid dart after this
can we have a count on heads again
| Nemoris |
Round 6 || Initiative 3 || 64/64 hp || AC 23
Let's go 3 more body shots:
Attack: 1d20 + 12 ⇒ (18) + 12 = 30 Damage: 1d8 + 10 ⇒ (5) + 10 = 15 Crit: 1d20 + 12 ⇒ (3) + 12 = 15
Attack: 1d20 + 12 ⇒ (9) + 12 = 21 Damage: 1d8 + 10 ⇒ (2) + 10 = 12 Crit: 1d20 + 12 ⇒ (18) + 12 = 30
Attack: 1d20 + 7 ⇒ (14) + 7 = 21 Damage: 1d8 + 10 ⇒ (8) + 10 = 18 Crit: 1d20 + 7 ⇒ (5) + 7 = 12
| Magma Iron Clan |
Magma Iron Clan wrote:can we have a count on heads again.
.
Following Nowzai's acid tick for next round the count will be:
- Active Heads: 3
- Downed heads: 2 (1 injured)
- Dead heads:6
that is at the start of round 7 correct?
| Sama'el Val'varen |
Round 7 (Pt 2) - AC 27 / HP 54/62 (5 Non-Lethal) / Init 14
Since the Fatigue didn't work but I don't know why I will cast it again and attack another downed head also another 5'
To Hit - 1d20 + 10 ⇒ (6) + 10 = 16
Damage - 1d6 + 6 + 1d6 ⇒ (4) + 6 + (1) = 11
Defensive Cast - DC 15 - 1d20 + 10 ⇒ (18) + 10 = 28
The first attack above is at a -2 now, so AC 19
| Epik |
Round 7
Epik attacks the body yet again:
Attack1:1d20 + 12 ⇒ (18) + 12 = 30; Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Attack2:1d20 + 7 ⇒ (10) + 7 = 17; Damage: 1d8 + 4 ⇒ (1) + 4 = 5
| DM Fflash |
Pit of Seven Jaws Round 6 (cont)
Nowzai fires another acid arrow destroying another head and eliciting a roar from the remaining conscious heads as it senses its pending doom. But Nemoris puts finality into the beast with three more arrows, causing so many wounds that the creature's metabolic rate can't keep up. It bleeds, spurting blood from stumps and arrow holes and then vomits from its remaining heads, until, thrashing, its internally controlled temperature runs rampant and the entire creatures flash freezes into a block of ice.
END COMBAT! Everyone receives 800 xp
A quick search of the room turns up a frozen elven corpse inthe creature's alclove, wearing a +1 mithral chain shirt, two masterwork scimitars and a masterwork composite bow (+3 Str) along with 25 pp. A fissure in the back of the room leads to a long dark cavernous hallway.
| Sama'el Val'varen |
"Well done all."
Looking at the corpse and gear, "Dalamus, if you are not currently wearing better, you would be hard pressed to find a suit of armor that will still allow you to be nimble and stealthy."
Magma how do your healing surges work? Is it an AoE heal? If so what is the range? 5hp of healing will put me to full so I can drink a potion if that ends up making more sense.
| Nemoris |
Is it worth resting up, or should we press on? I can't see but I do have a few torches
Survival check to see if I can tell anything about other creatures that may have come in or gone out of the fissure: 1d20 + 12 ⇒ (13) + 12 = 25
(dndsheet is down, I think I'm at +12, might be a bit high though)
| Epik |
Epik will bury the elven body the best he can. He will take the bow if no one else is interested.
"Let's press on through the fissure."
| Magma Iron Clan |
how is everyone with health? does anyone need healing i have already healed 17 HP
those who still need healing
Healing Surges last 2
1d6 + 1 ⇒ (3) + 1 = 4
1d6 + 1 ⇒ (1) + 1 = 2
i am still down 29 hp
Wand
3d8 + 5 ⇒ (5, 4, 2) + 5 = 16 on myself
3d8 + 5 ⇒ (7, 4, 4) + 5 = 20 on myself
does anyone else still need healing before we go into the fissure?
| Sama'el Val'varen |
"I can see well in the dark, I don't mind taking point if Dalamus is unable to see in full darkness. We should come up with some inconspicuous sounds to be able to pass alerts" Not sure if there is any rules on doing something like that
Stealth - 1d20 + 14 ⇒ (20) + 14 = 34