| Jenya Urikas *NPC* |
Forgot this important bit of info: Epik can now hear again where he is at
-Posted with Wayfinder
| Sama'el Val'varen |
I will take a 5' step backwards and see if I can hear, if I can same actions as before, if I can't I will move backwards until I can hear, sheathing Mord'ael as part of the move action, and still use my tail to get my wand and for my standard action, use it
| DM Fflash |
Chimera and Sons Round 2
Init: Dalamus, Sam, CK Thug, Chimera, Nemoris, Akkituk, Magma, Slycora, Epik, CK Savage, Nowzai, Jenya
Dalamus moves past Magma out of the silence and takes a quick stab at the chimera, but it deflects off its dragon scales.
Sam moves back 10 feet out of the silence, and draws his wand of shield. (Costs a move action to put away the sword ... do that or use the shield wand? And as a point of note, you cant take a 5 foot, see what happens, and then turn it into regular movement. One or the other, using 5 foot step precludes movement)
The charau-ka, realizing the futility of the long range throws, switch to throwing at the front liners divesting themselves of their remaining axes, striking Epik and Dalamus once each.
The chimera rears back and claws and bites at Epik, tearing the armored man in several places and Nemoris fires three arrows into the beast. (What direction is Nemoris 5 footing?
More chanting from the back and all of a sudden roots and fungus and mold begin to grow exorbitantly fast, entangling everyone in the area. (See green aura for area of effect ... I turned off light auras temporarily since there's enough light on everyone's weapons to see the battle as shown)
EVERYONE MAKE a DC16 Reflex save or be entangled
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force.
Movement speed is halved, cannot run or charge, –2 penalty on all attack rolls –4 penalty to Dexterity.
An entangled character who attempts to cast a spell must make a Spellcraft check (DC 15 + the spell’s level) or lose the spell.
Need saves from Magma and Nowzai before I can adjudicate the rest of the round)
CK1 vs Epik: 1d20 + 10 ⇒ (15) + 10 = 25; HIT!; Damage: 1d4 + 3 ⇒ (1) + 3 = 4
CK1 vs Epik: 1d20 + 10 ⇒ (4) + 10 = 14; miss
CK2 vs Dalamus: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21; HIT!; Damage: 1d4 + 3 ⇒ (3) + 3 = 6
CK2 vs Dalamus: 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17; miss
CK3 vs Magma: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10; miss
CK3 vs Magma: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16; miss
Chimera Dragon Bite vs Epik: 1d20 + 12 ⇒ (18) + 12 = 30; HIT! Damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9
Chimera Lion Bite vs Epik: 1d20 + 12 ⇒ (19) + 12 = 31; HIT! Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Chimera Gore vs Epik: 1d20 + 12 ⇒ (16) + 12 = 28;HIT! Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Chimera Claw vs Epik: 1d20 + 12 ⇒ (3) + 12 = 15; miss
Chimera Claw vs Epik: 1d20 + 12 ⇒ (3) + 12 = 15; miss
EDIT, forgot the 4th Charau-Ka
CK4 vs Dalamus: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16; miss
CK4 vs Dalamus: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23' HIT! Damage: 1d4 + 3 ⇒ (1) + 3 = 4
| Epik |
ref save: 1d20 + 10 ⇒ (11) + 10 = 21
| Nemoris |
Reflex Save: 1d20 + 16 ⇒ (18) + 16 = 34
Good call on the dodge bonus from haste Magma! Dalamus, don't forget you could be at up to +3 on that save (+2 resistance from circle of pro evil if you were close enough to Nowazi and +1 from haste), not sure if there is anything else that'll bump you up!
I'll take the 5 foot step North-east.
| Jenya Urikas *NPC* |
Yeah, the melees are way out of prot evil range
-Posted with Wayfinder
| Sama'el Val'varen |
Grabbing the wand and moving it to my hand is a swift action with the tail, can you not sheath and move as the same action? I thought you could draw/sheath as part of your move action.
If I can't then I will at least get the wand with a swift action and and use it as my standard and the normal move to get out of the silence and not sheath the sword
I will also try and catch any of the front lines eyes to signal them to fall back
| DM Fflash |
Sam: can draw, not sheathe, as part of a move action with a BAB +1 or greater. Sheathe is always a move action
Chimera and Sons Round 2
Init: Dalamus, Sam, CK Thug, Chimera, Nemoris, Akkituk, Magma, Slycora, Epik, CK Savage, Nowzai, Jenya
Magma steps forward a couple steps and swings his longhammer with brutal force crushing the skull of the goat and driving it into the lion's head killing the creature outright.
The black-dragon headed larger chimera smiles as it breathes a ferocious jet of acid at the three front men.
Damage: 8d8 ⇒ (4, 1, 3, 6, 7, 2, 8, 1) = 32 acid damage, Reflex Save DC19 for half (Epik, Magma, and Dalamus)
Epik's action and need a perception check from Sam, Nemoris, & Nowzai
| Epik |
Reflex: 1d20 + 10 ⇒ (18) + 10 = 28
Epik moves up to the black-dragon headed chimera and power attacks.
Attack: 1d20 + 14 - 3 ⇒ (3) + 14 - 3 = 14
Damage: 2d6 + 7 + 9 ⇒ (1, 1) + 7 + 9 = 18
Attack: 1d20 + 14 - 3 ⇒ (4) + 14 - 3 = 15 Haste
Damage: 2d6 + 7 + 9 ⇒ (2, 2) + 7 + 9 = 20
| DM Fflash |
Chimera and Sons Round 2
Init: Dalamus, Sam, CK Thug, Chimera, Nemoris, Akkituk, Magma, Slycora, Epik, CK Savage, Nowzai, Jenya
Epik moves towards the giant chimera and as he moves within its grasp. it strikes out with its dragon head, being larger than the others it also has a longer reach! However, the nimble paladin is able to just duck under it. The attack throws off his aim, however, and his thrust is ineffectual.
To the west, the meatier charau-ka with the greatclub screams madly and rushes Epik, foaming at the mouth and lands an awesomely powerful blow.
Nowzai maintains his concentration and is able to complete his spell, summoning archons to aid. (Need number and location and attack rolls)
Actions Round 3. Map updated except for archons
Slycora AoO vs Epik: 1d20 + 14 ⇒ (6) + 14 = 20; miss
Charau-Ka Savage vs Epik: 1d20 + 17 ⇒ (20) + 17 = 37; hit; Crit?: 1d20 + 17 ⇒ (19) + 17 = 36; CRIT!; Damage: 2d8 + 20 ⇒ (6, 2) + 20 = 28
Nowzai concentration: 1d20 + 8 + 5 ⇒ (9) + 8 + 5 = 22; success
| Magma Iron Clan |
I should be able to take a 5ft step and take full attack on the lager chimera.
Round 3
1d20 + 17 ⇒ (10) + 17 = 27 damage 2d6 + 14 ⇒ (2, 5) + 14 = 21
1d20 + 11 ⇒ (19) + 11 = 30 damage 2d6 + 14 ⇒ (2, 3) + 14 = 19
Haste 1d20 + 17 ⇒ (20) + 17 = 37 damage2d6 + 14 ⇒ (5, 6) + 14 = 25
| DM Fflash |
Can I get a line on the Chimera that Epik is attacking? Looks like he's a bit too far south for me to take a shot without him having cover.
Did our perception checks go through?
@Nemoris: You have a line technically, but I'm going to call it improved cover given the amount there ... +8 AC. If you move halfway down the hall, it's +4AC
Re: Perception checks, your wasn't enough, Sam didn't roll his, Nowzai's below
Nowzai Perception: 1d20 + 9 ⇒ (16) + 9 = 25; success!
To break entangle, do I need to roll my CMB against it's CMD?
@Dalamus: you can make an escape artist check as a move action, or move out of the area: considered difficult terrain AND you're at half speed if you failed the save
Area is Difficult Terrain (all squares count as 2 for movement).
Creatures in area make a Reflex save.
Fail = entangled
Success = may move as normal
Any who enter the area make Reflex save immediately.
Fail = entangled and movement ends.
Success = may move normally
Any who remain in the area at end of casters turn must save again.
Can attempt to break free as a move action by making Strength or Escape Artist check vs. DC of the spell.
Entangled Condition Summary
Move at half speed
Cannot run or charge
–2 penalty on all attack rolls
–4 penalty to Dexterity.
Must make a concentration check (DC 15 + spell level) to cast a spell (or lose the spell).
I should be able to take a 5ft step and take full attack on the larger chimera.
2 reasons for this not working. 1) entangle area is difficult terrain AND 2) you can't 5 foot into an area where you have to share space with something (in this case the wall). Considered a squeeze. You can move out of the entangle and attack once
Anyone able to see my gestures to fall back?
Sam, make a bluff check ... to pass the message. Others make a perception check to notice
| Nemoris |
Round 3 || Initiative 17 || 82/82 hp || AC: 28 (T:18 FF:23) F11 / R15 / W10
I'll full round attack the Charau-Ka that's attacking Epik. If he drops for some reason, I'll focus the other two smaller targets that should be in LoS:
Attack: 1d20 + 11 ⇒ (20) + 11 = 31 Damage: 1d8 + 15 ⇒ (4) + 15 = 19 Miss:1d100 ⇒ 61 Crit: 1d20 + 11 ⇒ (10) + 11 = 21
Attack: 1d20 + 11 ⇒ (2) + 11 = 13 Damage: 1d8 + 15 ⇒ (8) + 15 = 23 Miss:1d100 ⇒ 24 Crit: 1d20 + 11 ⇒ (16) + 11 = 27
Attack: 1d20 + 11 ⇒ (17) + 11 = 28 Damage: 1d8 + 15 ⇒ (3) + 15 = 18 Miss:1d100 ⇒ 15 Crit: 1d20 + 11 ⇒ (14) + 11 = 25
Attack: 1d20 + 6 ⇒ (1) + 6 = 7 Damage: 1d8 + 15 ⇒ (6) + 15 = 21 Miss:1d100 ⇒ 23 Crit: 1d20 + 6 ⇒ (12) + 6 = 18
Possible crit: 19 + 2d8 + 30 ⇒ 19 + (7, 8) + 30 = 64
| Dalamus Othreleth |
Ok. Dalamus will move forward leaving the entangled area, and attack the creature next to Epik, not the Chimera, the other creature.
Attack
1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Crit confirm
1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
Damage
1d8 ⇒ 2
1d8 + 6 + 2d6 ⇒ (5) + 6 + (3, 3) = 17 Remove the additional damage if they are not chaotic
Plus Drow poison
Fortitude DC 13
| Epik |
Round 3
Epik will heal himself as a swift action.
LoH: 4d6 + 7 ⇒ (5, 3, 1, 1) + 7 = 17
Epik continues to power attack the chimera.
Attack: 1d20 + 14 - 3 ⇒ (10) + 14 - 3 = 21
Damage: 2d6 + 7 + 9 ⇒ (3, 5) + 7 + 9 = 24
Attack: 1d20 + 14 - 3 ⇒ (4) + 14 - 3 = 15; Haste
Damage: 2d6 + 7 + 9 ⇒ (6, 6) + 7 + 9 = 28
Attack: 1d20 + 9 - 3 ⇒ (2) + 9 - 3 = 8
Damage: 2d6 + 7 + 9 ⇒ (3, 2) + 7 + 9 = 21
| Sama'el Val'varen |
Round 3 / AC 27 (29) / HP 82/83 (1 Non-lethal / Init 20
Active Spells - Shield rounds 6/10, Ablative Barrier 39/50 HP left / Blessing of Fervor 7/8 rounds / Pro Evil rounds left 7/10 / Mirror Image 6 Images, 8 Min left
Spells Prepared
Cantrips -
- Dancing Lights
- Detect Magic
- Read Magic
- Mage Hand
- Touch of Fatigue
Level 1- 6 Total
- 4/5 - Intensified Shocking Grasp
- 1 - Frost Bite
Level 2- 6 Total
- 1 - Brow Gasher
- 1/2 - Frigid Touch
- 1 - Ablative Barrier
- 1 - Glitterdust
- 0/1 - Mirror Image
Level 3 - 4 Total
- 1/2 - Fly
- 0/1 - Haste
- 1 - Vampiric Touch
Arcane Pool
Arcane Pool Power Points – 8.64
Arcane Pool Power(s)
- Wand Wielder
Wands
- Shield - 44Charges
- Protection from Evil - 49 Charges
- Obscuring Mist - 48 Charges
- Weapon Wand - 48 Charges
Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)
"We got company coming from the north!"
Can I see anything else?
I will use my tail to put the wand away.
I will cast a shocking grasp and see what if anything comes our way
| DM Fflash |
Chimera and Sons Round 2
The lantern archons appear and fire at the chimera striking it with white hot rays of light several times angering the creature immensely.
Additionally, I've added Nowzai's magic circle vs evil back to the map
Chimera and Sons Round 3
Init: Dalamus, Sam, CK Thugs, Nemoris, Akkituk, Magma, Slycora, Epik, CK Savages, CK Stalkers, Nowzai, Jenya
Dalamus moves in to strike the raging charau-ka driving his sword home hard into the creature's side, but it shrugs off the poison.
Sam prepares his touch spell and shouts a warning to those nearest him. NOTE: those in the south still cannot hear anything beyond the silence in the middle, thus cannot hear Sam's warning
The charau-ka thugs move in to melee with Dalamus, Magma, and Epik with their darkwood clubs, and Dalamus takes the brunt of it getting clubbed several times. (Magma gains an AoO against one if he wishes to take it)
Nemoris opens fire on the raging charau-ka and with a strike through the heart and a quick follow up to the gut, drops the vile creature.
More spell casting can be heard in the distance and for the second time today, an unholy blight descends upon our intrepid adventurers.
Good and Neutral Damage: 3d8 ⇒ (6, 8, 5) = 19; Good: Will Save DC19 for half damage and to avoid being sickened 1d4 ⇒ 3 rounds; Neutral: take half and will Save DC19 for quarter damage.[/ooc]
Good Outsiders: 7d6 ⇒ (6, 6, 4, 1, 1, 6, 4) = 28: Will Save DC 19 or be sickened 1d4 ⇒ 4 rounds; successful save is half damage
More coming ... baby crying
Nowzai Summon: 1d3 + 1 ⇒ (2) + 1 = 3
Archon 1 vs Chimera: 1d20 + 5 ⇒ (3) + 5 = 8; miss
Archon 1 vs Chimera: 1d20 + 5 ⇒ (9) + 5 = 14; miss
Archon 2 vs Chimera: 1d20 + 5 ⇒ (18) + 5 = 23; HIT!; Damage: 1d6 ⇒ 2
Archon 2 vs Chimera: 1d20 + 5 ⇒ (10) + 5 = 15; miss
Archon 3 vs Chimera: 1d20 + 5 ⇒ (20) + 5 = 25; HIT!; Crit?: 1d20 + 5 ⇒ (20) + 5 = 25; CRIT!; Damage: 2d6 ⇒ (5, 1) = 6
Archon 3 vs Chimera: 1d20 + 5 ⇒ (17) + 5 = 22; HIT!; Damage: 1d6 ⇒ 1
CK Savage Fort Save vs poison: 1d20 + 10 ⇒ (17) + 10 = 27; success
CK Stalker init: 1d20 + 3 ⇒ (2) + 3 = 5
CK Thug1 vs Magma: 1d20 + 11 ⇒ (13) + 11 = 24; miss
CK Thug2 vs Dalamus: 1d20 + 11 ⇒ (2) + 11 = 13; miss
CK Thug2 vs Dalamus: 1d20 + 11 ⇒ (12) + 11 = 23; HIT!; Damage: 1d4 + 2 ⇒ (4) + 2 = 6
CK Thug3 vs Dalamus: 1d20 + 11 ⇒ (20) + 11 = 31; HIT!; Crit?: 1d20 + 11 ⇒ (1) + 11 = 12; fail; Damage: 1d4 + 2 ⇒ (4) + 2 = 6
CK Thug3 vs Dalamus: 1d20 + 11 ⇒ (10) + 11 = 21; HIT!; Damage: 1d4 + 2 ⇒ (2) + 2 = 4
CK Thug4 vs Dalamus: 1d20 + 11 ⇒ (9) + 11 = 20; miss
| DM Fflash |
Note the previous post's Unholy Blight applies to Magma, Dalamus, Epik and the archons only
Magma moves forward and reaches out over Epik for a devastating blow on the neck of the black dragon head.
The chimera responds with a ferocious volley of attacks, but his aim is just off as Epik and Magma both dodge and weave. Magma catches a claw on the shoulder and Epik is able to get a flurry of blows in, striking hard just once.
Back north, the sneaking charau-ka realize the gig is up and charge in, frothing and raging, one hucking a javelin at Sam overhead on the way the other making his way, extremely fast to Nemoris wailing on him with his greatclub but both are unable to penetrate armor.
Not to be left alone, two more charau-ka wielding fine shortswords materialize out of thin air stabbing at Nowzai and Jenya, missing the wizard but gouging the priestess.
At Nowzai for action ... and I'll take the others inputs for him since I don't expect to hear from him until Thursday. Everyone else for Round 4
Slycora Dragon vs Epik: 1d20 + 15 ⇒ (5) + 15 = 20; miss
Slycora Goat vs Epik: 1d20 + 15 ⇒ (2) + 15 = 17; miss
Slycora Lion vs Epik: 1d20 + 15 ⇒ (5) + 15 = 20; miss
Slycora Claw vs Magma: 1d20 + 15 ⇒ (15) + 15 = 30;HIT!; Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Slycora Claw vs Magma: 1d20 + 15 ⇒ (2) + 15 = 17; miss
CK Savage vs Sam: 1d20 + 12 ⇒ (9) + 12 = 21; miss
CK Savage vs Nemoris: 1d20 + 19 ⇒ (5) + 19 = 24; miss
CK Stalker vs Nowzai: 1d20 + 11 ⇒ (4) + 11 = 15; miss
CK Stalker vs Jenya: 1d20 + 11 ⇒ (18) + 11 = 29; HIT!; Damage: 1d4 + 3 + 1d6 ⇒ (1) + 3 + (3) = 7; + poison Fort Save DC17 or lose 1d2 ⇒ 1 Strength
Jenya Fort Save: 1d20 + 8 ⇒ (11) + 8 = 19; success!
| DM Fflash |
Are of effect updated in the second post
Looking at the fly rules, I believe we've been doing this all wrong. Looks like you have to move half your movement rate to remain flying -- can't hover like you have been, so I'm going to say you can only 5 foot to the ground. wont retcon the rule, but will apply it from here on out
| Jenya Urikas *NPC* |
Hmm, yes you are correct. Behooves me to read the whole skill not just the excerpt. Let me research the 5 foot down bit. Not sure. Since you have to sacrifice 5 feet of movement to turn greater than 45 or descend greater than 45, I'd probably say you can 5 foot at an angle but not straight down
Edit: disregard, let's say hover is for no movement which is what a 5 foot is, essentially as long as you're able to make that DC15 hover check, you're good
-Posted with Wayfinder
| Magma Iron Clan |
Will
1d20 + 10 ⇒ (3) + 10 = 13
Round 4 attacking chimera
1d20 + 17 ⇒ (1) + 17 = 18 damage 2d6 + 14 ⇒ (2, 3) + 14 = 19
1d20 ⇒ 14
1d20 + 11 ⇒ (9) + 11 = 20 damage 2d6 + 14 ⇒ (4, 1) + 14 = 19
Haste 1d20 + 17 ⇒ (15) + 17 = 32 dam 2d6 + 14 ⇒ (5, 5) + 14 = 24
| Epik |
Round 4
Will Save: 1d20 + 13 ⇒ (2) + 13 = 15; sickened
Epik heals himself as a swift action.
LoH: 4d6 + 7 ⇒ (3, 2, 3, 1) + 7 = 16
Epik power attacks the chimera again.
Attack: 1d20 + 14 - 3 - 2 ⇒ (14) + 14 - 3 - 2 = 23
Attack: 2d6 + 7 + 9 - 2 ⇒ (3, 5) + 7 + 9 - 2 = 22
Attack: 1d20 + 14 - 3 - 2 ⇒ (15) + 14 - 3 - 2 = 24; Haste
Attack: 2d6 + 7 + 9 - 2 ⇒ (2, 2) + 7 + 9 - 2 = 18
Attack: 1d20 + 9 - 3 - 2 ⇒ (3) + 9 - 3 - 2 = 7
Attack: 2d6 + 7 + 9 - 2 ⇒ (6, 2) + 7 + 9 - 2 = 22
| Jenya Urikas *NPC* |
You can 5 foot with the hover check (automatic at this point)
-Posted with Wayfinder
| Magma Iron Clan |
Round 4
[dice=Will Save]1d20+13; sickened
Epik heals himself as a swift action.
[dice=LoH]4d6+7
Epik power attacks the chimera again.
[dice=Attack]1d20+14-3-2
[dice=Attack]2d6+7+9-2[dice=Attack]1d20+14-3-2; Haste
[dice=Attack]2d6+7+9-2[dice=Attack]1d20+9-3-2
[dice=Attack]2d6+7+9-2
ooc
with power attack your suppose to minus from your attack and add to your damage. why are you subtracting from your damage?