DM Talomyr's Council of Thieves (Inactive)

Game Master Talomyr

A resistance rises in order to stop injustices in the former Chelish capitol, Westcrown.


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Male Halfling Alchemist : 4

As a minor note for my accounting purposes, I am down 4 Sp this fight for using them as ammunition, and I am out of bombs for the day. :-(

Grand Lodge

MAP LINK

Initiative Order, Round 10:
*Wolf Skeletons 23
*Vethammer: 20
*Valeron: 19
Addie: 15
Wart 13
*Kevorin: 8
Bron: 7
Morghrim: 4
Pavaleen/Hellhounds: 3

* = Acted or Have stated actions


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
DM Talomyr wrote:

MAP LINK

Initiative Order, Round 10:
*Wolf Skeletons 23
*Vethammer: 20
*Valeron: 19
Addie: 15
Wart 13
*Kevorin: 8
Bron: 7
Morghrim: 4
Pavaleen/Hellhounds: 3

* = Acted or Have stated actions

Having delayed until after Morghrim, isn't Brons init below mine?

Grand Lodge

Morghrim Maestros wrote:
Having delayed until after Morghrim, isn't Brons init below mine?

That would be true.

Initiative Order, Round 10:
*Wolf Skeletons 23
*Vethammer: 20
*Valeron: 19
Addie: 15
Wart 13
*Kevorin: 8
Morghrim: 4
Bron: 3+
Pavaleen/Hellhounds: 3

* = Acted or Have stated actions


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Signing off soon so i'll put my action up in the hope that Addie and Wart don't do anything to make me want to change it. Addie my enlarge wears off this round right?

Morghrim holds his ground and takes one last swing with his mace at the Hellhound before shrinking to his normal stature. Knowing how badly he wounded it with his last strike, Morghrim trades power for accuracy, but still striking the Hellhound with a mighty blow

1d20 + 8 ⇒ (12) + 8 = 20
2d6 + 8 ⇒ (5, 5) + 8 = 18

Morghrim finishes his turn in square W7, to allow Addie to Enlarge Person him again easily if she wishes.

Added Person to the above sentence to avoid nasty connotations. A little better.


Male Halfling Alchemist : 4

Nodding at his true shot, Wart reloads, and fires at the Hellhound in front of Morghrim. He ducks, trying to find an opening, and his finger accidently hits the trigger, sending the bolt sailing off into the dark. Wart mutters under his breath.

Actions & Rolls:

  • Move action: Reload, provoking AoO
  • Standard Action: Fire at HH @ W9
  • Light Crossbow, Small, attack vs. HH @ W9: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 expending guidance.
  • Damage if applicable: 1d6 ⇒ 3
  • Down to 8 bolts.
  • If miss, roll to see if bolt survives: 1d100 ⇒ 67 1-50 = good, 51-100 = destroyed or lost?

Grand Lodge

Both Valeron and Kevorin rush after the fleeing tiefling wizard.

Wart reload his crossbow, firing at the remaining hellhound, but fails to connect as the bolt cracks against the stone wall of the passage.

Morghrim brings his mace crashing down, onto the skull of the remaining hellhound, with a sickening wet cracking sound. Shortly after the summoned creature's body begins to dissipate back to realm from which it came.

Bron swings his flail at the wolf skeleton, shattering the creature's empty ribcage into hundreds of pieces.

Rolls:

Bron:1d20 + 7 ⇒ (9) + 7 = 16
Damage:1d8 + 3 ⇒ (6) + 3 = 9

Initiative Order, Round 10:
*Vethammer: 20
*Valeron: 19
Addie: 15
*Wart 13
*Kevorin: 8
*Morghrim: 4
*Bron: 3+
Pavaleen: 3

* = Acted or Have stated actions

Waiting on an action from Addie before finishing up the round.


Round Ten:
"The large priest turned invisible and moved off to the left, there," Addie announces to her companions.

The young witch retrieves another scroll from her bandolier and begins reciting the mystical incantation inscribed on the parchment.

Begin casting Enlarge Person from scroll onto Morghrim - 1 round casting time.

Personal spells in effect: Mage Armor (total AC 16); See Invisibility
Daily Harrowed feat effect: +2 bonus to any Constitution-based roll.

Grand Lodge

Addie begins casting her spell on Morghrim.

The wizard, no longer seeing his master, knows his doom is at hand. In an attempt to take one of his attackers with him. Calling upon his amulet, the wizard brings forth one last spell. Blue bolts of electricity crackle about his hand, as he reaches out for Kevorin, and catches the half-orc on his left leg.

Kev takes 14 points of electricity damage from a shocking grasp.

Rolls:

Concentration:1d20 + 10 ⇒ (15) + 10 = 25
Touch:1d20 + 5 ⇒ (8) + 5 = 13
Damage:4d6 ⇒ (1, 4, 6, 3) = 14

Initiative Order, Round 11:
*Pavaleen: (Readied Action from Round 10)
*Vethammer: 20
Valeron: 19
Addie: 15
Wart 13
Kevorin: 8
Morghrim: 4
Bron: 3+

* = Acted or Have stated actions

Valeron, Addie, Wart, Kevorin, Morghrim, and Bron are up. Please be mindful of the initiative order on this one as Pavaleen has a readied action.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Round 11:

Kevorin grunts through the pain. "I have had enough of you."
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d12 + 6 ⇒ (6) + 6 = 12
Kevorin takes a 5-foot step north-east to make room for Valeron


Male Human Cleric 5 / Inheritor's Crusader 1

Seeing a clear path to the wizard, Valeron lowers his shield, points the end of his longsword and charges forward. As he rushes forward he lets out a hearty "Yarrgg!" with his movement.


Attack (with +2 for charge): 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Ends movement in V-16


Round Eleven:
Addie finishes casting the spell on her scroll, and Morghrim grows again to the size of a small giant as the mystical energies take effect.

That task completed, Addie uses her wand to heal more of her injuries.

Standard action to use Wand of Cure Light Wounds on self: 1d8 + 1 ⇒ (1) + 1 = 2 (rassin-frakkin-frassin-rakkin wand!!!!)

Personal spells in effect: Mage Armor (total AC 16); See Invisibility
Daily Harrowed feat effect: +2 bonus to one Constitution-based roll.


Male Halfling Alchemist : 4

Wart quickly reloads, and moves forward towards the fighting.

Reloading, and moving to X9

Grand Lodge

Initiative Order, Round 11:
*Pavaleen: (Readied Action from Round 10)
*Vethammer: 20
*Valeron: 19
*Addie: 15
*Wart 13
*Kevorin: 8
Morghrim: 4
Bron: 3+

* = Acted or Have stated actions

Waiting on an action from Morghrim. Morghrim, keep in mind moving through X10 & X11 will cost you double movement as you squeeze through the 5 ft opening, if you choose to move through.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Careful... Swear I saw another piker back here somewhere... Morghrim mutters as he casts his last spell of the day before moving.

Recast Divine Favor (1 minute duration).
Move three squares south.

Active Effects- Enlarged, Shield of Faith, Divine Favor.

Grand Lodge

Kevorin chops deep into the wizard's abdomen with his axe, but fails to send the tiefling back to Hell. Valeron charges in and likewise wounds the tiefling, but the hellish creature continues to stand.

Addie finishes her spell as Morghrim grows back to a large size, just as he was begin to return to his normal size. After the spell is complete, Addie makes use of the curative wand once again.

Wart loads his crossbow and moves forward. Morghrim moves forward as well, squeezing in with the halfling in cramped quarters.

Bron moves forward to engage the infernal wizard, who refuses to die. Unsure of how the wizard still stands Bron moves carefully to avoid any undue attacks from the wizard, but in the process moves into the path of the waiting priest.

Valeron watches on in horror as he sees Bron's skull caved in, and the wickedly grinning face of Pavaleen come into view.

Explanation:
Just elimination of an NPC that I'm no longer willing to deal with, plus you guys just about have this one wrapped up.

Vethammer, spitting up blood, takes what he assumes will be one final swing of his staff at Kevorin, in an attempt to take the half-orc to Hell with him.

You hear a crack, but you are not sure if it was the staff or Kevorin's head as the wizard's weapon lands a fierce blow across the half-orc's head. Kev takes 8 points of damage from the blow.

Rolls:

Attack:1d20 + 5 ⇒ (16) + 5 = 21
Damage:1d6 + 3 ⇒ (5) + 3 = 8

Initiative Order, Round 12:
*Vethammer: 20
Valeron: 19
Addie: 15
Wart 13
Kevorin: 8
Morghrim: 4
Pavaleen: 3

* = Acted or Have stated actions

Valeron, Addie, Wart, Kevorin, and Morghrim are up.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Take him, Valeron.

Kevorin, his ferocity already spent and exhausted from the protracted battle, collapses from a split skull.

Constitution check to stabilize:
1d20 - 4 ⇒ (14) - 4 = 10


Male Human Cleric 5 / Inheritor's Crusader 1

Kev - I'm ahead of you in Init, far better to pop you back up and let you swing away, here.

Seeing Kevorin stumble to the ground, Valeron reaches out and grabs the half-orc by the arm. While meeting Vethammer's eyes he loudly recites a prayer to The Inheritor while moving just out of reach.

Move: to V-14, provoking AOO

Standard: Spontaneously lose Hold Person for Cure Moderate

Cure Mod on Kev: 2d8 + 3 ⇒ (4, 4) + 3 = 11

Grand Lodge

Rolls:

Vethammer's AoO:1d20 + 5 ⇒ (5) + 5 = 10
Damage:1d6 + 3 ⇒ (5) + 3 = 8

Vethammer takes a swing at Valeron as he moves to heal the fallen Kevorin, but the blow harmlessly bounces off of the cleric's armor.

Kervorin is awake but prone.

Initiative Order, Round 12:
*Vethammer: 20
*Valeron: 19
Addie: 15
Wart 13
Kevorin: 8
Morghrim: 4
Pavaleen: 3

* = Acted or Have stated actions


Round Twelve:
Peering around the corner and past the giant-sized Morghrim, Addie stifles a curse as she watches the enlarged evil priest kill Bron.

Fearful of approaching too closely in her weakened condition should the evil priest channel unholy energies, Addie begins casting a spell to summon a celestial dog to aid her companions in their battle.

Full round action to cast Summon Monster I. Stats for celestial riding dog are listed in Addie's profile. Can Addie take a 5-ft step to square W-6?

Grand Lodge

Black Addie wrote:
Can Addie take a 5-ft step to square W-6?

Yep.


DM Talomyr wrote:
Black Addie wrote:
Can Addie take a 5-ft step to square W-6?
Yep.

Thank you!


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Morghrim moves to fill XY910 with his bulk, swinging his mace for the Cleric in one hand, his shield ready to protect him with the other.

Although I can strike at him from here, I expect he is getting a cover bonus from the wall. AC22 for Morghrim as he is fighting defensively.

1d20 + 4 ⇒ (9) + 4 = 13
2d6 + 5 ⇒ (2, 2) + 5 = 9


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

In that case...

Kevorin will attempt to play dead, lulling this guy into a false sense of security before striking.

Move action to feint (play dead): 1d20 + 8 ⇒ (17) + 8 = 25
Attack: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21 (attacking from prone)
Damage: 1d12 + 6 + 1d6 ⇒ (4) + 6 + (3) = 13

Once the wizard feels that Kev, despite the healing spell, is still out and down for the count, he drops his guard long enough for Kevorin to leap up with a roar and bury his great axe in the guy's midriff, sinking the blade deep from navel to groin.

Grand Lodge

Addie begins casting another spell, as Morghrim steps forward to attack the enormous tiefling cleric. Morghrim's strike glances off of the priest's shield, as the maneuvering around the corner proved to be too difficult for Morghrim's initial strike.

Seeing the blood pour from the wound on Kevorin's head, Vethammer pays more attention to the cleric before him, seizing the opportunity Kevorin buries his great axe in the guy's midriff, sinking the blade deep from navel to groin.

Vethammer, with a look of shock and surprise on his face, falls to the ground dead.

Wart's up.


Male Halfling Alchemist : 4

Seeing Bron drop, Wart rushes forward crying out at Bron's lifeblood pours out on the floor.

Gnashing his teeth, Wart rips a larger vial out of his sash. The liquid within glows with an ominous purple radiance. He grins wickedly as he glares at the priest.

Actions:
  • Move forward to W13
  • Draw out Mutagen.

Grand Lodge

Pavaleen steps forward and unleashes waves of blue-black energy, as the necrotic power of the negative material realm wash over you.

I need DC 15 Will Saves from everyone but Addie. If you fail take 12 damage, if you succeed take 6 damage.

roll:

3d6 ⇒ (5, 6, 1) = 12

Initiative Order, Round 13:
Valeron: 19
Addie: 15
Wart 13
Kevorin: 8
Morghrim: 4
Pavaleen: 3

You folks are up.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Will save: 1d20 - 2 ⇒ (12) - 2 = 10

Kevorin, in the process of getting up to charge the priest, falls over again and lies still, his wounds beginning to bleed again.

Grand Lodge

Kevorin wrote:

Will save: 1d20-2

Kevorin, in the process of getting up to charge the priest, falls over again and lies still, his wounds beginning to bleed again.

Believe it or not, I was hoping you would have made the save. At the same time the channel negative energy just seemed like the right move for Pavaleen.


Male Human Cleric 5 / Inheritor's Crusader 1

Will Save: 1d20 + 6 ⇒ (7) + 6 = 13

Valeron grimaces in wracking pain as the dark energy washes over him, his panicked eyes looking toward the recent healed Kevorin. Disappointment fills his face as he sees the half-orc falling back toward the ground.

Lose Burning Disarm for Cure Light

Cure Light on Kev: 1d8 + 3 ⇒ (1) + 3 = 4

Gah.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
Valeron Legis wrote:

Will Save: 1d20+6

Valeron grimaces in wracking pain as the dark energy washes over him, his panicked eyes looking toward the recent healed Kevorin. Disappointment fills his face as he sees the half-orc falling back toward the ground.

Lose Burning Disarm for Cure Light

Cure Light on Kev: 1d8+3

Gah.

No channels? Morghrim is also wounded nearby...

1d20 + 7 ⇒ (6) + 7 = 13

SEVERELY wounded it turns out ;(.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Valeron... Addie... Give me a hand here! Morghrim bellows in dismay as Valeron casts a single target heal rather than healing Morghrim too.

Will wait to see what Wart and Addie do before I act- am on very low HP and don't have the option of drinking a potion safely (can't 5 foot step away in this size).


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Especially since the healing spell doesn't even bring Kevorin back to consciousness.


Addie finishes casting her spell and a burly dog with luminescent white fur suddenly appears in a bright flash of light behind Morghrim. With a low, menacing growl, the dog lunges through the giant dwarf's legs and attacks the large evil priest.

Addie's summoned dog appears in square X-10, and dashes past Morghrim to square Y-13 to attack Pavaleen.
Dog's Attack: 1d20 + 3 ⇒ (2) + 3 = 5;
Dog's Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9 (added in +2 damage for Smite Evil);
Free action to attempt trip if successful hit - Combat Maneuver roll: 1d20 + 3 ⇒ (2) + 3 = 5 vs. priest's CMD to knock prone.

As the celestial dog attacks the priest, Addie rushes up behind Morghrim and taps the inquisitor with the healing wand.

Move action to square W-10.
Standard action to use Cure Light Wounds wand on Morghrim (hope it works better for him than it did for me...): 1d8 + 1 ⇒ (5) + 1 = 6.

Personal spells in effect: Mage Armor (total AC 16); See Invisibility
Daily Harrowed feat effect: +2 bonus to one Constitution-based roll.

Grand Lodge

As the dog rushes up, the priest takes a swing of his mace, slaming the weapon into the ribcage of the dog, knocking it off target.

rolls:

Attack:1d20 + 9 ⇒ (19) + 9 = 28
Damage:2d6 + 6 ⇒ (2, 3) + 6 = 11

The dog is still alive, barely. In better news, the cleric does not have combat reflexes and just used an AoO. Waiting on Wart and Morghrim.


Male Halfling Alchemist : 4

First off, Will save DC 15: 1d20 + 2 ⇒ (5) + 2 = 7

Failed, 12 Pts damage..at 10 of 22 HP

Gritting his teeth as the negative energy washes over him, Wart nocks back the vial of purply liquid, and tosses the vial away to smash against the wall. He grunts and screams as his joints start moving with a loud crunching sound.

Wart jerks forward, the hair on his feet and arms growing thicker and covering more of his skin. When he looks up, he hoots menacingly and scampers about for a moment before setting himself, and aiming down the length of the bolt of his crossbow at the enemy cleric.

With a simian cry, he launches a bolt at the cleric. Seeing the bolt fail to connect, Wart drops the crossbow, and reaches for his sash again.

Actions & Rolls:

  • Move Action: Consume Dex. Mutagen "Monkey Juice": +4 Dex, -2 Wis, +2 Nat. Armor (AC 21)
  • Standard Action: Attack Paveleen
  • Free Action: Drop crossbow in W13
  • Free Action: 5 ft. Step to W14.
  • Light Crossbow attack vs. Cleric "Paveleen": 1d20 + 7 ⇒ (6) + 7 = 13 +2 from mutagen
  • Damage if applicable: 1d6 ⇒ 1

MAP LINK

Heard you loud and clear longbeard! Bomb inbound!


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

For some reason I figured Morghrim had 19hp max when he has 27! Current damage 9/27.

Moving 20 feet to the south, Morghrim swings for Pavaleen without a wall in his way.

1d20 + 8 ⇒ (10) + 8 = 18No Power Attack
2d6 + 6 ⇒ (6, 3) + 6 = 15

SoF still up, shield worn, AC20.

Grand Lodge

Morghrim's strike clangs off of Pavaleen's armor, with little other effect, but is enough to gain the attention of the priest.

Pavaleen takes a swing at Morghrim, but the blow bounces harmlessly off of the inquisitor's shield.

Rolls:

Attack:1d20 + 9 ⇒ (9) + 9 = 18
Damage:2d6 + 6 ⇒ (2, 5) + 6 = 13

Initiative Order, Round 14:
Valeron: 19
Addie: 15
Wart 13
u-Kevorin: 8
Morghrim: 4
Pavaleen: 3

u = unconscious

Go get him!


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Is he using a shield as well? What armour is he in? Surprised 18 didn't hit is all due to the enlarged penalties :).


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
Morghrim Maestros wrote:
Is he using a shield as well? What armour is he in? Surprised 18 didn't hit is all due to the enlarged penalties :).

He's been buffing up the ying-yang the whole combat, no doubt with shield of faith and/or protection from good and/or magic vestment.

Grand Lodge

Morghrim Maestros wrote:
Is he using a shield as well? What armour is he in? Surprised 18 didn't hit is all due to the enlarged penalties :).

1st level feat was heavy armor prof. He's wearing full plate and carrying a heavy shield. AC 21


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
DM Talomyr wrote:
Morghrim Maestros wrote:
Is he using a shield as well? What armour is he in? Surprised 18 didn't hit is all due to the enlarged penalties :).
1st level feat was heavy armor prof. He's wearing full plate and carrying a heavy shield. AC 22

Kk, didn't need to know the AC but knowing hes in full plate with a shield helps me make decisions like not to use power attack :).


Round Fourteen:
Despite its grievous wound, Addie's celestial dog lunges for the large evil priest's leg again in an attempt to knock him prone.

Celestial dog moves 5-ft to square Z-13 and attacks Pavaleen:
Dog's Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Dog's Damage: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11 (added in +2 damage for Smite Evil)
Free action to attempt trip if successful hit - Combat Maneuver roll: 1d20 + 3 ⇒ (4) + 3 = 7 vs. priest's CMD to knock prone.

Gotta go get the kids to bed - will post Addie's action after they're asleep.


Round Fourteen (continued):
Addie says a quick, silent prayer to The Gentleman, and calls upon the powers granted by Him to hex the evil priest to fall asleep.

Okay, pulling out Addie's big gun here and hoping Pavaleen botches the save: Slumber Hex - Will save DC 15; if the save fails Pavaleen falls asleep for 3 rounds.

Grand Lodge

Will Save:1d20 + 8 ⇒ (11) + 8 = 19

Pavaleen wobbles briefly, but then shakes his head, fighting off the desire to sleep.


Male Halfling Alchemist : 4

Wart drops to all fours, howling in simian rage! He stands up on his back feet, and pounds his chest, glaring at the cleric.

Wart fishes a vial out of his sash, and chucks it at the cleric. The vial twirls in midair, causing the resulting explosion to swirl around the cleric, missing Morghrim and the celestial dog.

Rolls:

  • Ranged Touch Attack with a bomb: 1d20 + 8 ⇒ (5) + 8 = 13
  • Damage if applicable: 2d6 + 3 ⇒ (5, 5) + 3 = 13

Grand Lodge

Wart wrote:
As a minor note for my accounting purposes, I am down 4 Sp this fight for using them as ammunition, and I am out of bombs for the day. :-(
Wart wrote:
Wart fishes a vial out of his sash, and chucks it at the cleric. The vial twirls in midair, causing the resulting explosion to swirl around the cleric, missing Morghrim and the celestial dog.

Which is it, do you have a bomb left or not?


Male Human Cleric 5 / Inheritor's Crusader 1

What's the official house rule about feeding a potion to someone else? Valeron's out of healing spells, and a channel would heal the bad guy...

Sovereign Court

DM Talomyr wrote:
Wart wrote:
As a minor note for my accounting purposes, I am down 4 Sp this fight for using them as ammunition, and I am out of bombs for the day. :-(
Wart wrote:
Wart fishes a vial out of his sash, and chucks it at the cleric. The vial twirls in midair, causing the resulting explosion to swirl around the cleric, missing Morghrim and the celestial dog.
Which is it, do you have a bomb left or not?

He had miscalculated his bombs per day- theres a whole thread where people pointed out things that poor Wart had missed. He has at least one bomb left.

@Valeron- By your initiative count, the bad guy isn't even wounded, channel away...

Grand Lodge

Valeron Legis wrote:
What's the official house rule about feeding a potion to someone else? Valeron's out of healing spells, and a channel would heal the bad guy...

The house rule I've used is a full-round action (move + standard, not to be confused with a 1 round casting time spell which takes effect on the the next round) to do so with no risk of choking the recipient. It can be done as a standard action, with a DC 15 Heal check. If the heal check fails, the recipient must make a DC 10 Fortitude Save, or take 1d4 points of choking damage, plus the potion is only half effective. (i.e. potion of Cure Moderate Wounds that would normally heal 2d8 + 3, would only heal 0.5 *(2d8 + 3)).

On the other hand, like Alex said, when Val is up, Pavaleen had yet to be injured, channel away.

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