Dain's King Maker Chronicles - Combat Thread

Game Master dain120475

This thread is dedicated to the players involved in Dain's King Maker Chronicles.


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Female Aasimar Druid 7 (Noble)

In previous posting (I forgot to include this, sorry) Fire Elemental 1 has moved to N1, Fire Elemental 2 has moved to R1, and Fire Elemental 3 has moved to T1.


Ka'etil Malas'rae wrote:

Cool. Looked at the order of events and there are turns happening that i hadn't time to look at.

As soon as he is healed, "Thank You Ariarh, I'm feeling inordinately better mutters in draconic,"He says standing up and conjuring another shield. Then shaezon cry out he inbibes another of his alchemical potions, this time an extract mimicking the power of Enlarge Person. As Arasmes cries out, Kae recognizes the tongue from somewhere, and is strangely angered by the words he hears. something deep within him begins to burn, and shake, like an ancient beast awakening. He turns from the summoner, and his fury focuses on the trolls.

the now Large half-elf steps forward, and with an earth-shattering roar, he delivers a challenge that they are more likely to understand. Burning red eyes burn into the troll before him, standing at Q/R:13/14 gripping his hammer.

Delays action, holding back the unstoppable tide of RAGE!!! AC:23
** spoiler omitted **

Lol, the fire-elementals are at NPR, National Public Radio. win.

I'm confused again, Kae - it seems as if you have an AC of 23 when you are enlarged and enraged. How is that possible? Your base AC was 17 - did I miss something? I thought when you became larger you lost AC due to size - and you also lose AC because of your Raging. When you became enraged you lost 2 to AC, and you should have lost another 1 to Size, for a total of 14 - that would mean whatever powers/mutagen you have (including shield) would have to grant you +9 to AC? Is that accurate, or am I missing something.


Point of Clearification: Troll 1 is on the bottom and Troll 2 is on the top. Sorry for the confusion. There have been some conflicting issues on which troll is where. Ar, for now I am keeping your three dogs on the north and the other two on the south. The one of north was called "Troll 1" at some posts and "Troll 2" at others. As this has been pointed out as confusing, I am now going to simply revert it back again. Point is, "Troll 1" is now on the bottom - but you have three guys on the guy on the north - or rather "Troll 2".


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1
Dain GM wrote:
Ka'etil Malas'rae wrote:
...things...
I'm confused again, Kae - it seems as if you have an AC of 23 when you are enlarged and enraged. How is that possible? Your base AC was 17 - did I miss something? I thought when you became larger you lost AC due to size - and you also lose AC because of your Raging. When you became enraged you lost 2 to AC, and you should have lost another 1 to Size, for a total of 14 - that would mean whatever powers/mutagen you have (including shield) would have to grant you +9 to AC? Is that accurate, or am I missing something.

Base is 17, wearing the cloak, so 18.

Mutagen gives +2 nat armor for 20, Shield for 24, and minus 1 for Large. I'm not actually raging yet, just using Touch of Rage for +2 to attack an damage rolls till the end of my next turn.
d20pfsrd wrote:
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

When i rage again, I'll be back at 21, but i'm waiting till i attack.


Ka'etil Malas'rae wrote:
Dain GM wrote:
Ka'etil Malas'rae wrote:
...things...
I'm confused again, Kae - it seems as if you have an AC of 23 when you are enlarged and enraged. How is that possible? Your base AC was 17 - did I miss something? I thought when you became larger you lost AC due to size - and you also lose AC because of your Raging. When you became enraged you lost 2 to AC, and you should have lost another 1 to Size, for a total of 14 - that would mean whatever powers/mutagen you have (including shield) would have to grant you +9 to AC? Is that accurate, or am I missing something.

Base is 17, wearing the cloak, so 18.

Mutagen gives +2 nat armor for 20, Shield for 24, and minus 1 for Large. I'm not actually raging yet, just using Touch of Rage for +2 to attack an damage rolls till the end of my next turn.
d20pfsrd wrote:
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
When i rage again, I'll be back at 21, but i'm waiting till i attack.

Ah! Got it now - found the cloak on the bottom under your items- you didn't mention it under your armor/AC bonus. No worries - got it figured out.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Kae don't always wear it, so it's not there, but He is now as it's night and in need, and less likely to get overheated.


Ka'etil Malas'rae wrote:

Change of plans!!!

Seeing the spell hit the trolls, Ka'etil drops out of delay.

He, with some difficulty of will, moves forward 40 feet to Q/R:4/5, and activates his touch of Rage power granting a +2 to all attack and damage rolls, letting out an earth-shattering "!!!ROAR!!!"

His reach is now extending out as far as Q/R:0

[edit]The rational behind the move is that the Trolls are 60 feet away from Kae at the start, and he has 20ft reach with his hammer, so they are within reach with 40 ft movement and 20 ft reach, so kae should be within range to hit them. I miss-counted. My B.
P.S. also that roar needed some exclamation points

Actually - you are incorrect - the road is ten feet wide - you are ten feet wide now - which means you cannot occupy QR 4/5 because you would be standing on part of the house! You would only be able to move to PQ 4/5 which means that you are actually still out of range. Unless you want to ammend your move - but I need to know if you do, and where you'll end up before I can toss out a response.


Ka'etil Malas'rae wrote:
Kae don't always wear it, so it's not there, but He is now as it's night and in need, and less likely to get overheated.

Kae - it is springtime and a fine night. There is no reason to wear it in spring time unless you want to wear it for AC. It is considered Cold Weather gear. You can wear it for Cold Weather gear - but this is getting a little confusing for me.

If you want to have a piece of equipment on that gives you bonus's - that's cool - just let me know you've got it on. I may have missed it a few days ago - but I was wracking my brain looking at your sheet trying figure out what's up. Again, I don't mind that you have it on - I just would like to know why you have the bonus.

As a generalrule, if know why a person gains a certain bonus I am much more relaxed about it. If I don't know why, I think "maybe they made a mistake? And if they made 1 mistake, they may have made a whole bunch" and then I have to go over everything all over again until I figure it out - kind of OCD perhaps - but it's the way I work.

So, in the future if anyone has a piece of gear or equipment that helps them - please let me know what's up with it before hand. Thanks!


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

I guess P/Q:4/5. SO that leaves me out of range of the Trolls? I was just going with the Kae's 60 feet away. But that works fine by me.


Arasmes ibn'Fayad wrote:

NExt rounds actions as i am going to bed

Arasmes concentrates for a moment as he pulls across the planes searching for his pack of hounds, preparing to loose them upon the trolls. Summon Monster III spell like ability standard action, lantern archon is dismissed and he is summoning a pack of celestial riding dogs which are level 1 creatures so he gets 1d4+1 of them.

1d4+1

Arasmes calls out in celestial for the dogs to attack the trolls. Three move to attack the troll to the north, two on the one to the south.

All the dogs are smiting evil for +2 to damage.

Dog 1 on Troll 1 attack
1d20+5

Damage if hits
1d6+7

---------------------------------------------

Dog 2 on Troll 1 attack
1d20+5

Damage if hits
1d6+7

---------------------------------------------

Dog 3 on Troll 1 attack
1d20+5

Damage if hits
1d6+7

---------------------------------------------

Dog 4 on Troll 2 attack
1d20+5

Damage if hits
1d6+7

---------------------------------------------

Dog 5 on Troll 2 attack
1d20+5

Damage if hits
1d6+7

I believe the trolls get an AoO on the dogs - as they have reach. But, the trolls may suffer penalties for hitting the dogs as they have "smite" not sure here. For now - I am throwing up their AoO on the dogs.

If I am in error - we can negate it in the monrning - if not, they will attack the first dog running to them in each case.

I will also need coordinates on each dog.


Ka'etil Malas'rae wrote:

I guess P/Q:4/5. SO that leaves me out of range of the Trolls? I was just going with the Kae's 60 feet away. But that works fine by me.

Theoretically you could move up a square or something to hit one - but if you do move - where you move - I just kind of need your ending coordinates.


Arasmes ibn'Fayad wrote:

NExt rounds actions as i am going to bed

Arasmes concentrates for a moment as he pulls across the planes searching for his pack of hounds, preparing to loose them upon the trolls. Summon Monster III spell like ability standard action, lantern archon is dismissed and he is summoning a pack of celestial riding dogs which are level 1 creatures so he gets 1d4+1 of them.

1d4+1

Arasmes calls out in celestial for the dogs to attack the trolls. Three move to attack the troll to the north, two on the one to the south.

All the dogs are smiting evil for +2 to damage.

Dog 1 on Troll 1 attack
1d20+5

Damage if hits
1d6+7

---------------------------------------------

Dog 2 on Troll 1 attack
1d20+5

Damage if hits
1d6+7

---------------------------------------------

Dog 3 on Troll 1 attack
1d20+5

Damage if hits
1d6+7

---------------------------------------------

Dog 4 on Troll 2 attack
1d20+5

Damage if hits
1d6+7

---------------------------------------------

Dog 5 on Troll 2 attack
1d20+5

Damage if hits
1d6+7

AoO on Dog 1

1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14

IF he hits
1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Miss chance: 1 - 50 Hit, 51 - 100 Miss
1d100 ⇒ 24


AoO on Dog 4

Attack
1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

If it hits
1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Miss chance
1 -50 Miss; 51 - 100 Hit

1d100 ⇒ 81

NOTE: Not sure what dogs AC is - and if they can be hit because they are smiting - just let me know their AC and HP. If they hit, they hit, if not, no worries.


Trolls will make THEIR move when they can - but I need to know where the dogs and Kae ended up before I can do that (in terms of coordinates).

FYI - good work all around
- Ry's fire elemental's will keep them from regenerating while hurting them, even if it is not much damage

- Ar's glitterdust has kept them "blinded" giving you bonsus's to hit them as their AC is nerfed big time, and your dog's smiting ability will help, too.

(Remember - Ar and Ry - you should be able to move in to flank pretty easy here).

- Kae is (theoreticallY) able to swoop in for the big damage (though you've already been raging earlier for five rounds earlier - so keep an eye on things - an Arasemes has cast 3 second level spells and a first - not sure on Ry's at this point, though).

And though things may SEEM grim - we must not forget in the slightest our sturdy Wizard - no doubt he's got something cooking up as we speak!

Okay - until I know coordinates on Kae and dogs, Trolls can't move - and, Arasmes, I believe that, unless I am unable to hit Celestial dogs for some reason that both attacks hit.

Dog 1 has lost 8 HP, and should be at 9
Dog 4 has lost 12 HP and should be at 5

Troll at top has suffered more damage, as well as Troll at bottom. Good job to all!


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

can't get into range this turn, so I' guess I'll have to wait, and hope someone steps up...


Ka'etil Malas'rae wrote:
can't get into range this turn, so I' guess I'll have to wait, and hope someone steps up...

Grah! Coordinates, man! Coordinates! :)

Also - feel free to post in the other session what, if anything, you want to propose, say, volunteer or ask Oleg and the others for the purposes of -

1. Tax Questions
2. Town growth
3. Town Stability
4. Strategy
5. Etcetera...

Good times - but I need those coordinates for the map on where you formally end up!


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

P/Q:3/4


Female Aasimar Druid 7 (Noble)

Ry has the following spells left: (Domain spells: Storm Burst (7 times/day), Obscuring Mist (level 1) and Fog Cloud (level 2)), Magic Stone (1st level) and Flaming Sphere (2nd level). She has no healing spells remaining, however she has 6 CLW potions (4 from Moira Lochlin and 2 she purchased off Selendria Grear).


Female Aasimar Druid 7 (Noble)

In the next round, Fire Elemental #2 moves 10ft to R-1 and flanks Troll 1 with Fire Elemental #3 (still on T1).

They undertake their respective slam attacks:

Fire Elemental #2:
Attack (Slam) on Troll 1: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18, Damage: 1d4 ⇒ 2 plus burn (Burn 1d4, DC11)

Fire Elemental #3:
Attack (Slam) on Troll 1: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23, Damage: 1d4 ⇒ 3 plus burn (Burn 1d4, DC11)

Fire Elemental #1 moves 10 ft to N-1 and undertakes slam attack on Troll 2:

Attack (Slam) on Troll 2: 1d20 + 4 ⇒ (9) + 4 = 13, Damage: 1d4 ⇒ 3 plus burn (Burn 1d4, DC11)

Ariarh, now a small eagle, flies a further 80 ft (she's currently at 120 ft) and casts Flaming Sphere. A burning globe of fire appears and Ry using her wing directs the flaming sphere toward Troll 2 and hits him on the top of his head and stops moving, dealing fire damage: 3d6 ⇒ (5, 1, 6) = 12 Saving throw Reflex negates (DC16). (Range of flaming sphere: 150ft, lasts for 5 rounds.)


F Elf Spellbinder Conjuration (teleport) Wiz 1

Can you re-link the map please? After a couple of days it gets lost in the shuffle.


For ease sake, dog 1 at M0 and dog 2 at P0 are flanking troll 2, dog 3 is also on troll 2 at O2; Dog 4 at R2 is on troll 1, Dog 5 at S2 is also on troll 1.

This all assumes that the trolls are in spaces RS0-1, and NO0-1. If not please adjust accordingly to fit.


Ariarh Kane wrote:

In the next round, Fire Elemental #2 moves 10ft to R-1 and flanks Troll 1 with Fire Elemental #3 (still on T1).

They undertake their respective slam attacks:

Fire Elemental #2:
Attack (Slam) on Troll 1: 1d20+4+2, Damage: 1d4 plus burn (Burn 1d4, DC11)

Fire Elemental #3:
Attack (Slam) on Troll 1: 1d20+4+2, Damage: 1d4 plus burn (Burn 1d4, DC11)

Fire Elemental #1 moves 10 ft to N-1 and undertakes slam attack on Troll 2:

Attack (Slam) on Troll 2: 1d20+4, Damage: 1d4 plus burn (Burn 1d4, DC11)

Ariarh, now a small eagle, flies a further 80 ft (she's currently at 120 ft) and casts Flaming Sphere. A burning globe of fire appears and Ry using her wing directs the flaming sphere toward Troll 2 and hits him on the top of his head and stops moving, dealing fire damage: 3d6 Saving throw Reflex negates (DC16). (Range of flaming sphere: 150ft, lasts for 5 rounds.)

I'm going to let you keep the rolls - but for now the trolls have not been able to make THEIR moves, or move in general, because I couldn't move until I knew where Kae and Ar's dogs went. Now that I know where they are, I am going to make the trolls moves/attacks and it will most likely mean they are going to be in a new position at the end of their turn.

This will mean that your moves with your elementals (in terms of their coordinates) will have to be changed - because now that I know what the other guys are doing - and can now act - the trolls will not remain stationary - they will advance.

Sorry for the confusion - it's a little choppy because I couldn't do anything until I knew where everyone else was. But, the guys have told me where they are - so...

TO ALL

1. I have the coordinates for Kae and Ar's dogs
2. The trolls can now take their turn
3. Top of the new round - you guys can move to position and attack again.
4. When you move to position and attack, just let me know where you are moving to formally - on the map - so I know what to do with you formally and where the trolls move to next.


Shaezon Silverfall wrote:
Can you re-link the map please? After a couple of days it gets lost in the shuffle.

Shae - I am going to move the trolls for the attack and resend the map to all to avoid any confusion.

However, I am late for work - I will have to do this when I get back home tonight. But: look for the new map tonight in your inbox when I get home.

Okay guys - see you tonight!


F Elf Spellbinder Conjuration (teleport) Wiz 1
Dain GM wrote:
Shaezon Silverfall wrote:
Can you re-link the map please? After a couple of days it gets lost in the shuffle.

Shae - I am going to move the trolls for the attack and resend the map to all to avoid any confusion.

However, I am late for work - I will have to do this when I get back home tonight. But: look for the new map tonight in your inbox when I get home.

Okay guys - see you tonight!

No worries. I'm knee deep into my final's anyway, but I can spare a moment to add some kind of input. Thank you for NPCing me. I'll be done with everything by Monday, so business as usual after then.


Dain GM wrote:
Ariarh Kane wrote:

In the next round, Fire Elemental #2 moves 10ft to R-1 and flanks Troll 1 with Fire Elemental #3 (still on T1).

They undertake their respective slam attacks:

Fire Elemental #2:
Attack (Slam) on Troll 1: 1d20+4+2, Damage: 1d4 plus burn (Burn 1d4, DC11)

Fire Elemental #3:
Attack (Slam) on Troll 1: 1d20+4+2, Damage: 1d4 plus burn (Burn 1d4, DC11)

Fire Elemental #1 moves 10 ft to N-1 and undertakes slam attack on Troll 2:

Attack (Slam) on Troll 2: 1d20+4, Damage: 1d4 plus burn (Burn 1d4, DC11)

Ariarh, now a small eagle, flies a further 80 ft (she's currently at 120 ft) and casts Flaming Sphere. A burning globe of fire appears and Ry using her wing directs the flaming sphere toward Troll 2 and hits him on the top of his head and stops moving, dealing fire damage: 3d6 Saving throw Reflex negates (DC16). (Range of flaming sphere: 150ft, lasts for 5 rounds.)

I'm going to let you keep the rolls - but for now the trolls have not been able to make THEIR moves, or move in general, because I couldn't move until I knew where Kae and Ar's dogs went. Now that I know where they are, I am going to make the trolls moves/attacks and it will most likely mean they are going to be in a new position at the end of their turn.

This will mean that your moves with your elementals (in terms of their coordinates) will have to be changed - because now that I know what the other guys are doing - and can now act - the trolls will not remain stationary - they will advance.

Sorry for the confusion - it's a little choppy because I couldn't do anything until I knew where everyone else was. But, the guys have told me where they are - so...

TO ALL

1. I have the coordinates for Kae and Ar's dogs
2. The trolls can now take their turn
3. Top of the new round - you guys can move to position and attack again.
4. When you move to position and...

South Troll was on grid RS -1/0. I will move your dogs to match with Ry's Fire elementals - roll attacks, then move trolls accordingly. Then, when trolls are moved, I will send the maps via email.

Your dogs should be at Q1 and S1 accordingly.


Troll 2 attacks Dog 1 at M0 with a claw attack.

1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13

IF hit
1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Miss chance: 1 -50 Hit; 51 - 100 Misses

1d100 ⇒ 23

With an AC of 13 and HP of 17 - This slays Dog 1.

Troll 2 is pleased and shall attack Dog 2 at P0 with a claw attack

1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20

IF hit
1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Miss chance: 1 -50 Hit; 51 - 100 Misses

1d100 ⇒ 84

Troll 2 Roars with glee as a free action, then takes a bite out of Dog 2 at P0

Note: I have been told that as part of a free action a Bite attack is at -5. Trolls have this as a natural attack - does this -5 apply? I am rolling normal now - but depending on this roll, it will effect things. Please let me know, if anyone sees this. Thanks!

Bite attack (subtract 5 if needed - but for now, we'll see what happens)
1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29

IF hit
1d8 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Miss chance: 1 -50 Hit; 51 - 100 Misses

1d100 ⇒ 57

Irrellevent at this time - Troll misses with bite anyway.

Dog 2 has lost 12 HP

Now, Troll 1 Attacks!

Troll 1 attacks Dog at Q1 with a Claw attack

1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

IF hit
1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Miss chance: 1 -50 Hit; 51 - 100 Misses

1d100 ⇒ 65

And - as he misses - he shall try again -

1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15

IF hit
1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11

Miss chance: 1 -50 Hit; 51 - 100 Misses

1d100 ⇒ 14

Dog 4 is Dead

Troll 1 shall now make a bite attack at Dog 5 who is at S1

1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19

IF hit
1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Miss chance: 1 -50 Hit; 51 - 100 Misses

1d100 ⇒ 28

Troll 1 is succesful against Dog 5 and has done 9 points of Damage.

Dog 5 has 8 HP left

The Trolls are not attacking the fire elementals at this time - they are not keen on burning themselves, perhaps - but have wiped out dogs 1 and 4 and have wounded Dogs 2 and 5.

As they are still in the thick of things - they will not advance beyond this spot -

Ry - for simplicity sake I am going to have your Fire elementals move a 5 foot step accordingly before the other move to flank. I believe the trolls locations on the map was not propperly explained by me - hopefully this is corrected with the email.

Fire Elemental #3 takes 5 foot step to T0 and attacks - Fire Elemental 3 hits troll 1 for 3 Burn Damage

Fire Elemental #2 moves to R0 to Flank and attacks - Fire Elemental 1 hits troll 1 for 2 Damage. Fire Elemental #1 is at N1 attacks, and misses.


Summary

Dog 2 - not actually hit - misread my own post - full HP at P0
Dog 3 - Full HP at R1
Dog 5 - 8 HP - At S1

Fire Elemental 1 - Full HP at N1 - misses
Fire Elemental 2 - Full HP at hits Troll 1 for 2 Burning Damage
Fire Elemental 3 - Full HP at hits Troll 1 for 3 Burning Damage

Your flaming sphere is at Troll (good tactic, FYI - he's the only one not hit by fire damage this round).

Troll 2 Needs to make a Reflex Save - DC of 16 or suffer 12 points of damage - including Burning.

Troll's Reflex Save

1d20 + 4 ⇒ (14) + 4 = 18

Troll 2 has somehow dodged the flaming sphere!

As Troll 2 has not suffered fire damage this round - he shall regenerate next round - unless someone with "Fire" or Acid can hit him.

Meanwhile - map should be in the mail soon.

Actions this round to go - Kae, Shae, and Ar. Ry - I don't know where your eagle went - I don't have her on the map - it shouldn't matter too much for coordinates sake, as the trolls have no range weapons at this time. If you'd like to toss it up, though - that's cool too.


Female Aasimar Druid 7 (Noble)

Ry, as the small eagle, is currently flying 120ft above Q8 on the map.


F Elf Spellbinder Conjuration (teleport) Wiz 1

If it's been less than 4 minutes since I cast levitate it's still active and I'll use it to get on top of the building at S10 to continue the Fire->duck->fire routine.

If not I'll step out to Q13 and shoot trolls.

Bow 1d20 + 4 ⇒ (8) + 4 = 121d6 ⇒ 2


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

If only i were 5' closer. Well, can you guys get the summons to screen for me?
If the Summons move into a position to block the trolls from 5' stepping, then Kae will step up to P/Q:2/3 otherwise He'll stay where he's at.
Well, this is anticlimactic, but no beefed up full-attack for me. just a simple swing then, I guess

hammer
1d20 + 3 + 6 ⇒ (17) + 3 + 6 = 26
1d12 + 14 ⇒ (7) + 14 = 21

@Dain:
With a natural attack routine, you get to use all primary natural attacks while doing a Full-Attack, but that's the only time you get to do more than a single attack, Hence Kae making sure to stay the hell out of full-attack range of the bastards.


Female Aasimar Druid 7 (Noble)
Ka'etil Malas'rae wrote:

If only i were 5' closer. Well, can you guys get the summons to screen for me?

If the Summons move into a position to block the trolls from 5' stepping, then Kae will step up to P/Q:2/3 otherwise He'll stay where he's at.
Well, this is anticlimactic, but no beefed up full-attack for me. just a simple swing then, I guess

hammer
1d20+3+6
1d12+14

@Dain:
With a natural attack routine, you get to use all primary natural attacks while doing a Full-Attack, but that's the only time you get to do more than a single attack, Hence Kae making sure to stay the hell out of full-attack range of the bastards.

The Summoned Fire Elementals recently had their turn by attacking the trolls and have accordingly moved to their respective places on the grid. Is this a new round or we finishing the previous round? Because if it is the latter, then I don't believe they can move to screen you at this time. If the GM can clarify which round we're currently working on (from his previous posting it seems we're still on the last one) that will help me better. We never rolled initiative so I am not sure of everyone's order.


Okay -

Shae - your shot misses anyway - but please let me know what troll you're aiming at next time.

Kae - I will fully keep your roll and strategies in place - however; there are two problems - the first is that you are exactly between 2 trolls. I don't actually know what Troll you are attacking - please specificy.

Also - I don't know what the rest of the gang is doing at this time - I need attacks/moves from other people - is Ar summoning again - is Ry using a spell - and what about the creatures they have on the board.

Ry - As the trolls just took their turn, it is now top of the new round. You are free to cast another spell - have your elementals attacks, and have your flaming sphere roll around and burn things.

This round

Shae attacked and missed

Kae rolled to attack under conditions - still need to know if he is attacking the troll on the top or bottom

Arasmes has not moved - nor have his dogs

You have not moved - nor have your elementals

Troll on the bottom (Troll 1) will regenerate HP when his turn comes up if he is not hit by fire on this round -

That said, what do you do?


Female Aasimar Druid 7 (Noble)

Fire Elementals 2 and 3, will each take a 5ft step on their turn and will flank Troll 1.

Fire Elemental 2 is now on Q0 and attacks Troll 1:

Slam Attack: 1d20 + 4 ⇒ (18) + 4 = 22, Fire Damage: 1d4 ⇒ 1 plus burn (1d4, DC11)

Fire Elemental 3 is now on T0 and attacks Troll 1:

Slam Attack: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24, Fire Damage: 1d4 ⇒ 1 plus burn (1d4, DC11)

Fire Elemental 1 remains at N1 and attacks Troll 2:

Slam Attack: 1d20 + 4 ⇒ (6) + 4 = 10, Fire Damage: 1d4 ⇒ 2 plus burn (1d4, DC11)

Ariarh, (flies 15 ft, still at 120ft above R4) the eagle, directs the flaming sphere once more at Troll 2:

Fire Damage: 3d6 ⇒ (1, 4, 1) = 6 Saving throw Reflex negates (DC16)


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Kae swings at Troll 1.

The summons get to go right now, and are currently screening ust fine, and the elemental can move to flank the top troll too as long as the dogs stay put, the trolls can't 5' to me.

I just don't want to have another Near Death Experience by taking a full attack from one of them. those hurt, and i'm not a fan of the recent rolls.


Ariarh Kane wrote:

Fire Elementals 2 and 3, will each take a 5ft step on their turn and will flank Troll 1.

Fire Elemental 2 is now on Q0 and attacks Troll 1:

Slam Attack: 1d20+4, Fire Damage: 1d4 plus burn (1d4, DC11)

Fire Elemental 3 is now on T0 and attacks Troll 1:

Slam Attack: 1d20+4+2, Fire Damage: 1d4 plus burn (1d4, DC11)

Fire Elemental 1 remains at N1 and attacks Troll 2:

Slam Attack: 1d20+4, Fire Damage: 1d4 plus burn (1d4, DC11)

Ariarh, (flies 15 ft, still at 120ft above R4) the eagle, directs the flaming sphere once more at the Troll 2:

Fire Damage: 3d6 Saving throw Reflex negates (DC16)

Troll 1 has taken an additional 2 points of fire damage.

Troll 2 must attempt its Reflex Save to negate Flaming Sphere's fire damage.

1d20 + 4 ⇒ (17) + 4 = 21

Troll 2 has not taken fire damage.


Ka'etil Malas'rae wrote:

Kae swings at Troll 1.

The summons get to go right now, and are currently screening ust fine, and the elemental can move to flank the top troll too as long as the dogs stay put, the trolls can't 5' to me.

I just don't want to have another Near Death Experience by taking a full attack from one of them. those hurt, and i'm not a fan of the recent rolls.

Cool! Well, things are looking better for you on Troll 1 - he's been dealt some serious damage - including burn damage - which means he can't regenerate at his turn.

Troll 2 CAN regenerate, and shall - as soon as it is his turn.

FYI: Troll 2 is much healthier then Troll 1 - Troll 1 looks like he is at less then half at this point - so, you know...

To all:

At this time if Shaezon wants to take another attack - he can; and if Arasmes can throw up his rolls for his dogs or summon more monsters or whatever it is he does - that's cool too.

Please remember to toss up, in addition to attacks and damage - what grid you end up in.

Kae - you are now in PQ/2:3 - I believe that is 10 feet from the trolls - and with reach, I believe they can currently hit you now that you have moved here.

Though, of course, I could be wrong...

Finally: As soon as I have the actions for the dogs, Arasmes and Shae I shall toss up what the Trolls do.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

yeah, looks like i read the map wrong. NEW MOVE!!!


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Q/R:2/3 looks like he's only in range of troll 1 (at the bottom) The top troll can't reach over 2 diagonals to get to Kae.
And the elemental doesn't give any cover since it moved. So Kae can drop a full attack on the lower troll.

Kae uses a lightning-charge, and goes into a rage.

Gore
1d20 + 3 + 8 + 2 - 1 - 1 ⇒ (17) + 3 + 8 + 2 - 1 - 1 = 28
1d8 + 8 + 2 + 2 + 1d6 ⇒ (4) + 8 + 2 + 2 + (4) = 20

claw:
1d20 + 3 + 8 + 2 - 1 - 1 ⇒ (12) + 3 + 8 + 2 - 1 - 1 = 23
1d8 + 8 + 2 + 2 + 1d6 ⇒ (7) + 8 + 2 + 2 + (5) = 24

claw:
1d20 + 3 + 8 + 2 - 1 - 1 ⇒ (2) + 3 + 8 + 2 - 1 - 1 = 13
1d8 + 8 + 2 + 2 + 1d6 ⇒ (4) + 8 + 2 + 2 + (1) = 17

Str:16+4[rage]+4[mutagen]+2[enlarge]=26
(+2/+2[touch of rage] Atk & Dmg)
(-1/+2 Atk & Dmg)


F Elf Spellbinder Conjuration (teleport) Wiz 1

Firing bow again at the troll in O0

1d20 + 4 ⇒ (15) + 4 = 191d6 ⇒ 1


Sorry internet at inlaws went out yesterday and I didnt get it back until this morning.

Arasmes, not wanting to let up the pressure on the trolls, summons another pack of celestial riding dogs, which immediately replaces the ones already there.

Summon Monster III for 1d4+1 riding dogs. Dogs will show up in the same places as the others did. 1d4 + 1 ⇒ (4) + 1 = 5 Nice! Max again!

The dogs immediately go on the attack, biting the trolls, and this time attempting to trip them in the process. Forgot to do their automatic trip attempts if the bites land last time. If any of the trips succeed the troll is knocked prone. "The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity." Also just for reference to their being blind, "Any penalties to a creature's AC also apply to its CMD." Also all of them are smiting evil again for +2 damage.

Dog 1 bite attack on Troll 2.

1d20 + 5 ⇒ (11) + 5 = 16

Damage if hits.

1d6 + 7 ⇒ (5) + 7 = 12

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20 + 5 ⇒ (10) + 5 = 15

----------------------------------------------------

Dog 2 bite attack on Troll 2.

1d20 + 5 ⇒ (17) + 5 = 22

Damage if hits.

1d6 + 7 ⇒ (1) + 7 = 8

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20 + 5 ⇒ (19) + 5 = 24

----------------------------------------------------

Dog 3 bite attack on Troll 2.

1d20 + 5 ⇒ (14) + 5 = 19

Damage if hits.

1d6 + 7 ⇒ (2) + 7 = 9

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20 + 5 ⇒ (13) + 5 = 18

----------------------------------------------------

Dog 4 bite attack on Troll 1.

1d20 + 5 ⇒ (9) + 5 = 14

Damage if hits.

1d6 + 7 ⇒ (2) + 7 = 9

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20 + 5 ⇒ (2) + 5 = 7

----------------------------------------------------

Dog 5 bite attack on Troll 1.

1d20 + 5 ⇒ (20) + 5 = 25

Damage if hits.

1d6 + 7 ⇒ (6) + 7 = 13

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20 + 5 ⇒ (16) + 5 = 21

Confirmation for critical hit.

1d20 + 5 ⇒ (20) + 5 = 25

Damage if confirmed.

1d6 + 7 ⇒ (1) + 7 = 8

----------------------------------------------------

Wow...go doggies lol.


Arasmes ibn'Fayad wrote:

Sorry internet at inlaws went out yesterday and I didnt get it back until this morning.

Arasmes, not wanting to let up the pressure on the trolls, summons another pack of celestial riding dogs, which immediately replaces the ones already there.

Summon Monster III for 1d4+1 riding dogs. Dogs will show up in the same places as the others did. 1d4+1 Nice! Max again!

The dogs immediately go on the attack, biting the trolls, and this time attempting to trip them in the process. Forgot to do their automatic trip attempts if the bites land last time. If any of the trips succeed the troll is knocked prone. "The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity." Also just for reference to their being blind, "Any penalties to a creature's AC also apply to its CMD." Also all of them are smiting evil again for +2 damage.

Dog 1 bite attack on Troll 2.

1d20+5

Damage if hits.

1d6+7

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20+5

----------------------------------------------------

Dog 2 bite attack on Troll 2.

1d20+5

Damage if hits.

1d6+7

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20+5

----------------------------------------------------

Dog 3 bite attack on Troll 2.

1d20+5

Damage if hits.

1d6+7

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20+5

----------------------------------------------------

Dog 4 bite attack on Troll 1.

1d20+5...

Trips is verse Troll CMD, right? I ask because I don't know how their CMD is effected while under the effects of "Glitterdust". For now I assume they have no Dex bonus but other then that, was there anything else they needed - that is, do the trolls gain an additional penalty at this time?

So they lose their Dex Bonus - and I believe they lose -2 to AC - but does that mean they lose a total of 4? (They have Dex Bonus of 2).

I'll need to do a bit of research on it - but the Trolls will react soon.


Ka'etil Malas'rae wrote:

Q/R:2/3 looks like he's only in range of troll 1 (at the bottom) The top troll can't reach over 2 diagonals to get to Kae.

And the elemental doesn't give any cover since it moved. So Kae can drop a full attack on the lower troll.

Kae uses a lightning-charge, and goes into a rage.

Gore
1d20+3+8+2-1-1
1d8+8+2+2+1d6

claw:
1d20+3+8+2-1-1
1d8+8+2+2+1d6

claw:
1d20+3+8+2-1-1
1d8+8+2+2+1d6

Str:16+4[rage]+4[mutagen]+2[enlarge]=26
(+2/+2[touch of rage] Atk & Dmg)
(-1/+2 Atk & Dmg)

This move cannot work at this time - you already had your action last round and already hit and did damage with the hammer.

You are free to keep those rolls for next round - but it is the Troll's turn before you make your rage attack.

When the trolls are done with THEIR move - after Shae and Arasemes - then your Rage Attack can still function - provided they are in the same place that they were a little bit ago - they may choose to move - they may not - it all depends.


Arasmes ibn'Fayad wrote:

Sorry internet at inlaws went out yesterday and I didnt get it back until this morning.

Arasmes, not wanting to let up the pressure on the trolls, summons another pack of celestial riding dogs, which immediately replaces the ones already there.

Summon Monster III for 1d4+1 riding dogs. Dogs will show up in the same places as the others did. 1d4+1 Nice! Max again!

The dogs immediately go on the attack, biting the trolls, and this time attempting to trip them in the process. Forgot to do their automatic trip attempts if the bites land last time. If any of the trips succeed the troll is knocked prone. "The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity." Also just for reference to their being blind, "Any penalties to a creature's AC also apply to its CMD." Also all of them are smiting evil again for +2 damage.

Dog 1 bite attack on Troll 2.

1d20+5

Damage if hits.

1d6+7

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20+5

----------------------------------------------------

Dog 2 bite attack on Troll 2.

1d20+5

Damage if hits.

1d6+7

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20+5

----------------------------------------------------

Dog 3 bite attack on Troll 2.

1d20+5

Damage if hits.

1d6+7

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20+5

----------------------------------------------------

Dog 4 bite attack on Troll 1.

1d20+5...

Question for Arasmes

I need to know the position - that is, the coordinates - for your dogs when they popped in.


Dog 1 - M0, Dog 2 - O1, Dog 3 - P0, Dog 4 - Q0, Dog 5 - S1

The description on CMD said all penalties to AC apply to CMD so I think both would apply.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

i meant to replace hammer attack with this one, as i mis-read the map and thought that i could not reach them with my full attack this turn. had i gotten that i'd have dropped my hammer and full atacked.

If the Hammer attack is the one that's going through, then Kae does not move, so he can 5' and full attack next turn, but they can't reach him with a FA when they make their move right now.


Arasmes ibn'Fayad wrote:

Sorry internet at inlaws went out yesterday and I didnt get it back until this morning.

Arasmes, not wanting to let up the pressure on the trolls, summons another pack of celestial riding dogs, which immediately replaces the ones already there.

Summon Monster III for 1d4+1 riding dogs. Dogs will show up in the same places as the others did. 1d4+1 Nice! Max again!

The dogs immediately go on the attack, biting the trolls, and this time attempting to trip them in the process. Forgot to do their automatic trip attempts if the bites land last time. If any of the trips succeed the troll is knocked prone. "The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity." Also just for reference to their being blind, "Any penalties to a creature's AC also apply to its CMD." Also all of them are smiting evil again for +2 damage.

Dog 1 bite attack on Troll 2.

1d20+5

Damage if hits.

1d6+7

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20+5

----------------------------------------------------

Dog 2 bite attack on Troll 2.

1d20+5

Damage if hits.

1d6+7

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20+5

----------------------------------------------------

Dog 3 bite attack on Troll 2.

1d20+5

Damage if hits.

1d6+7

Trip attack if bite hits. Dogs CMB vs. Trolls CMD

1d20+5

----------------------------------------------------

Dog 4 bite attack on Troll 1.

1d20+5...

Hey - just realized I need to toss up Troll's Willpower rolls to end spell early - seems they get a chance to save each round.

This roll will have been done on the last round - though I skipped the round prior to it - we'll simply negate that instead of re-rolling.

So - to see if they are currently "blinded"

Troll 1

1d20 + 2 ⇒ (14) + 2 = 16

Troll 2

1d20 + 2 ⇒ (20) + 2 = 22


I am moving dogs three and four to negative 1 as grid 0 is currently occupied.

Remember - the trolls should have had a chance to save at the end of last round - this roll is running late - but the numbers still stand.

Troll 2 is not blinded and Troll 1 is - but Troll 1 gains a chance to save again at the end of his turn - which is the end of the round.

Therefore -

Troll 2 is now Prone - though not Blind and free to make his attack - he will determine that fighting Prone is just fine for him and make a full attack from the ground at the standard -4 Penalty.

Troll 2 makes his first attack against Dog 2 from first summoned Pack

Claw Attack against Dog 2 PO
1d20 + 9 + 2 - 4 ⇒ (19) + 9 + 2 - 4 = 26

IF hit
1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11

He shall take a bite out of said dog as well...

Bite attack against Dog 2 PO
1d20 + 9 + 2 - 4 ⇒ (19) + 9 + 2 - 4 = 26

IF hit
1d8 + 5 + 2 ⇒ (8) + 5 + 2 = 15

This finishes dog at PO

Claw attack against Dog at MO

Claw against Dog at MO
1d20 + 9 + 2 - 4 ⇒ (18) + 9 + 2 - 4 = 25

IF hit
1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Dog at MO has 7 HP left

Troll 2 regenerated 5 HP at this time as he has not suffered fire damage from last round.


Troll 1 - while Prone - shall attempt to attack his enemies while blinded and Prone

Troll 1 shall attack with Claw Dog at S1

1d20 + 9 + 2 - 4 ⇒ (14) + 9 + 2 - 4 = 21

IF hit
1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11

50% Miss chance: 1 - 50 Misses, 51 -100 Hits

1d100 ⇒ 96

This slays dog at S1 (it should be noted that this dog was part of the earlier pack - occupied space at S1, and couldn't be replaced by another dog. He had already lost several HP and this is why he is finished off now).

Troll 1 shall attack with Claw Dog at T1

1d20 + 9 + 2 - 4 ⇒ (17) + 9 + 2 - 4 = 24

IF he hits
1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11

50% Miss chance: 1 -50 Misses, 51 - 100 Hits
1d100 ⇒ 54

Troll 1 shall attack Dog with Bite attack at T1 as well -

1d20 + 9 + 2 - 4 ⇒ (1) + 9 + 2 - 4 = 8

IF he hits
1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9

50% Miss chance: 1 - 50 Misses, 51 - 100 Hits
1d100 ⇒ 66

And though Troll 1 misses with his bite attack, he shall attempt a Willpower save for the end of his round to negate the spell effect.

1d20 + 2 ⇒ (17) + 2 = 19

Troll 1 is succesful - and is no longer Blinded - though remains prone.

Troll 1 overcame his blindness then at the end of round 3 and troll 2 overcame his blindness at the end of round 2, though we didn't see results until just now, because I missed that rule earlier.


Female Aasimar Druid 7 (Noble)

Ariarh, the eagle at Q8, directs the flaming sphere at Troll 2:

Fire Damage to Troll 2 if successful: 3d6 ⇒ (6, 3, 6) = 15 (Saving Throw Reflex negates, DC 16).

Fire Elemental 1 remains at N1 and slams into Troll 2:

Slam Attack on Troll 2: 1d20 + 4 ⇒ (8) + 4 = 12, Fire damage: 1d4 ⇒ 4 plus burn. Burn (1d4, DC 11)

Fire Elementals 2 and 3 remain at Q0 and T0 respectively and they are flanking Troll 1. They each make their slam attacks.

Fire Elemental 2:

Slam Attack on Troll 1: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25, Fire damage: 1d4 ⇒ 1 plus burn. Burn (1d4, DC 11)

Fire Elemental 3:

Slam Attack on Troll 1: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13, Fire damage: 1d4 ⇒ 2 plus burn. Burn (1d4, DC 11)


Ariarh Kane wrote:

Ariarh, the eagle at Q8, directs the flaming sphere at Troll 2:

Fire Damage to Troll 2 if successful: 3d6 (Saving Throw Reflex negates, DC 16).

Fire Elemental 1 remains at N1 and slams into Troll 2:

Slam Attack on Troll 2: 1d20+4, Fire damage: 1d4 plus burn. Burn (1d4, DC 11)

Fire Elementals 2 and 3 remain at Q0 and T0 respectively and they are flanking Troll 1. They each make their slam attacks.

Fire Elemental 2:

Slam Attack on Troll 1: 1d20+4+2, Fire damage: 1d4 plus burn. Burn (1d4, DC 11)

Fire Elemental 3:

Slam Attack on Troll 1: 1d20+4+2, Fire damage: 1d4 plus burn. Burn (1d4, DC 11)

Troll's Reflex

1d20 + 2 ⇒ (14) + 2 = 16

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