Wilaml Fmelvam |
The sudden strike of the witches evil magic surged over Wil, coursing through his armor and causing him to jerk like a puppet whose strings had been violently yanked upon. Yet he didn't fall, instead something strange happened. His wounds began to heal almost immediately after the witches deadly attack and he fixed the witch with a steely glare. "Let me show you the strength of my resolve...." He started walking towards her, closing the distance between them with a single confident stride and pulled free his warhammer as he prepared to smite her where she stood.
As he raised the hammer to Smite her, his armor and clothing began to glow, the power of the divine sweeping over him in his hour of need. The Father of Elves, his patron, heeding the call of his loyal servant and granting him a modicum of his immense strength to rain swift justice upon Wil's foe.
He could not fail, not today, not now...
ooc]Swift Action LoH 6/7 remaining[/ooc]2d6 + 3 ⇒ (4, 3) + 3 = 10 Current HP 28/32 now
MA: Move to J-32
+3 AC = AC 24, T 15, FF 23
SA: Warhammer +Smite Evil 1d20 + 5 + 3 ⇒ (20) + 5 + 3 = 28
--->Damage +Smite Evil 1d8 + 1 + 4 ⇒ (3) + 1 + 4 = 8
Wilaml Fmelvam |
My bad there, thats what I get for typing late at night. lol So I will ignore the smite evil and keep the LoH. Actions laid out below. Thanks CM!
So actions would be: Swift LoH, Move step up to witch and draw hammer, Standard Action to attack
Confirm Critical 1d20 + 5 + 3 ⇒ (18) + 5 + 3 = 26
-> Damage X2 As Warhammer is x3 2d8 + 2 ⇒ (1, 5) + 2 = 8
If it connects it will be a total of 20 damage~ Minus the Smite evil of course~
Chainmail |
Wil swings mightily and picks one of the six targets. His divine faith gives him a vague idea of which one to swing at.
Giving Wil a 1/3 rather than 1/6 chance
1 picks correctly: 1d3 ⇒ 3
Wil dispels one of the images with a mighty blow. The witch steps back a step and the spectral hand makes another grab for the holy warrior. Sparkling electricity courses through the hand, and it seems to arc towards Wil's armor. The dark ring is discharged again as the spell seems stronger.
Touch/damage: 1d20 + 4 + 2 + 3 ⇒ (6) + 4 + 2 + 3 = 157d6 ⇒ (2, 1, 5, 5, 5, 3, 5) = 26
Wil is ready for the touch and has his divine healing ready the moment the nasty electricity courses through his armor 26 points of electricity damage
The witch shrieks: "You can yield now, I can see you are greatly injured."
Also note the LoH can happen on the witch turn, I am just saying that your swift action 'regenerates' one full round later (on the witches next turn). If Will attacks again, pick two numbers between one and five - Wil has twice the normal chance to pick the witch out due to divine guidance.
Wilaml Fmelvam |
Do I need a massive damage save? lol O.o;
Wil cries out, electricity bursts from his fingertips and strikes the earth around him as the spell literally burns through his flesh with its passing. It was the screams of a man on the verge of death and yet he doesn't fall...
His head bows for a moment though as he stands unmoving and then rises with a sharp crack as the witch shrieks at him. Unseen by the witch he had his free shield hand against his chest, focusing the holy energy of his patron to heal his terrible injuries again. His wounds start to heal, new puffy scares appearing where the skin had burst from where the dark magic had coursed through him. His glare hadn't diminished in the slightest as he continued to fix her with his one good eye. His voice was slightly hoarse but hadn't lost its strength entirely.
"What are you more concerned of my health or what happens when your ring runs out... You best kill me with the next attack or I will end this." He steps up to her, making sure to keep her from being able to cast from a distance, because once the hand was gone he would regain some advantage...
Spellcraft 1d20 + 4 ⇒ (13) + 4 = 17
Spellcraft[ooc] 1d20 + 4 ⇒ (16) + 4 = 20
[ooc]28/32-26=2 +8+9= 19/32
Swift Action: LOH2d6 + 3 ⇒ (1, 4) + 3 = 8
Standard Action: LOH 2d6 + 3 ⇒ (4, 2) + 3 = 9
Free Action: 5ft Step
I read under the description of Smite evil but all it says is swift action for it. Wil still has a move action is it possible for him to utilize it to activate his smite evil? I will let that be your decision boss man :)
Wilaml Fmelvam |
Nope, I picture it as a DBZ moment, will is powering up. Less yelling though lol. The deflection bonus will help against the next attack.
Edit: So Move action for Smite Evil and a 5ft step to reach the witch again :) Keeping both LOH's because I need them. ??????? is scary... >.>;
Talon Moonwalker |
Seeing the Paladin being so thoroughly battered with the use of dark magics, Talon is immediately torn. Wil was his friend and desperately needed help. The mirror images that surrounded the witch did not help Wil at all, and something desperately needed doing about them.
It would most likely cost him his life, especially with the fighters so close, but perhaps if he were careful about it....
Basically I would like to cast my one spell of the day quietly in such a way that the whole area around me for 40 feet in each direction is covered in vines. I would like for the action to come in just as Wil is 'powering up' as it were.
Let me know if I can make a stealth roll or something to manage it, and then I will roll the dice.
Chainmail |
Talon assesses his chances of getting off a spell surrounded by his trio of potential assailants. It would be difficult.
Stealth rolls require cover or shadows, or some rangers can do it in plain sight in favored terrain, but definitely not applicable here. I could even stretch the armor of shadows providing the ability to possibly hide, but you were the good guys and gave that back :-) Could see a bluff roll as the only applicable skill to distract, and that would be tough one as the BaB of fighters actually makes fighters harder to bluff than in 3.5 D&D. Just outlining the options. Concentration roll to defensively cast and avoid 3 AoOs would be recommended too, as the chances of pulling off the bluff untrained would be hard.
Talon Moonwalker |
Casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a concentration check (DC 15 + double the spell's level) to successfully cast the spell. Failure means that you lose the spell.
I believe therefore if I read this correctly, that if I were to make the DC 17 concentration check, then I can actually cast the spell without provoking anything at all.
Also, if I read correctly, then I am at +6 to the roll in the first place, making it more or less 50/50 whether I get the spell off in the first place.
Wish me luck
Concentration check: 1d20 + 6 ⇒ (20) + 6 = 26
Awesome
Willing everything into a single last throw of the dice, Talon casts through sheer force of will his first ever spell. Entangle
As the roots and grasses around the feet of Wil, the Witch, Talon and the three Guards, he panics for a moment, having not wanted to affect such a large area. Still, the simple business of survival now comes to mind, as his rapier comes out of the scabbard and he goes into a duel for his life
Assuming this is allowed, then everyone 40 feet from me needs to make a reflex save of DC 13 or be entangled.
Reflex save
1d20 + 6 ⇒ (1) + 6 = 7
Chainmail |
Bluff untrained: 1d20 ⇒ 5
Talon casts the spell, but he is more obvious than he expected. His first spell is successful, and the gestures and incantations were more involved than he thought.
Nevertheless the scrub on the top of the hill attempts to interfere with everyone. Two of the three fighters jump clear for now, leaving Talon, the witch, and one of the fighters to be entangled by the grasping scrub grass. One thing is revealed, the true image of the witch is obvious while the witch is being grasped. Four images dance around unentangled, while a cursing fifth is encumbered.
The witch is unable to move through the difficult terrain and must be careful to avoid being hit by Wil. The witch decides not to risk empowering the spell, and tries to get off another shock.
defensive concentration DC17: 1d20 + 9 ⇒ (16) + 9 = 25
entangled concentration DC17: 1d20 + 9 ⇒ (20) + 9 = 29
Wilaml Fmelvam |
Wil's concentration was thrown off as roots tried to grip his boots...Reflex Save 1d20 + 5 ⇒ (14) + 5 = 19 and kicked himself free of them before they could get a firm hold. "Who is inter...?" He barely got the words out before the witches next attack...
Chainmail |
The witch manages to keep focused on the spell, and the crackling hand attempts to touch Wil again. The entangle provides some impediment.
Range Touch/damage: 1d20 + 4 + 3 + 2 - 2 ⇒ (17) + 4 + 3 + 2 - 2 = 245d6 ⇒ (1, 5, 3, 6, 3) = 18
Kn Religon: 1d20 + 9 ⇒ (14) + 9 = 23
The witch laughs as electricity courses through Wil's body, "You have lost your honor. Whether you win this fight should be immaterial to you."
18hp more of electrical damage
Fighters initiative
1d20 + 1 ⇒ (12) + 1 = 13
The fighters seem ready to intervene. Anyone else intervening can roll initiative and save vs entangle Reflex DC13.
Chainmail |
I'll just roll the rest and add them to the big list. Talon is a tough case--as he acted I'll put him first.
Current Initiative
Talon 24 acted
Witch 22 acted
Wil 14<<<
Suny 13<<<
Fighters 12
Seltyn 10
Azlain 9
Elorin 9
Bannermaiden 8
Thalas 3
Seltyn 1d20 + 2 ⇒ (8) + 2 = 10
Azlain 1d20 + 3 ⇒ (6) + 3 = 9
Suny 1d20 + 2 ⇒ (11) + 2 = 13
Elorin 1d20 + 2 ⇒ (7) + 2 = 9
Bannermaiden 1d20 + 3 ⇒ (5) + 3 = 8
Talon 1d20 + 4 ⇒ (20) + 4 = 24
Thalas 1d20 + 1 ⇒ (2) + 1 = 3
Suny |
"Rraaaarrr!" Suny casts expediency to the four winds and simply throws herself at the tangled Witch, hoping to delay and confuse he even more.
CMB:1d20 + 3 ⇒ (15) + 3 = 18
Huzzah! Attack of the nekkid Elf! (^_^)Possibly attracting an AoO, though
Wilaml Fmelvam |
LoH 2/7 remaining 4d6 + 6 ⇒ (5, 3, 5, 1) + 6 = 20
HP 21/32
Swift Action - LOH
Standard Action - LOH
Sense Motive 1d20 + 4 ⇒ (7) + 4 = 11
Wil roared in outrage, he wasn't winning but he hadn't been beaten yet, he had been trying to waste her spells and now all his pain was for nothing. There would be Hell to pay.... "Dammit this is what she wanted!" He turned his wrath back on the witch before him. "Quit your quivering cowardly hag, instead of holding your attacks you drew blood. Prepare yourself Witch our duel is still on and you have only yourself to blame! Now free yourself so I...!" His words die on his lips as Suny makes her attack and when he sees her current state he stands slack jawed for a moment before shaking his head and preparing to defend her from on coming fighters.
Seltyn Sevenleaf |
I think Seltyn is just outside the range of the entangle spell, assuming it was centered at the lower left of Talon's square.
spellcraft: 1d20 + 12 ⇒ (10) + 12 = 22
Seltyn knows what the hand is, and how to get rid of it.
Magic missiles, one at the hand, the other at the witch while he knows where she is. He prays that she'll stay entangled a while, as he is now visible. He moves, drawing his sword.
hand: 1d4 + 3 ⇒ (2) + 3 = 5 witch: 1d4 + 1 ⇒ (3) + 1 = 4
OK, the fighters go ahead of him, but I imagine they're going after the folks they can see before he casts.
Chainmail |
Suny is well out of charging range on the map, and given the entangle is difficult terrain, it will be a while to close. The entangle AoE is now in green. Seltyn is just inside the entangle range. If Suny moves into the green, she needs a reflex save DC13.
The two unentangled fighters move to flank Talon and try to hit him hard with bastard swords swung in disemboweling two-handed grips. They seem to have studied some dirty fighting techniques, as they aim for vital areas.
fighter1 hit/damage: 1d20 + 7 + 2 - 1 ⇒ (2) + 7 + 2 - 1 = 101d10 + 1d6 + 6 ⇒ (4) + (2) + 6 = 12
fighter3 hit/damage: 1d20 + 7 + 2 - 1 ⇒ (14) + 7 + 2 - 1 = 221d10 + 1d6 + 6 ⇒ (6) + (6) + 6 = 18
The entangled fighter tries to power loose of the plants.
STRvs 13: 1d20 + 2 ⇒ (13) + 2 = 15
He swings a vicious blow too as he springs free.
fighter2 hit/damage: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 181d10 + 1d6 + 6 ⇒ (8) + (6) + 6 = 20
Talon collapses, bleeding and close to death's door as two of the strikes are are lethal. The overconfidence of one of the fighters causes him to miss the magically restrained elf.
After striking their blows, two of the three fighters find themselves restrained by plants again fighter 1/3 gain entangled condition
Suny can modify action, as she is quite far from the action. Setlyn needs a reflex save, then, if in Entangled, DC17 Concentration check to cast while entangled if a DC13 escape artist check fails.
Talon 24 acted
Witch 22 acted
Wil 14
Suny 13<<<
Fighters 12
Seltyn 10<<<
Azlain 9<<<
Elorin 9<<<<
Bannermaiden 8
Thalas 3<<<
Azlain |
Attack witch: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Damage: 1d10 + 1d6 + 5 ⇒ (8) + (6) + 5 = 19
Azlain snarls as the situation gets out of control, drawing his flaming sword and aiming to cut down the hag.
Azlain |
As far as I know, I haven't moved. Wil's whole duel was about 12 seconds long and I was right next to the witch when it started. No one asked me to move, so I wouldn't have.
Reflex Save: 1d20 + 5 ⇒ (2) + 5 = 7
Str check: 1d20 + 3 ⇒ (18) + 3 = 21
Seltyn Sevenleaf |
The spell would be centered on a grid intersection, not a square.
If it was centered anywhere but the lower left, Seltyn would have been in it. If not, he'd not enter it. I'll just play it like he was, then.
ref: 1d20 + 3 ⇒ (3) + 3 = 6
esc. art.: 1d20 + 2 ⇒ (4) + 2 = 6
concentration: 1d20 + 9 ⇒ (5) + 9 = 14
The spell fizzled, Seltyn didn't move, and we're all f#&#ed. I'll put him back where he was.
Suny |
Ref Save:1d20 + 7 ⇒ (9) + 7 = 16
Woot! Beat the DC. (^_^)
Suny moves up closer to the fallen Talon and cast 'Cure light wounds' (1d8 + 1 ⇒ (7) + 1 = 8) to heal and help stabilize her injured comrade.
Insert images of lithe, nubile, nekkid Elf sinuously moving through the writhing foliage. :P
Chainmail |
Suny rushes into the grasping scrub, unimpeded by the grass. Moved Suny a double move into the entangle Moving as close to Talon as she can.
Azlain is caught by the grasping grass, but powers through the grass easily. Unfortunately Seltyn is caught and unable to avoid being distracted by the animated vegetation.
Azlain is 10 ft away from the witch and next to one of the fighters with a std action remaining after escaping from the grasping grass. The witch was stepping away from Wil and Azlain as the spectral hand was capable of inflicting the touch attack.
Elorin and Thalas to go too.
Thalas Lebarath |
Round 1?
Observing an already untenable situation spiral even further out of control, Thalas mutters various imprecations under his breath as he strides forward to (N,20) and casts Doom on Fighter2 in (L,31).
School necromancy [fear, mind-affecting]; Level cleric 1
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level) total 140' range
Target one living creature
Duration 1 min./level 4 minutes, or 40 rounds
Saving Throw Will negates; Spell Resistance yes
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
HP 27
AC 19, Touch 11, Flat 18
In Hands: Right - none, Left - Mwk H. Wood Shield
Conditions: Divine Favor (10 rounds remaining)
Channels Used: 0/5
Spells Used: 2nd - Doom, 1st - Divine Favor
Chainmail |
Azlain, having shadowed the witch when she withdrew, is able to cut into her with the flaming sword. She screams:"I will curse you, you cad." The flaming sword cuts deep using up the vitality she had leeched from Wil and then some, causing a superficial wound on her forearm.
Elorin begins here inspiring performance, and the witch tries to escape from the grasping vegetation.
Escape Artist: 1d20 + 3 ⇒ (13) + 3 = 16
Having escaped, the witch tries to cast carefully, but the spell fizzles.
Defensive: 1d20 ⇒ 4
Reflex: 1d20 ⇒ 8
The grasping vegetation once again holds her in place. She drops her staff and stops moving. Once again the mirror images are not effective while she is restrained.
Wil 14<<<
Suny 13<<<<
Fighters 12
Seltyn 10
Azlain 9
Elorin 9
Bannermaiden 8
Thalas 3
Remember you need a reflex DC13 at the end of any turn spent in the entangle or you are stuck. Wil and Suny up.
Suny |
Boards ate my post. :(
So...Talon is alright?
Suny picks up where she left off.
Ref Save:1d20 + 7 ⇒ (19) + 7 = 26
CMB:1d20 + 3 ⇒ (11) + 3 = 14
"Rrraaarr!" And tries to tackle the Witch again.
Nekkid Elf for teh WIN! (^_^)
Seltyn Sevenleaf |
Yeah, it looks like Talon's done for. I do hope to see you play a new elf, though. With all the invisibility and blur magic we've got on tap, an elf rogue or rogue combo wouldn't suck. There's still room in the party for a sneaky bastard with an awesome bow!
Seltyn Sevenleaf |
Wil's not around? OK.
He'll move, looking to set up a flank w/ Azlain. ref: 1d20 + 5 ⇒ (3) + 5 = 8
So much for that idea.
For some reason I don't get, he's using his hammer, so he'll smite while he can see the real witch.
smite: 1d20 + 5 + 3 + 1 ⇒ (5) + 5 + 3 + 1 = 14
That might be a hit, I dunno. If so, damage: 1d8 + 5 ⇒ (4) + 5 = 9
ref: 1d20 + 5 ⇒ (14) + 5 = 19