| Viata d'Foc |
Round 3
HP 7/7
AC 13 T13 FF10 CMD 13
F/R/W 1/3/2
Spells
0th - Dancing Lights, Detect Magic, Daze
1st - Cure Light Wounds, Burning Hands
Effects
Sickened
Read the spoilers to get an idea of what was happening. Sorry if I wasn't supposed to!
Viata awakens groggily, surprised to not feel Yana laying nearby. Suddenly hearing someone call out, she looks around and see the strange creatures attacking. Moving to stand, she looks to see who most needs help. Seeing Grimma helping Sasha, she turns to the one attacking Gelik and brings about a minor hex, cursing it with misfortune.
Move action to Stand, Standard to use Misfortune on the creature on Gelik. DC 15 to resist.
| GMEDWIN |
Everyone minus Miles
Sea Scorpion 2 Will Save 1d20 + 1 ⇒ (13) + 1 = 14, fail
Sea Scorpion 1 moves to attack Grimma with its tail1d20 ⇒ 14, miss
Sea Scorpion 2 continues to nibble on Gelik.
Sea Scorpion 3 full attacks Grimma
First claw: 1d20 ⇒ 12 miss
Second claw:1d20 ⇒ 12 miss
Tail sting: 1d1d20 ⇒ 9 miss
Grimma, Finn
| Grimma Fireforge |
She saw a man, then a woman waking up.
Try to help the gnome !
Then she hit the one attacking Sasha.
With Power attack (-1/+2): 1d20 + 3 - 1 - 2 ⇒ (1) + 3 - 1 - 2 = 11d3 + 3 + 2 - 2 ⇒ (1) + 3 + 2 - 2 = 4
| Viata d'Foc |
Round4
HP 7/7
AC 13 T13 FF10 CMD 13
F/R/W 1/3/2
Spells
0th - Dancing Lights, Detect Magic, Message
1st - Cure Light Wounds, Burning Hands
Effects
Sickened
Going to work soon, so posting early.
Cursing the creature on Gelik, Viata begins laughing loudly. Bringing misfortune to the creature attacking Sasha next.
Move to cackle, Standard to use Misfortune on the one attacking Sasha.
Just to prevent holding things up, for round 5 it'll be the same, cackle and misfortune on the last of the creatures. Things are moving at a good pace, but not sure I can log in while at work today.
| Miles of Magnimar |
Round 4
| GMEDWIN |
Looking to grab his trusty rapier, Miles puts his hand where it would normally be, however it is not available.
No rapier, there is a pile of gear on the beach, if you choose to grab it first
Sea Scorpion 3 Will Save 1d20 + 1 ⇒ (16) + 1 = 17, pass
Sea Scorpion 1 full attacks Grimma
First claw: 1d20 ⇒ 12 miss
Second claw:1d20 ⇒ 11miss
Tail sting: 1d20 ⇒ 9miss
Sea Scorpion 2 continues to nibble on Gelik.
Sea Scorpion 3 full attacks Grimma
First claw: 1d20 ⇒ 4 miss
Second claw:1d20 ⇒ 18 hit 1d2 - 1 ⇒ (1) - 1 = 0
Tail sting: 1d20 ⇒ 4 miss
Grimma
| Grimma Fireforge |
I don't know if the channel healed Grimma
Grimma try again to hit the scorpion
unarmed strike (power attack -1/+2): 1d20 + 3 - 2 - 1 ⇒ (2) + 3 - 2 - 1 = 21d3 + 3 - 2 + 2 ⇒ (3) + 3 - 2 + 2 = 6
| Miles of Magnimar |
No rapier, there is a pile of gear on the beach, if you choose to grab it first
With this in mind, Miles will probably spend his second move action in Round 4 moving over to the pile of gear, so that on Round 5 he starts there. Or closer to it.
| Miles of Magnimar |
Round 5
1d20 + 4 ⇒ (3) + 4 = 7
1d6 - 2 ⇒ (5) - 2 = 3 Damage
or
1d4 - 2 ⇒ (1) - 2 = -1 Damage
Depends on what kind of finessable weapon he manages to grab.
| GMEDWIN |
Miles grabs a kukri and moves to attack and misses.
Viata does a cackle misfortune hex on SS3 Will DC 15 1d20 + 1 ⇒ (3) + 1 = 4 failure.
Sea Scorpion 1 full attacks Grimma
First claw: 1d20 ⇒ 5, miss
Second claw:1d20 ⇒ 7, miss
Tail sting: 1d20 ⇒ 19, hit, 1d2 - 1 ⇒ (1) - 1 = 0 Poison DC 10 Grimma 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19 pass.
Sea Scorpion 2 continues to nibble on Gelik.
Sea Scorpion 3 full attacks Grimma
First claw: 1d20 ⇒ 6, 1d20 ⇒ 20
Second claw:1d20 ⇒ 1, 1d20 ⇒ 14
Tail sting: 1d20 ⇒ 13, 1d20 ⇒ 14
Grimma, Finn
| Grimma Fireforge |
Grimma had a DR1/magic thank's to her judgment. She can't be hurt by the scorpions
Grimma saw Gelik being eaten by the scorpion. She try to warn the other of the possible deadly fate's gnome.
Eh ! Someone try to protect the gnome please !
Then she try another time to hit this damned scorpion in front of her
Unarmed strike with power attack: 1d20 + 3 - 2 - 1 ⇒ (7) + 3 - 2 - 1 = 71d3 + 3 - 2 + 2 ⇒ (3) + 3 - 2 + 2 = 6
| Miles of Magnimar |
Round 6
Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d4 - 2 ⇒ (1) - 2 = -1= 1 point of Damage
| Viata d'Foc |
Round 6
HP 7/7
AC 13 T13 FF10 CMD 13
F/R/W 1/3/2
Spells
0th - Dancing Lights, Detect Magic, Message
1st - Cure Light Wounds, Burning Hands
Effects
Sickened
Still cackling, Viata moves forward towards the weapons pile.
Standard cackle, move to move to weapons pile.
| Viata d'Foc |
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
The way I read it, I should be able to affect all of them unless I can't position myself within 30' of them. If you read it differently, please let me know :)
If I have to choose, I'd rather get the two near Grimma for now.
| Viata d'Foc |
But I didn't use misfortune on them. The way the combo works (as I understand it), is I can use my standard action to Misfortune a target, then cackle as a move action to maintain all of them. So while they would be in the area, I haven't misfortuned them so nothing to extend another round.
| GMEDWIN |
Ok
Sea Scorpion 1 full attacks Grimma
First claw:1d20 ⇒ 14 miss
Second claw:1d20 ⇒ 3miss
Tail sting: 1d20 ⇒ 4miss
Sea Scorpion 2 turns and full attack Miles.
First claw:1d20 ⇒ 9 miss
Second claw:1d20 ⇒ 5 miss
Tail sting: 1d20 ⇒ 15 miss
Sea Scorpion 3 full attacks Grimma Saving throw 1d20 + 1 ⇒ (11) + 1 = 12
First claw: 1d20 ⇒ 10, 1d20 ⇒ 20 miss
Second claw:1d20 ⇒ 3, 1d20 ⇒ 12 miss
Tail sting: 1d20 ⇒ 6, 1d20 ⇒ 16 miss
Grimma
| Grimma Fireforge |
Round 6
Again, Grimma try to hit the damn scorpion in front of her
I beg you Ylimancha help me kill this damned thing !
Unarmed Strike: 1d20 + 3 - 2 - 1 ⇒ (1) + 3 - 2 - 1 = 11d3 + 3 - 2 + 2 ⇒ (1) + 3 - 2 + 2 = 4
But she miss it... again
My dices are quite constant, between 3 and 1 :P
| Viata d'Foc |
Round 7
HP 7/7
AC 13 T13 FF10 CMD 13
F/R/W 1/3/2
Spells
0th - Dancing Lights, Detect Magic, Message
1st - Cure Light Wounds, Burning Hands
Effects
Sickened
Reaching into the pile, Viata pulls out a weapon for Grimma, anything she remembers seeing her carrying before.
Move for cackle, standard to find a weapon.
| GMEDWIN |
Miles misses.
Via while rummaging through the pile of gear grabs the first available[1= battleaxe 2= spear 3= morningstar 4= Sling 1d4 ⇒ 1
Sea Scorpion 1 full attacks Grimma
First claw:1d20 ⇒ 17 hit 1d2 - 1 ⇒ (1) - 1 = 0
Second claw:1d20 ⇒ 12miss
Tail sting: 1d20 ⇒ 19 hit 1d2 - 1 ⇒ (2) - 1 = 1 Poison DC 10 Grimma 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11 Pass
Sea Scorpion 2 turns and full attack Miles.
First claw:1d20 ⇒ 2miss
Second claw:1d20 ⇒ 18 hit 1d2 - 1 ⇒ (2) - 1 = 1
Tail sting: 1d20 ⇒ 10
Sea Scorpion 3 full attacks Grimma Saving throw 1d20 + 1 ⇒ (7) + 1 = 8 fail
First claw:1d20 ⇒ 20 1d20 ⇒ 15
Second claw:1d20 ⇒ 10 1d20 ⇒ 7
Tail sting: 1d20 ⇒ 15 1d20 ⇒ 19
Grimma, Finn
| Grimma Fireforge |
Round 7
Grimma wait for Finn and try again to hit the scorpion with his help.
Unarmed Strike + flank: 1d20 + 3 - 2 - 1 + 2 ⇒ (18) + 3 - 2 - 1 + 2 = 201d3 + 3 - 2 + 2 ⇒ (2) + 3 - 2 + 2 = 5
And finally hit it !
YES !
| Viata d'Foc |
Round 8
Sorry, posting early....again!
Axe in hand, Viata runs towards Grimma to hand the weapon off to her.
Move to move to Grimm, standard to cackle.
| Miles of Magnimar |
Round 8
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Crit Confirm: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 2d4 + 1d6 - 2 ⇒ (2, 4) + (4) - 2 = 8
| Grimma Fireforge |
Grimma take the weapon from Viata's hands.
Thanks !
Then she try to finish the Scorpion taking the axe with two handed.
Battleaxe with power attack: 1d20 + 3 - 2 - 1 ⇒ (9) + 3 - 2 - 1 = 91d8 + 4 + 3 - 2 ⇒ (3) + 4 + 3 - 2 = 8