GM Silbeg |
Yenven destroys the pink ghost, and then Shen does the same to the blue one. (takess 10 damage himself)
Combat over
Conditions:
Duskwalker : 80/80
Big Slammu: 84/84 [WIS damage: 1]
Edward: 62/62 [WIS damage: 1]
Jaws: 43/69 [WIS damage: 2]
Shen: 52/83
Tcreese: 87/66 [WIS damage: 1]
Eventually, the three who fled finally come back.
Shen Xiang |
Shen cracks his knuckles and rubs his muscles and tendons. With a shrug of his large scarred shoulders he adjusts the robe around his body, and raises his hood.
He then silently walks over and stands beside Edward.
Y. Duskwalker |
while waiting for the others to return
Yenven does a thorough search of the room: Perception: 1d20 + 21 ⇒ (14) + 21 = 35.
After the rest return
"I was a bit worried there after seeing half of you scared off, but good job guys! Yenven says. "By the way Tcreese, I think you need to go clean up some, when you got back, something was dripping down your legs..."
Yenven then draws, uses, and replaces several wands: feather step, mirror image, shield (in that order). "Mirror image" is drawn and replaced in his left spring-loaded sheath:M-I: 1d4 + 1 ⇒ (2) + 1 = 3 copies of himself. Feather step and shield are drawn and returned to his belt.
this is my buffing before proceeding to the next room, what looks like the basement(hole in the floor)
Feather step: 10 minutes
Mirror image (3): 3 minutes
Shield: 1 minute
Edward Eldrassil |
i imagine it only takes 3 minutes to clean up, heal and push on.
Edward will finish activating his wand on Shen, and use Shen's twice to heal him over three minutes. Upon the last activation, he will turn to the whole and prepare to hop into it. the whole is the only way correct? "i am ready when you all are."
Y. Duskwalker |
When all are ready(after his last buff is activated), Yenven will move to the bottom right of the map, on this level and give the basement level a good look over before anyone jumps down.
If needed, he will create his 4 wisp dancing lights(at maximum spread) in the basement to improve his ability to see
perception: 1d20 + 21 ⇒ (2) + 21 = 23
Big Slammu |
After Slammu digs himself out of the ground and finds Jaws, he spends time healing him.
43/69
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
45/69
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
49/69
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
54/69
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
60/69
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
65/69
Good enough.
Slammu holds his knife at the ready, looking forward.
"Let's do this." He states this with gritted teeth, ready to push forward and scout with darkvision again.
Tcreese |
Tcreese grabs his bow and lines up completely ignoring the fact that anything went wrong in the last fight.
Edward Eldrassil |
When everyone is ready, assuming darkvision shoes nothing of importance in the first 60 feet.... Edward has everyone jump together and casts featherfall
concentration check dc21: 1d20 + 19 ⇒ (2) + 19 = 21 actually had to look up the dc with that craptastic roll
Y. Duskwalker |
it's as good a roll as mine for looking into the hole to see what's below us...lol
Shen Xiang |
Shen leaps into the hole vaulting from wall to wall ... as monks tend to do.. but then he is caught up in the featherfall.
As he gently floats downward, he manages a frown at Edward.
Y. Duskwalker |
I'm still waiting for the description of what I can see, if anything, before jumping blindly
Big Slammu |
Slammu smiles.
"I learned about the Plane of Air once. Watch!" He nods at Jaws and they both become wreathed in a gentle breeze. They smile as they step from the ledge and begin floating down of their own accord.
Air Aspect! Constant Feather Fall.
Tcreese |
Hearing that Edward will be casting feather fall, and watching Shen and Slammu jump in Tcreese looks at Duskwalker, smiles, shrugs and follows suit diving feet first into the hole.
GM Silbeg |
When you look down with darkvision and dancing likes, you see that temple crypt is dark and quiet, and the whole basement smells of rotting flesh. A dozen caskets line the northern and southern walls. A cluster of giant stag beetles scuttle beneath the hole in the upper floor, tearing apart a pile of unburied bodies. The corpses all bear marks from torture in addition to bite marks from the oversize vermin.
Y. Duskwalker |
"Okay guys, now you can jump! There's only some giant beetles down there..."
How far is it from our floor to the basement floor, or rather, to land on top of a beetle, attempting to skewer one with my fauchard? <fixed my icon on the map to be where I wanted to do my looking from> <nothing hiding within the ghost room? secret doors, etc?>
K:Dung: 1d20 + 11 + 1d6 ⇒ (11) + 11 + (5) = 27
Yenven activates kirin style.
Shen Xiang |
Shen looks quietly over at Dustwalker and nods, while adopting a defensive posture. He then moves about the chamber examining it for clues.
Mantis Style
Edward Eldrassil |
kn:nature for vermin: 1d20 + 14 ⇒ (7) + 14 = 21
Y. Duskwalker |
"Better idea, Tcreese, this looks like your area of specialization...Rain some of those explosive arrows down upon them!"
GM Silbeg |
I am back, and will now take control of events.
As Duskwalker sends his motes of light down the hole, Shen, Slammu, and Jaws all jump off the side. The three float (or fall in a controlled manner) down to the bottom. As the lights make it to them, they see the beetles.
No styles have been activated, as combat hasn't started yet.
Duskwalker init: 1d20 + 3 ⇒ (1) + 3 = 4 7
Big Slammu init: 1d20 + 4 ⇒ (17) + 4 = 21 2
Edward init: 1d20 + 5 ⇒ (20) + 5 = 25 1
Jaws init: 1d20 + 1 ⇒ (10) + 1 = 11 5
Shen init: 1d20 + 3 ⇒ (3) + 3 = 6 6
Tcreese init: 1d20 + 4 ⇒ (17) + 4 = 21 3 Heightened Awareness
beetles: 1d20 + 0 ⇒ (20) + 0 = 20 4
Edward, Slammu, and Tcreese are up!
Universal Adjustments:
Universal Conditions:
Knowledge:Nature
- => Edward
- => Big Slammu
- => Tcreese
- Beetles
- Jaws
- Shen
- => Duskwalker
S = Surprised
D = Delay
C = Casting
Conditions:
Duskwalker : 80/80
Big Slammu: 84/84 [WIS damage: 1]
Edward: 62/62 [WIS damage: 1]
Jaws: 65/69 [WIS damage: 2]
Shen: 82/83
Tcreese: 87/66 [WIS damage: 1]
Blue:
Pink
Duskwalker:
CLW Wand: 3
Edward:
IH Wand: 2
Shen:
IH Wand: 8
Slammu:
CLW Wand: 6
Tcreese:
Bombs: 1
Edward Eldrassil |
Edward shrugs at the development. delay - bored
Big Slammu |
Having his aspects going already, Slammu shifts them as he steps, gaining the strength of a bull while cold energy flows out of his body. Bull/Cold - any natural attacks against myself come with 4d4 cold damage. Jaws will stay Bat but adopt Cold as well.
He then swings down on Red.
Attack, 2H, PA: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 2d4 + 17 ⇒ (4, 1) + 17 = 22
Attack, 2H, PA: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 2d4 + 17 ⇒ (1, 3) + 17 = 21
Attack, Bite: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Y. Duskwalker |
how far down is the floor from here? Can I hit (the one in front/below me)them from reach standing where I am?
Tcreese |
Tcreese looks down upon high and wonders if he should just let Slammu and Shen take care of the beasts and conserve is resources.
.
.
.
.
.
.
Figuring that everybody would be mad if he did, he lets loose a goo covered explosive arrow towards a beetle (green one).
Standard: Explosive Missile with Tanglefoot Bomb Attached (DC 18)
Attack: 1d20 + 11 ⇒ (17) + 11 = 28 Damage: 1d8 + 3 + 5d4 + 4 ⇒ (5) + 3 + (3, 1, 2, 3, 1) + 4 = 22
Splash 8 on red (DC 18 for half)
GM Silbeg |
Slammu beats on one bug, while Tcreese shoots another.
Reflex for green: 1d20 + 5 ⇒ (1) + 5 = 6
reflex red: 1d20 + 5 ⇒ (6) + 5 = 11
Then, the beetles start attacking.
Red on Jaws: 1d20 + 21 ⇒ (8) + 21 = 29 bite: 4d8 + 14 ⇒ (8, 8, 3, 6) + 14 = 39
Green on Shen: 1d20 + 21 - 2 ⇒ (11) + 21 - 2 = 30 bite: 4d8 + 14 ⇒ (7, 4, 3, 1) + 14 = 29
Red on Slammu: 1d20 + 21 ⇒ (8) + 21 = 29 bite: 4d8 + 14 ⇒ (4, 4, 4, 6) + 14 = 32
Jaws, Shen, Duskwalker are up!
Universal Adjustments:
Universal Conditions:
Knowledge:Nature
- D Edward
- x Big Slammu
- x Tcreese
- Beetles
- => Jaws
- => Shen
- => Duskwalker
S = Surprised
D = Delay
C = Casting
Conditions:
Duskwalker : 80/80
Big Slammu: 52/84 [WIS damage: 1]
Edward: 62/62 [WIS damage: 1]
Jaws: 26/69 [WIS damage: 2]
Shen: 53/83
Tcreese: 87/66 [WIS damage: 1]
Blue: 53
Red: 8
Green: 22, Entangled
Duskwalker:
CLW Wand: 3
Edward:
IH Wand: 2
Shen:
IH Wand: 8
Slammu:
CLW Wand: 6
Tcreese:
Bombs: 1
Shen Xiang |
Shen looks down at the bleeding gash in his leg and looks surprised.
"愚蠢的蟑螂!!
Flurry of Blows
Swift Action Mantis Style
Exploit Weakness: 1d20 + 16 ⇒ (8) + 16 = 24 BLUE
Attack Rolls Subtract 2 if Exploit Weakness does not apply
Quivering Palm, Power Attack, Stunning Fist, Exploit Weakness: 1d20 + 12 - 2 + 2 ⇒ (18) + 12 - 2 + 2 = 30
Stunning Fist DC24 Fort – if stunned all strikes are at the new stunned AC
If target is stunned, flat-footed, paralyzed, unconscious, or staggered – reference the below spoiler
Medusa’s Wrath, Power Attack, Exploit Weakness: 1d20 + 12 - 2 + 2 ⇒ (16) + 12 - 2 + 2 = 28
Medusa’s Wrath, Power Attack, Exploit Weakness: 1d20 + 12 - 2 + 2 ⇒ (17) + 12 - 2 + 2 = 29
Secondary Attacks
Round Kick, Power Attack, Exploit Weakness: 1d20 + 12 - 2 + 2 ⇒ (12) + 12 - 2 + 2 = 24
Eagle Claw Strike, Power Attack, Exploit Weakness: 1d20 + 7 - 2 + 2 ⇒ (18) + 7 - 2 + 2 = 25
Leaping Knee, Power Attack, Exploit Weakness: 1d20 + 7 - 2 + 2 ⇒ (19) + 7 - 2 + 2 = 26
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (4, 1) + 6 + 4 + (2) + (5, 2) = 24
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (5, 6) + 6 + 4 + (3) + (3, 3) = 30
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (2, 5) + 6 + 4 + (5) + (6, 4) = 32
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (4, 1) + 6 + 4 + (4) + (3, 2) = 24
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (6, 4) + 6 + 4 + (6) + (1, 6) = 33
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6d6d6 - 100d6 - 1d6d6 - 1d1d6 ⇒ (1, 2) + 6 + 4 + (3) + (3, 1, 1, 5, 3, 4, 2, 6, 4, 3, 1, 4, 6, 2, 4, 5, 6, 2, 1, 5, 4, 3, 5, 3, 2, 6, 5, 5, 6, 3) - (4, 1, 3, 2, 4, 6, 4, 6, 3, 4, 5, 5, 6, 6, 4, 1, 6, 3, 5, 1, 2, 4, 4, 2, 2, 5, 6, 5, 1, 1, 1, 3, 1, 3, 3, 5, 5, 3, 6, 6, 6, 3, 3, 6, 2, 5, 5, 2, 1, 5, 4, 1, 2, 2, 1, 3, 6, 4, 5, 2, 2, 2, 1, 2, 4, 4, 5, 2, 5, 4, 5, 5, 2, 5, 6, 3, 1, 4, 2, 5, 5, 6, 4, 1, 1, 1, 5, 5, 3, 1, 6, 1, 2, 5, 5, 5, 3, 2, 6, 4) - (3) - (1) = -233
1d6 ⇒ 4
1d6 ⇒ 5
1d6 ⇒ 6
1d6 ⇒ 3
1d6 ⇒ 3
Jaws - Big Slammu |
I'll roll out the cold damage since they hit.
Cold Blue: 4d4 ⇒ (4, 2, 3, 1) = 10
Cold Red: 4d4 ⇒ (3, 3, 3, 3) = 12
Jaws, having not received another command, defends Slammu.
Likely provokes to his death - AC 34 while moving. 4d4 cold to any that hit him.
Blue: 4d4 ⇒ (2, 3, 3, 4) = 12
Red: 4d4 ⇒ (4, 3, 3, 1) = 11
Green: 4d4 ⇒ (3, 1, 1, 3) = 8
If he survives...
Then bites Red.
Attack, PA: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 15 ⇒ (7) + 15 = 22
Grab: 1d20 + 10 ⇒ (14) + 10 = 24
GM Silbeg |
Shen does not enter his style, but does exploit
First, he strikes at blue (since it was not stated)
blue fort DC22: 1d20 + 15 ⇒ (2) + 15 = 17 Stunning the bug, he hits it twice more. It still stands, so he strikes again.. and again... and it drops.
He then turns to red, and smacks it a final time. He takes quite a licking from his own attacks, though... (24 hp)
f'd up damage roll: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (4, 5) + 6 + 4 + (4) + (6, 4) = 33 1d6 ⇒ 3
Then, Jaws moves to protect Slammu and attacks Red. But first, both Red and Green attack him.
Red vs AC34: 1d20 + 21 ⇒ (17) + 21 = 38 damage: 4d8 + 14 ⇒ (8, 5, 6, 6) + 14 = 39
Green vs AC34: 1d20 + 21 - 2 ⇒ (17) + 21 - 2 = 36 damage: 4d8 + 14 ⇒ (5, 5, 2, 2) + 14 = 28
At this point, Jaws goes down, bleeding through the gaping wound in his chest. The blood is flowing slowly, as the croc's lungs breath their last breath. The chainsaw hits the ground with a resounding Brrrrzzzzz-clunk!
Duskwalker are up!
Universal Adjustments:
Universal Conditions:
Knowledge:Nature
- D Edward
- x Big Slammu
- x Tcreese
- Beetles
- x Jaws [DC21 Stabilize]
- x Shen
- => Duskwalker
S = Surprised
D = Delay
C = Casting
Conditions:
Duskwalker : 80/80
Big Slammu: 52/84 [WIS damage: 1]
Edward: 62/62 [WIS damage: 1]
Jaws: -11/69 [WIS damage: 2, DC23 Stabilize]
Shen: 63/83
Tcreese: 87/66 [WIS damage: 1]
Red: 109
Green: 30, Entangled
Duskwalker:
CLW Wand: 3
Edward:
IH Wand: 2
Shen:
IH Wand: 8
Slammu:
CLW Wand: 6
Tcreese:
Bombs: 1
EDIT: I was reminded that although his status didn't show it, Jaws had stoneskin. This means he had 7hp left after the first AoO, and the second one finishes him.
Y. Duskwalker |
"Incoming!"
Yenven M-flex's Power attack, and controlled jumps off(drops off) the edge dropping onto the green bug right below him, attempting to charge/skewer it.
+1 keen Fauchard;charge,PA: 1d20 + 14 + 2 - 2 ⇒ (19) + 14 + 2 - 2 = 33confirm: 1d20 + 14 + 2 - 2 ⇒ (1) + 14 + 2 - 2 = 15 for slashing: 1d10 + 14 ⇒ (3) + 14 = 17 +falling object(me): 1d6 + 1d6 ⇒ (5) + (4) = 9 = 26 total damage
Acrobatics(soften my landing): 1d20 + 11 ⇒ (19) + 11 = 30 taking 1d6 ⇒ 4 nonlethal and remains standing!
He then makes his own K:Nat: 1d20 + 11 + 1d6 ⇒ (11) + 11 + (6) = 28 RED
hat stored 6 vs RED
M-flex: Power attack
GM Silbeg |
From what I understand, as described in the discussion thread post, Yenvin Duskwalker is prone, because he did, indeed, take damage. Also, I will give the charge attack, but that is the only mechanical benefit, as it is just a charge. Also, damage dealt by a falling object is also dealt to the falling object. Regardless, I am ruling that this is a charge attack, that you take the non-lethal damage yourself, you deal normal damage only to the bug, and you are prone, next to the bug.
Yenvin Duskwalker leaps over the side, and strikes the green giant stag beetle with his Fauchard.
Edward, Slammu, and Tcreese are up!
Universal Adjustments:
Universal Conditions:
Knowledge:Nature
- => Edward
- => Big Slammu
- => Tcreese
- Beetles
- Jaws [Bleeding DC21]
- Shen
- Duskwalker [PRONE]
S = Surprised
D = Delay
C = Casting
Conditions:
Duskwalker : 80/80 -6 NL [PRONE]
Big Slammu: 52/84 [WIS damage: 1]
Edward: 62/62 [WIS damage: 1]
Jaws: -11/69 [WIS damage: 2, Bleeding DC21]
Shen: 53/83
Tcreese: 87/66 [WIS damage: 1]
Red: 98
Green: 39, Entangled
Duskwalker:
CLW Wand: 3
Edward:
IH Wand: 2
Shen:
IH Wand: 8
Slammu:
CLW Wand: 6
Tcreese:
Bombs: 1
Tcreese |
Tcreese levels his bow at the beetle (red), straps on another bomb and lets it loose.
Standard: Explosive Missile with Tanglefoot Bomb Attached (DC 18)
Attack: 1d20 + 11 ⇒ (6) + 11 = 17 Damage: 1d8 + 3 + 5d4 + 4 ⇒ (8) + 3 + (4, 2, 3, 2, 1) + 4 = 27
Splash 8 on green and Duskwalker (DC 18 for half)
Y. Duskwalker |
awaiting clarification of whether I will be prone next to, or not prone and on top of Green
reflex dc18: evasion: 1d20 + 9 ⇒ (6) + 9 = 15
mirror image: 3
Hat 6 (red)
M-flex: power attack
8 damage from splash
Tcreese |
awaiting clarification of whether I will be prone next to, or not prone and on top of Green
Well considering the following, I'd say "plan on not being in the same square as" at a minimum.
Ending Your Movement: You can’t end your movement in the same square as another creature unless it is helpless.
Y. Duskwalker |
I know, prone or not, is the bigger concern. However, some may like to story it out how a character was balancing on the back of a giant beetle, while fending off its attacks. If not, that's okay.
Big Slammu |
Slammu gets mad when Jaws goes down, ripping into the closest enemy (red).
Attack, PA: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 2d4 + 17 ⇒ (2, 1) + 17 = 20
Attack, PA: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 2d4 + 17 ⇒ (3, 1) + 17 = 21
Bite: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
GM Silbeg |
Duskwalker is not prone, and is in the square i have him.
Slammu, overcome with grief, misses three times when attacking the red beetle. Tcreese must have also felt remorse over Jaws falling, as he was distracted enough to miss the beetle as well (the bomb does not go off, but I believe is expended?). Edward watches the whole thing unfold.
The red beetle attacks Slammu. It appears that Slammu is not even trying to avoid the attack, and a large gash is rent in his left side. Blood flies everywhere, totally ignored by the skinwalker as he focuses on avenging the not-quite-dead Jaws.
beetle bite! vs AC 21: 1d20 + 21 ⇒ (15) + 21 = 36bite damage: 4d8 + 14 ⇒ (1, 8, 3, 1) + 14 = 27
The green beetle goes after the (previously) falling target of Yenven Duskwalker. The beetle is able to successfully bite the martial artist
beetle bite! vs AC 21: 1d20 + 21 ⇒ (12) + 21 = 33bite damage: 4d8 + 14 ⇒ (4, 1, 1, 6) + 14 = 26
Jaws continues to bleed out all over the floor.
Jaws Stabilize DC21: 1d20 + 4 ⇒ (12) + 4 = 16
Shen and Duskwalker are up!
Universal Adjustments:
Universal Conditions:
Knowledge:Nature
- D Edward
- x Big Slammu
- x Tcreese
- x Beetles
- x Jaws [Bleeding DC22]
- Shen
- Duskwalker []
S = Surprised
D = Delay
C = Casting
Conditions:
Duskwalker : 54/80 -6 NL []
Big Slammu: 52/84 [WIS damage: 1] [Stoneskin -20]
Edward: 62/62 [WIS damage: 1]
Jaws: -12/69 [WIS damage: 2, Bleeding DC22] [Stoneskin -30]
Shen: 53/83
Tcreese: 87/66 [WIS damage: 1]
Red: 98
Green: 39
Duskwalker:
CLW Wand: 3
Edward:
IH Wand: 2
Shen:
IH Wand: 8
Slammu:
CLW Wand: 6
Tcreese:
Bombs: 1
Shen Xiang |
Shen delivers a quick strike to one beetle, then leaps into the air toward the other and unleashes a hurricane kick!
Exploit Weakness will be on GREEN
Flurry of Blows, Greater
Swift Action
Exploit Weakness: 1d20 + 16 ⇒ (9) + 16 = 25
Attack Rolls Subtract 2 if Exploit Weakness does not apply
one attack on red, then a 5 foot to finish my flurry on green
Open Palm Strike, Power Attack on RED: 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17
Hurricane Kick, Power Attack, Stunning Fist, Exploit Weakness on GREEN: 1d20 + 12 - 2 + 2 ⇒ (13) + 12 - 2 + 2 = 25
Stunning Fist DC22 Fort – if stunned all strikes are at the new stunned AC
If target is stunned, flat-footed, paralyzed, unconscious, or staggered – reference the below spoiler
Medusa’s Wrath, Power Attack, Exploit Weakness: 1d20 + 12 - 2 + 2 ⇒ (17) + 12 - 2 + 2 = 29
Medusa’s Wrath, Power Attack, Exploit Weakness: 1d20 + 12 - 2 + 2 ⇒ (17) + 12 - 2 + 2 = 29
Secondary Attacks
Hurricane Kick, Power Attack, Exploit Weakness on GREEN: 1d20 + 12 - 2 + 2 ⇒ (17) + 12 - 2 + 2 = 29
Hurricane Kick, Power Attack, Exploit Weakness on GREEN: 1d20 + 7 - 2 + 2 ⇒ (7) + 7 - 2 + 2 = 14
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (5, 3) + 6 + 4 + (2) + (2, 5) = 27
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (4, 6) + 6 + 4 + (3) + (3, 6) = 32
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (1, 1) + 6 + 4 + (6) + (5, 3) = 26
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (2, 3) + 6 + 4 + (3) + (2, 4) = 24
Improved Unarmed Strike, Power Attack, Acid, Vicious: 2d6 + 6 + 4 + 1d6 + 2d6 ⇒ (3, 2) + 6 + 4 + (2) + (2, 2) = 21
GM: For every strike that hits my vicious amulet deals 1d6 damage back to me. Also the target will incur a 1d4 bleed on each hit up to the highest result due to Belier’s Bite
1d6 ⇒ 2
1d6 ⇒ 1
1d6 ⇒ 3
1d6 ⇒ 2
1d6 ⇒ 5
1d6 ⇒ 1
GM Silbeg |
fort save green: 1d20 + 15 ⇒ (12) + 15 = 27 Green is not stunned
Shen misses red, then moves to go after green. He hits green twice, then misses once. (The fifth attack is a mistake, I think. It misses anyways.
Total hits 2: Damage 27 + 32 = 59 on green.
total damage on self: 5
bleed: 1d4 ⇒ 2bleed: 1d4 ⇒ 3
Shen and Duskwalker are up!
Universal Adjustments:
Universal Conditions:
Knowledge:Nature
- D Edward
- x Big Slammu
- x Tcreese
- x Beetles
- x Jaws [Bleeding DC22]
- Shen
- Duskwalker []
S = Surprised
D = Delay
C = Casting
Conditions:
Duskwalker : 54/80 -6 NL []
Big Slammu: 52/84 [WIS damage: 1] [Stoneskin -20]
Edward: 62/62 [WIS damage: 1]
Jaws: -12/69 [WIS damage: 2, Bleeding DC22] [Stoneskin -30]
Shen: 35/83
Tcreese: 87/66 [WIS damage: 1]
Red: 98
Green: 98, Entangled [bleed 4]
Duskwalker:
CLW Wand: 3
Edward:
IH Wand: 2
Shen:
IH Wand: 8
Slammu:
CLW Wand: 6
Tcreese:
Bombs: 1
Edward Eldrassil |
fly check to turn 180 degrees when getting to the wall dc20: 1d20 + 14 ⇒ (15) + 14 = 29
And ends up directly above Jaws.
Y. Duskwalker |
And now to bake your noodle some more...
Seeing the red bug not yet fallen, Yenven 5' steps back diagonally next to Shen and opens up on RED, non-flurry full attack
Fauchard+PA: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15
Fauchard+PA: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26confirm: 1d20 + 9 - 2 + 6 ⇒ (9) + 9 - 2 + 6 = 22 spending hat 6 on confirm roll for slashing: 2d10 + 28 ⇒ (8, 10) + 28 = 46.
He then K:NatGREEN: 1d20 + 11 + 1d6 ⇒ (4) + 11 + (1) = 16
Hat stored 1 vs green
Mirror images 3(or 2?)
M-flex: PA
GM Silbeg |
16 is a fail on the knowledge nature. 5' step never needs an acrobatics roll... this is not difficult terrain, else you would need a move action to move back.
Duskwalker attacks the red bug, hitting it hard, but it does not fall. Its carapace is cracked and it is a little more wobbly than before, but it still looks hungry.
Slammu and Tcreese are up! Edward delays.
Universal Adjustments:
Universal Conditions:
Knowledge:Nature
- D Edward
- => Big Slammu
- => Tcreese
- Beetles
- Jaws [Bleeding DC22]
- Shen
- Duskwalker []
S = Surprised
D = Delay
C = Casting
Conditions:
Duskwalker : 80/80 -6 NL []
Big Slammu: 52/84 [WIS damage: 1] [Stoneskin -20]
Edward: 62/62 [WIS damage: 1]
Jaws: -12/69 [WIS damage: 2, Bleeding DC22] [Stoneskin -30]
Shen: 35/83 [Stoneskin -10]
Tcreese: 87/66 [WIS damage: 1]
Red: 144
Green: 98, [bleed 4]
Duskwalker:
CLW Wand: 3
Edward:
IH Wand: 2
Shen:
IH Wand: 8
Slammu:
CLW Wand: 6
Tcreese:
Bombs: 3
Big Slammu |
Slammu cries out, dropping power attack and just trying to make contact on red.
Attack: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 2d4 + 11 ⇒ (1, 2) + 11 = 14
Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 2d4 + 11 ⇒ (1, 2) + 11 = 14
Bite: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
GM Silbeg |
Slammu tries to open up a can of whoop-ass on the beetle, and while he manages to make contact twice, the big bug does not go down.
The very wounded red beetle attacks the shark-man. Slammu's stoney skin absorbs some of the damage, but definitely not all.
bug bite! vs AC21: 1d20 + 21 ⇒ (11) + 21 = 32 big bite: 4d8 + 14 ⇒ (1, 3, 4, 7) + 14 = 29
Having moved up in front of Duskwalker, Shen has become the target for the green bug. A large chunk is ripped out of the Tian man, in spite of his stoneskin. Shen wavers, but does not fall.
Bite the Monk! AC30: 1d20 + 21 ⇒ (15) + 21 = 36 chomp chomp!: 4d8 + 14 ⇒ (4, 7, 7, 6) + 14 = 38
Jaws Stabilize DC22: 1d20 + 4 ⇒ (19) + 4 = 23
On a more positive note, the human-form crocodile stabilizes.
Shen and Duskwalker are up! Edward and Tcreese in delay.
Universal Adjustments:
Universal Conditions:
Knowledge:Nature
- D Edward
- x Big Slammu
- D Tcreese
- x Beetles
- x Jaws [Bleeding DC22]
- => Shen
- => Duskwalker []
S = Surprised
D = Delay
C = Casting
Conditions:
Duskwalker : 80/80 -6 NL []
Big Slammu: 33/84 [WIS damage: 1] [Stoneskin -30]
Edward: 62/62 [WIS damage: 1]
Jaws: -12/69 [WIS damage: 2, Bleeding DC22] [Stoneskin -30]
Shen: 7/83 [Stoneskin -20]
Tcreese: 87/66 [WIS damage: 1]
Red: 144
Green: 98, [bleed 4]
Duskwalker:
CLW Wand: 3
Edward:
IH Wand: 2
Shen:
IH Wand: 8
Slammu:
CLW Wand: 6
Tcreese:
Bombs: 3
Y. Duskwalker |
attack: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13
attack: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
"Goes looking for a new set of virtual dice...
GM Silbeg |
Weekends. Red went down with Slammu
Duskwalker moves over, and manages to miss the bug twice with his weapon.
Edward Eldrassil |
As Slammu kills the red beetle, Edward flies down ablove Jaws with wand in hand. puts me right after Slammu in ticks.
Shen Xiang |
Shen is caught off guard with how proficient and dangerous these vermin are. Sizing his foe up and remembering the lessons that his sifu taught him in the old country, the monk adapts a defensive posture. Vaulting backward with a handstand the tien man lands firmly behind Duskwalker.
Exploit Weakness for 5 AC: At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 hismonk level until the start of his next turn.
Daredevil Boots to increase my Acrobatics by 5 points to a +21 (free action).
Acrobatics: 1d20 + 21 ⇒ (16) + 21 = 37
I also have the mobility feat. And will opt for full defense.
AC if attacked 45
GM Silbeg |
Shen takes his defensive posture, and rolls out of the way of the beetle. Almost... almost, the beetle gets a free attack on him, but he is just nimble enough to avoid the attack.