Altai Iscarni |
Having summoned some muscle, Altai runs forwards, magical staff in hand.
Move to AG 7 before launching a Fireball towards the lowwaymen. It goes off in the K-L 8-9 intersection, hitting s2-5. The metal shell should keep who/whatever's inside safe. Damage 10d6=34 fire, Reflex 23 for half damage.
Altai Iscarni |
I dunno. I can't think of an insect that has that insane tail. Anyway, the original plan was to have them use the tail to splat these guys all over the place with Improved Bull Rush. Sadly, IBR doesn't work that way anymore (if it ever really did) - I think you need Awesome Blow for that kind of attacks. So they'll just paste the ape-men the old-fashioned way instead.
dungeonmaster heathy |
Oh come on! I posted this around noon today! Grr, recreating from memory,
Surprise round;
Elgan folds his leathery bat-wings, and flies like a furry bolt towards the ambushing ape-thing. As he closes in on it, he Shimmers and the ape-thing looks up in surprise, at the tree falling on top of it! A tree with a familiar face, trailing fire and sparks from it's branches,...
Charge (move) action, Shapeshift Free action, attacking (at range with Reach) with bonuses from Charge & Haste added in, IIRC the totals were Hit AC 35, total Damage 28 (Including fire and shock dmg)
Elgan comes down on the thing like a log.
SMAKOW!!!
Elgan needs to roll a 21 fort save, or be sickened for 1d6+4 minutes;
also,
Elgan needs to roll a 21 fort save, or be paralyzed for 1d4+1 rounds.
dungeonmaster heathy |
Having summoned some muscle, Altai runs forwards, magical staff in hand.
Move to AG 7 before launching a Fireball towards the lowwaymen. It goes off in the K-L 8-9 intersection, hitting s2-5. The metal shell should keep who/whatever's inside safe. Damage 10d6=34 fire, Reflex 23 for half damage.
They all look like fire damages them. Far from dead though. Err,.......far from dead and inanimate anyhow.
dungeonmaster heathy |
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I dunno. I can't think of an insect that has that insane tail. Anyway, the original plan was to have them use the tail to splat these guys all over the place with Improved Bull Rush. Sadly, IBR doesn't work that way anymore (if it ever really did) - I think you need Awesome Blow for that kind of attacks. So they'll just paste the ape-men the old-fashioned way instead.
Plus, brachiosaurs can sneeze 50 gallons of mucous like in Jurassic Park. You just GOT to remember who the dungeonmaster is on this gig....
Dok |
Dok whips an arrow (non-magical) toward the nasty on the ledge...
First arrow: 1d20 + 20 ⇒ (20) + 20 = 40
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Crit???: 1d20 + 20 ⇒ (6) + 20 = 26
Damage: 2d8 + 8 ⇒ (1, 8) + 8 = 17
If they're giants OR monstrous humanoids, please add +4 to the attack and damage
dungeonmaster heathy |
Dok sinks an arrow in the bastard's neck; blood sprays all over
(guessing this happens before Elgan drops on him like a log)......
initiative.
Beat a 15.........
Somebody just roll a d20; if the roll is 15+ you can go; if your initiative bonus added to the roll beats 15 you act before these stinky bastards.
Elgan Dreadwood |
Saves: (At +14 in Tree-form) ;)
Save #1: 1d20 + 14 ⇒ (13) + 14 = 27
Save #2: 1d20 + 14 ⇒ (8) + 14 = 22
Oooh! BArely, but I'll take it! :)
Elgantree sways after connecting with the ape-thing, suddenly reeling from the things acrid fumes,...
"Wuuun Wuurd!" Elgantree bellows in disgust,...
"Poupourri!"
Pendobar 'Pip' Bushytoe |
Pip gets ready to bow
In a hurry so just cutting and pasting this here
1d20 + 19 ⇒ (14) + 19 = 331d20 + 19 ⇒ (4) + 19 = 231d20 + 17 ⇒ (20) + 17 = 371d20 + 17 ⇒ (6) + 17 = 231d8 + 17 ⇒ (6) + 17 = 231d8 + 17 ⇒ (1) + 17 = 181d8 + 17 ⇒ (7) + 17 = 241d8 + 17 ⇒ (8) + 17 = 25
Additional damage for Manyshot (if needed): 1d8 + 17 ⇒ (8) + 17 = 25
Crit confirm: 1d20 + 19 ⇒ (6) + 19 = 251d8 + 17 ⇒ (7) + 17 = 24
Elgan Dreadwood |
Hey wait, isn't Pip supposed to 'Bow' AFTER the performance?!? ;P
Init: 1d20 ⇒ 11
So Elgan has a 14 init.
"Uuunnn Deeeaddd!!!" Elgantree bellows, as he makes like a drummer and lays a downbeat on the ape-thing to accompany Pip's music,...
Full attack, (3 Slams) includes bonuses from haste and Pip's song;(extra D6 are fire/lightning)
1d20 + 20 ⇒ (2) + 20 = 221d8 + 15 + 1d6 + 1d6 ⇒ (1) + 15 + (5) + (3) = 241d20 + 20 ⇒ (15) + 20 = 351d8 + 15 + 1d6 + 1d6 ⇒ (2) + 15 + (6) + (1) = 241d20 + 20 ⇒ (7) + 20 = 271d8 + 15 + 1d6 + 1d6 ⇒ (2) + 15 + (3) + (2) = 22
dungeonmaster heathy |
Pip gets ready to bow
In a hurry so just cutting and pasting this here
1d20+19;1d20+19;1d20+17;1d20+17;1d8+17;1d8+17;1d8+17;1d8+17
Additional damage for Manyshot (if needed): 1d8+17
Crit confirm: 1d20+19;1d8+17
Pip can't attack the one that Elgan's on top of. So, I'll arbitrarily say he hits S3; he fires through the brachiosaurus' forest of legs,
and the foe looks damn near dead.
dungeonmaster heathy |
Hey wait, isn't Pip supposed to 'Bow' AFTER the performance?!? ;P
Init: 1d20
So Elgan has a 14 init.
"Uuunnn Deeeaddd!!!" Elgantree bellows, as he makes like a drummer and lays a downbeat on the ape-thing to accompany Pip's music,...
Full attack, (3 Slams) includes bonuses from haste and Pip's song;(extra D6 are fire/lightning)
1d20+20; 1d8+15+1d6+1d6; 1d20+20; 1d8+15+1d6+1d6; 1d20+20; 1d8+15+1d6+1d6
Right on;......prior to resolution of Elgan's turn, I need two fort saves, to see if he's either sickened or paralyzed or both or neither.
dungeonmaster heathy |
Ummm.... I've already acted. I guess I thought we won initiative, so the Fireball and the dino slaps were my actions for turn 1.
So are these ghast yetis? Cool!
Yeppers; you guys won init.
The dinosaurs can attack; the fireball goes off in this here round and scorches them up.
Altai:
Dok |
Dok slinks forward a little bit (5' step to X 6, please), and thwips several non-magical arrows between the summoned behemoth's massive legs, directed at one of the filthy beast-things surrounding the wagon (attacking S4).
First arrow (Using Manyshot): 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Second arrow: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Third arrow: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Fourth arrow: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Adding in the +4 favored in bonuses would make the attacks 31, 22, 25, and 31. Favored enemy damage is +4 per arrow that hits.
dungeonmaster heathy |