Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


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Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Ember seems the obvious target for bulls strength. Air walk will let kalsgrim ignore the walls of fire and with improved invisibility he can just full attack from on high over and over. It also lets us run over the river and back.
Protection from evil will keep our minds safe too, once combat is on I'll use my fire wall then drop summoned creatures into combat and be ready to take advantage of a fireball opportunity. Then I can join in with the archery. Combined haste and air walk should speed me to the injured and I can top up with blessing of fervour if it is a long combat.


Kalsgrim Lodovka wrote:
"Kisandra, you have already done so much for us, but I have to ask: do you have any skills that may be able to help us engage these attackers? If not, I would ask that you shelter with the villagers who aren't able to join the melee. I would hate to see you hurt in any of this..."

Kisandra looks at Kalsgrim: "I would be honoured to fight at your side, though I fear I will only slow you down. I am not without skills though, and can hold a sword better than most men. If you'd allow me, I would like to lead the men on the battlements."

I'll suppose Kalsgrim gracefully agrees :)

People get in motion, fuelled by the orders given by Kalsgrim, the tactical precisions of Servayn, and the reminders barked by Kriger. Quickly, water is accumulated in key areas, and a wagon is rolled in front of the fort to slow down invaders. Traps are laid along the path of attackers and archers take their place atop the four buildings, scanning the land.

Young scouts are sent to tell of approaching enemies, while able fighters are led by Kisandra to form mobile phalanx. Very quickly, she shows them how to coordinate their efforts and reminds them of the importance to hold the proverbial line, less they see all they care for destroyed. Above you, you Servayn, atop a fierce Ember, circles, looking in the distance.

Silence settles and the hours stretch over the forest, filled with the sound of cascading waters sweeping under the bridge.

Secret Rolls:

S Perception: 1d20 + 8 ⇒ (20) + 8 = 28
E Perception: 1d20 + 9 ⇒ (16) + 9 = 25


Servayn:
In the distance, you see the obvious signs of the enemy approaching. They stop though about 200 feet before the bridge, and seem to be waiting. Despite the trees masking their movement, you can tell the trolls are not with them. You make another round and catch sight of them. It seems they crossed the river elsewhere and are coming from the east through the forest.


Yes. Kalsgrim will let her lead the troops on the battlement.


(AC 18, hp 15 of 77) Summoner 9

He drops to warn the others. "The men have arrived, but the trolls have already crossed the river and are coming from the east, through the woods. Stick to the plan, with the fire walls slowing the human advance, and we'll concentrate our own attacks on the trolls, who may arrive a few moments before, as the men appear to be waiting for them to arrive before joining in."

I'm not clear if the community has any combatants, actually, which is why I didn't really factor them into 'the plan.'

He then begins preparing spells, starting with the ones with durations measured in minutes (enlarge person on Kriger and Ember), saving haste and wall of fire for when the men seem ready to cross the river (unless the trolls attack first, in which case haste will happen first).

Once air walk is available, he will remain five feet above the ground, to get higher ground advantage on anyone who closes with him, and be able to five-foot step up to avoid man-sized melee attackers completely.


Servayn, there is a little more than a score of fighting men available from the villagers, and yes, you can count on them as your "army".


"Agreed. The trolls first; we four can take them. Kistandra and her troops can engage any men who get through the fire walls before we can turn our attention to them."


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger looks away toward the east through narrowed eyes. "Taking down trolls sounds good to me." He then tests the edge of his blade with his thumb. Cutting himself neatly, "Just say the word, Chief. I'm ready to move."


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Shortly before combat begins, I cast communal air walk and encourage everyone to get height advantage over our foes. I then cast bull's strength on Ember and step into the air.


We will be waiting on when Servayn says they are at a close enough distance to buff and engage. Once he gives word, Kalsgrim will cast Bulls Strength on himself.


After a few minutes, Servayn nods as the trolls are now approaching. The only problem is the army is still waiting for some signal it seems, and the walls of fire require your concentration. Should you go east and fight the trolls, or stay west and fight the soldiers...

Wall of fire is concentration +1 round/level. I need to know how you wish to handle it. The buffs I can deal with more easily.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

dammit, good plan marred by a small detail. I would suggest we tear through the trolls as swiftly as we can and then get back to the soldiers. Might as well throw everything we've got, including walls of fire, into tearing through the trolls.

Servayn?


(AC 18, hp 15 of 77) Summoner 9

Not gonna concentrate on the wall of fire. Just let it burn for 9 rounds, and buy us that amount of time (or less, if they run around through the river in less time).

Servayn will have the potential to create another wall or two, if he doesn't use those slots on black tentacles or whatever.

We do trolls, leave the fire walls to slow the human raiders and, to further slow those passing through the gap between the fire walls (intentionally leaving the gap to encourage / invite the raiders to file through, rather than go around), Servayn will drop a grease spell on the ten foot square just past the choke point, so that the human raiders will have to slip slide their way through that while the villagers shoot them with arrows or whatever. He's barely touching his 1st level slots, so a grease spell won't change later plans.

Fingers crossed, we can handle the trolls before the 9 rounds are up and the fire walls come down.

Out loud, Servayn says with more confidence than he feels, "We'll handle the trolls from the east, you folk take fire on the raiders coming over the bridge." before he casts his grease spell just at the landing to the bridge.


The bridge..........................|...|
.........................................|...|
.........................................|...|
The fire walls ************ __ **************
The 10 ft. grease patch........|...|
........................................|__|


The trolls have reached the village, and a great horn is heard through the forest. Servayn watches the army, from his high vantage point, resume its walk. Kriger and Kalsgrim rush forth towards the sound of the trolls, while Servayn and Malaswyn conjure two walls of flame that rise with a great rush of heat, drawing strong wind towards them.

The small advancing army hesitates for a moment, but its commander orders the troops to split in three. One group tries to cross the bridge, slipping and sliding, while the other two go around the walls. All three groups suffer from the archers on the battlements. Furthermore, yelps of pain from the forest indicate your traps seem to have found some preys!

Phase One of the Battle: Crossing the Bridge and Engaging the Trolls

Secret Rolls:
1d20 + 8 ⇒ (7) + 8 = 15

Traps: Offense +1; Defense +2
Snipers on Rooftops: Offense +3; Defense +0
Two Firewalls and One Grease: Offense +3; Defense +5
Offense Modifier: +7
Defense Score: 17

Kalsgrim can roll 1d20+Offense, their defense score is 15.

Meanwhile, as you rush to meet the trolls, you see they have split into three pairs, roughly a hundred feet away from each other. They run and kill villagers, entering houses and climbing on rooftops to get to the archers. As they notice your approach, they roar in defiance and grab a potion at their belt. Suddenly, their size seems to double. The giant trolls now stand as tall as houses!

Please post round 1 action (they drank a potion). They are close enough for range weapons, but too far yet for melee (next round). Let me know which of the three pairs you are aiming for (1, 2, 3).


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Okay, Servayn's plan of haste and enlarge and all that other good stuff, when does that come into play? Or is that all gonna happen during this combat? I just wanna be clear so I know exactly what I'm capable of at this time.


If I recall correctly, we had discussed for Kalsgrim:

Improved Invisibility and Haste from Servayn,

Cats Grace from Kriger,

and Bull's Strength and Divine Bond (for Flaming Burst on his bow) from himself.

How much of that were we able to accomplish with Servayan's warning?


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Thanks for reminding me about Cat's grace. I had completely forgot I was gonna cast that on you.

I believe mine were Enlarge and Haste. I think that's it? Let me know if I'm missing something 'cause I've forgotten the majority of that info also. :p Oooo! I just remembered Lead blades on myself. Now if there's anything else I'm missing let me know.


Kalsgrim Lodovka wrote:

If I recall correctly, we had discussed for Kalsgrim:

Improved Invisibility and Haste from Servayn,

Cats Grace from Kriger,

and Bull's Strength and Divine Bond (for Flaming Burst on his bow) from himself.

How much of that were we able to accomplish with Servayan's warning?

Status at the start of round 1

Improved Invisibility and Haste are round-based, so they have not been cast yet
Cats Grace on Kalsgrim
Bull's Strength on ?
Divine Bond Flaming Burst
Lead Blades on Kriger


He is using Bull's Strength on himself; his bow now has Adaptive on it, and he doesn't have a belt of strength that it overlaps with.

Offense Roll 1d20 + 7 ⇒ (13) + 7 = 20


(AC 18, hp 15 of 77) Summoner 9

Kriger and Ember should already be enlarged, as those are buffs measured in minutes, not rounds.

Servayn casts greater invisibility first on Kalsgrim (range touch) while an enlarged Ember charges a troll. "Please remain close to the combat, my lord, so that the hastening enchantment can affect you as well, which I shall cast in but a moment."

Does Kalsgrim still wear the Stag Lord's helm, and doesn't it grant some bonus when attacking flat-footed foes? If so, invisibility might help there.

He then positions himself between where Kriger and Ember appear to be charging, and where he last saw Kalsgrim, so that he can hit them both with haste in the following round.

Ember full attack with Pounce, size Huge, will provoke an AoO from a troll with 15 ft. reach, charging, AC 23 (-2 for charge, -1 for size, -1 for dex reduction from enlarge, cancelling out the +4 he has for mage armor)
Bite attack 1d20 + 15 ⇒ (5) + 15 = 20
Claw attack 1 1d20 + 16 ⇒ (9) + 16 = 25
Claw attack 2 1d20 + 16 ⇒ (16) + 16 = 32
Wing buffet 1 1d20 + 13 ⇒ (5) + 13 = 18
Wing buffet 2 1d20 + 13 ⇒ (10) + 13 = 23

bite damage +1d6 fire 2d6 + 8 ⇒ (5, 6) + 8 = 19 1d6 ⇒ 3
claw damage 1 +1d6 fire 2d6 + 8 ⇒ (2, 2) + 8 = 12 1d6 ⇒ 2
claw damage 2 +1d6 fire 2d6 + 8 ⇒ (6, 6) + 8 = 20 1d6 ⇒ 1
wing buffet 1 +1d6 fire 2d6 + 8 ⇒ (3, 3) + 8 = 14 1d6 ⇒ 5
wing buffet 2 +1d6 fire 2d6 + 8 ⇒ (5, 4) + 8 = 17 1d6 ⇒ 2


Round 1.
Kalsgrim focuses his efforts on troll pair 1 (can we can say pair 1 is the pair closest to civilians?). He’ll activate smite against the first.

Then he’ll fire arrows at the first troll in pair one. If it falls, he’ll switch to troll 2 in pair 1.

First arrow to hit 1d20 + 20 ⇒ (1) + 20 = 21, Damage 1d8 + 10 + 9 ⇒ (3) + 10 + 9 = 22 plus 1d6 ⇒ 1 fire damage. Total damage if hits, 23.
Second arrow to hit 1d20 + 15 ⇒ (17) + 15 = 32, Damage 1d8 + 10 + 9 ⇒ (6) + 10 + 9 = 25 plus 1d6 ⇒ 5 fire damage. Total damage if hits, 30.

Status: HPs 76/76, AC 23 FF 19 T 15 CMD 27 Fort +16 Ref +15 Will +14 Init +4 Per +2
Active Effects: Improved Invisibility, Cat’s Grace, Bull’s Strength, Divine Bond (Flaming Burst on bow), Smite Evil (+6 AC vs. troll 1 from pair 1).

Servayn, the Stag Lord Helm allows him to use a swift action if a foe is within 30’ to make them flat footed against him for one round. I’m looking for particularly nimble foes to use that against…


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

As Kriger is quite impressed with his new size, he glares at the even bigger trolls. "The bigger they are..." he says with confidence as he brings the magical fire to his axe. "Alright, let's go." Kriger then steps mightily toward his opponents.

Enlarge, Lead Blades; Ref: 10; AC 21; HP's 94/94

I guess Kriger will go toward the trolls that aren't being attacked by Ember or Kalsgrim. Or should we double up on 1 pair? But I also don't wanna move so far away that Servayn can't hit me with Haste. So, whatever that entails.


Yes, please mention which pair you're targeting. Each pair is a hundred feet away. A regular full move will cover 60, until Haste kicks in.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I will cast bulls strength on Ember.


The Battle of Tzatzlfjord - The Troll Onslaught at the Start of Battle
The Lords of Frieland - Round 1

Servayn casts greater invisibility first on Kalsgrim (range touch) while an enlarged Ember charges a troll. "Please remain close to the combat, my lord, so that the hastening enchantment can affect you as well, which I shall cast in but a moment."

He then positions himself between where Kriger and Ember appear to be charging, and where he last saw Kalsgrim, so that he can hit them both with haste shortly.

Ember flies like a bullet at the closest trolls.
//Ember can’t reach them this round. I’ll apply the rolls for the start of the next round.

Kalsgrim focuses his efforts on the first pair of trolls as well and activates smite against the first troll.
//His second arrow lands deeply in the closest troll (pair 1).

As Kriger is quite impressed with his new size, he glares at the even bigger trolls. "The bigger they are..." he says with confidence as he brings the magical fire to his axe. "Alright, let's go." Kriger then steps mightily toward his opponents.

Malaswyn casts a spell on Ember.
//Bull Strength on Ember.

The Trouble-Making Trolls - Round 1

The first pair of trolls turns to face you. They yell to the other trolls as they stand side by side and seem to wait for Ember and Kriger.

The Lords of Frieland - Round 2
As Ember approaches, both trolls try to take a shot at it.

Secret Rolls:

Claw: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 112d6 + 6 + 1 + 4 ⇒ (2, 4) + 6 + 1 + 4 = 17
Claw: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 182d6 + 6 + 1 + 4 ⇒ (6, 4) + 6 + 1 + 4 = 21

They both miss and Ember slams into the one already hit by an arrow, all fang and claws writhing with eldritch fire. The troll collapses with the onslaught, shred and burned to pieces.

Status
Improved Invisibility and Haste are round-based, so they have not been cast yet
Cats Grace on Kalsgrim
Bull's Strength on Kalsgrim
Divine Bond Flaming Burst
Lead Blades on Kriger
Enlarge Person on Ember
Bull Strength on Ember
One troll down

Round 2 for all but Ember.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Just so I'm clear, Enlarge has been cast on Kriger, correct? It's not listed under 'Status' so I figure I better ask just in case.


Round 2.
"I'm here, Servayn. Kalsgrim says, giving the caster an audible clue as to his whereabouts.

Kalsgrim will pause long enough to listen for Servayn's action. Assuming it is Haste, Kalsgrim presses his attack. If Servayn needs to take a different action, then apply a -1 on his to hit rolls and drop the last attack.

Kalsgrim continues to focus his efforts on troll pair 1.

He’ll continue to fire arrows at the first troll in pair one. If it falls, he’ll switch to troll 2 in pair 1.

First arrow to hit 1d20 + 21 ⇒ (10) + 21 = 31, Damage 1d8 + 10 + 9 ⇒ (4) + 10 + 9 = 23 plus 1d6 ⇒ 6 fire damage. Total damage if hits, 29.
Second arrow to hit 1d20 + 16 ⇒ (16) + 16 = 32, Damage 1d8 + 10 + 9 ⇒ (5) + 10 + 9 = 24 plus 1d6 ⇒ 3 fire damage. Total damage if hits, 27.
Third (haste) arrow to hit 1d20 + 21 ⇒ (15) + 21 = 36, Damage 1d8 + 10 + 9 ⇒ (4) + 10 + 9 = 23 plus 1d6 ⇒ 2 fire damage. Total damage if hits, 25.

Status: HPs 76/76, AC 23 FF 19 T 15 CMD 27 Fort +16 Ref +15 Will +14 Init +4 Per +2
Active Effects: Improved Invisibility, Cat’s Grace, Bull’s Strength, Divine Bond (Flaming Burst on bow), Smite Evil (+6 AC vs. troll 1 from pair 1).


Troll 1 was already killed. Now troll 2 is dead as well, so pair one is down.


Kriger Eilifsson wrote:
Just so I'm clear, Enlarge has been cast on Kriger, correct? It's not listed under 'Status' so I figure I better ask just in case.

Sorry about that. Yes, you are.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Can I reach them this round? Can I charge? How far away am I exactly?


Assuming you went for the second pair, yes, you can charge them. (Mental note: easier with a map...)


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Lol! Yep. Going toward Group 2. Attacking #1 I guess. Doesn't matter really.

Kriger takes off in a rush toward a different set of trolls, yelling wildly as he brings his axe up high before bringing it down toward the beast he charges into.

Attack #1: +1 Flaming Greataxe w/PA: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31
Damage: 4d6 + 22 + 1d6 ⇒ (5, 2, 1, 6) + 22 + (4) = 40

Enlarge, Lead Blades; AC 19(Yikes!); HP's 94


Servayn and Malaswyn are up.


(AC 18, hp 15 of 77) Summoner 9

If there is any chance he can angle himself to hit two trolls with a single lightning bolt (without also striking an ally or innocent bystander), Servayn will attempt to set up that shot.
lightning bolt, Ref DC 13 for half damage 5d6 ⇒ (4, 4, 3, 2, 3) = 16

Otherwise, if he can get within 45 ft. of one of the trolls he will attempt to throw grease, and cause it to slip, trusting his damage dealing allies to make short work of it, if it does (and hoping to prevent at least one from attacking any more villagers, if possible)
grease, Ref DC 19 or fall


Servayn is a hundred feet away from each of the two pairs of trolls. With a double move, he can position the lightning bolt. If he's hasted, he can probably make it to within 45 feet to cast Grease.


(AC 18, hp 15 of 77) Summoner 9

He'll start with the grease, then. Save lightning for later, when it won't take 2 rounds.


With the move you've made, you can use next round's move to get in position and cast the bolt.


(AC 18, hp 15 of 77) Summoner 9

Awesome, will do that, then. Thanks.


Malaswyn?


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Can someone ese roll dice for me, still waiting for computer parts.

I'll hit two who are close together with fireball, or make a full attack with my new bow.


The Battle of Tzatzlfjord - The Troll Onslaught at the Start of Battle
The Lords of Frieland - Round 2

"I'm here, Servayn.” Kalsgrim says, giving the caster an audible clue as to his whereabouts. Kalsgrim will pause long enough to listen for Servayn's action. Assuming it is Haste, Kalsgrim presses his attack.
//Another troll hits the dust, crashing in the streets of Tzatzlfjord.

Kriger takes off in a rush toward a different set of trolls, yelling wildly as he brings his axe up high before bringing it down toward the beast he charges into.
//As he makes his way, his target and its companion, ready for him, both try to bring him down. (AoO)

Secret Rolls:

Claw: 1d20 + 12 - 2 + 2 ⇒ (1) + 12 - 2 + 2 = 132d6 + 6 + 1 + 4 + 2 ⇒ (1, 3) + 6 + 1 + 4 + 2 = 17
Claw: 1d20 + 12 - 2 + 2 ⇒ (11) + 12 - 2 + 2 = 232d6 + 6 + 1 + 4 + 2 ⇒ (6, 2) + 6 + 1 + 4 + 2 = 21

//One of them slices at the ranger’s arm, leaving a deep bloody gash! (-21 hp to Kriger) But Kriger’s flaming axe carves through it like it is butter, opening his shoulder almost a foot deep.

Servayn gets within 45 ft. of one of the trolls throws grease to cause it to slip, trusting his damage dealing allies to make short work of it.

Secret Rolls:

Reflex: 1d20 + 4 ⇒ (19) + 4 = 23

//Lamashtu seems to be looking out for that one, as he keeps his feet planted well under his head.

Malaswyn aims for the trio facing Kriger with a fireball, but careful to avoid the ranger. The flames engulf them, in a roar of heat that reaches you, slapping like a hot desert wind.
Damage: 9d6 ⇒ (1, 4, 1, 6, 3, 1, 5, 6, 4) = 31

Secret Rolls:

Reflex: 1d20 + 4 ⇒ (7) + 4 = 11
Reflex: 1d20 + 4 ⇒ (19) + 4 = 23

//One of them hits the ground, smoldering in the grease Servayn had spread under it, and doesn’t rise back.

The Trouble-Making Trolls - Round 1
The troll facing Kriger snarls in anger, his teeth glistening darkly as he opens on him with a vicious sequence of attacks.

Secret Rolls:

Claw: 1d20 + 12 - 2 + 2 ⇒ (13) + 12 - 2 + 2 = 252d6 + 6 + 1 + 4 + 2 ⇒ (3, 1) + 6 + 1 + 4 + 2 = 17
Claw: 1d20 + 12 - 2 + 2 ⇒ (17) + 12 - 2 + 2 = 292d6 + 6 + 1 + 4 + 2 ⇒ (3, 4) + 6 + 1 + 4 + 2 = 20
Bite: 1d20 + 11 - 2 + 2 ⇒ (11) + 11 - 2 + 2 = 222d6 + 6 + 1 + 4 + 2 ⇒ (6, 5) + 6 + 1 + 4 + 2 = 24

//The savage onslaught is overwhelming, as claws and fangs shred through the ranger. (-61 hp to Kriger)

The last pair of trolls, noticing the fight, rush forward, running like mad, ending their run a mere twenty feet from the ranger and the smoking troll.

Status
Improved Invisibility and Haste are round-based, so they have not been cast yet
Cats Grace on Kalsgrim
Bull's Strength on Kalsgrim
Divine Bond Flaming Burst
Lead Blades on Kriger
Enlarge Person on Ember
Bull Strength on Ember
Three trolls down

Round 3 for all.


Round 3.

"Kriger!” Kalsgrim almost lunges forward when he sees the troll tear into his friend, but holds back and tries to end the threat. In his anger, he calls on his lord’s wrath once again.

Smite evil and firing on the troll that attacked Kriger.

First arrow to hit 1d20 + 21 + 6 ⇒ (5) + 21 + 6 = 32, Damage 1d8 + 10 + 9 ⇒ (1) + 10 + 9 = 20 plus 1d6 ⇒ 1 fire damage. Total damage if hits, 21.
Second arrow to hit 1d20 + 16 + 6 ⇒ (1) + 16 + 6 = 23, Damage 1d8 + 10 + 9 ⇒ (4) + 10 + 9 = 23 plus 1d6 ⇒ 3 fire damage. Total damage if hits, 26.

Status: HPs 76/76, AC 23 FF 19 T 15 CMD 27 Fort +16 Ref +15 Will +14 Init +4 Per +2
Active Effects: Improved Invisibility, Cat’s Grace, Bull’s Strength, Divine Bond (Flaming Burst on bow).


(AC 18, hp 15 of 77) Summoner 9

Crap, thought haste was already up. Will cast that now, trying to angle it to get as many of Kriger, Kalsgrim and Ember in it as possible, with himself and Malaswyn being gravy, if he can swing either of them as well. If random villagers are also in the area, trying to get away from the trolls, he'll use whatever 'slots' remain (he can affect 9 people) on them, to help them get clear.

Servayn calls upon arcane haste, while Ember attempts to take advantage of flight and his increased speed to charge and pounce at the next closest standing troll.

Ember full attack with Pounce, size Huge, will provoke an AoO from an enlarged troll with 15 ft. reach, charging, AC 23 (-2 for charge, -1 for size, -1 for dex reduction from enlarge, cancelling out the +4 he has for mage armor)

Bite attack 1d20 + 15 ⇒ (16) + 15 = 31
Claw attack 1 1d20 + 16 ⇒ (9) + 16 = 25
Claw attack 2 1d20 + 16 ⇒ (13) + 16 = 29
Wing buffet 1 1d20 + 13 ⇒ (10) + 13 = 23
Wing buffet 2 1d20 + 13 ⇒ (15) + 13 = 28

Extra claw attack for haste 1d20 + 16 ⇒ (20) + 16 = 36
confirming possible crit on hasted extra attack 1d20 + 16 ⇒ (12) + 16 = 28

bite damage +1d6 fire 2d6 + 8 ⇒ (1, 5) + 8 = 14 1d6 ⇒ 3
claw damage 1 +1d6 fire 2d6 + 8 ⇒ (4, 3) + 8 = 15 1d6 ⇒ 2
claw damage 2 +1d6 fire 2d6 + 8 ⇒ (5, 5) + 8 = 18 1d6 ⇒ 1
wing buffet 1 +1d6 fire 2d6 + 8 ⇒ (2, 2) + 8 = 12 1d6 ⇒ 5
wing buffet 2 +1d6 fire 2d6 + 8 ⇒ (2, 4) + 8 = 14 1d6 ⇒ 6

extra claw attack for haste 2d6 + 8 ⇒ (1, 4) + 8 = 13 1d6 ⇒ 2
extra damage if the hasted attack crit 2d6 + 8 ⇒ (2, 1) + 8 = 11

note to self, find a way to make an eidolon that does one big attack and remains competitive with one that makes a bunch of attacks...


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Man that is just brutal! Ember is rockin' awesome, dude!

Is Kriger in the range of Haste?


Ember can't pounce on the one facing Kriger. The troll is huge, but so is Ember, and Kriger is large, so no clean line. He can have a clean line on the two that are right behind the one engaging Kriger. Sorry for the confusion. I'm vastly regretting not having provided a map. Lesson learned.


Kriger Eilifsson wrote:

Man that is just brutal! Ember is rockin' awesome, dude!

Is Kriger in the range of Haste?

Yes, he is hasted, so is Ember.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

As Kriger gets shredded, "I'm alright, Kals!" he yells, as blood comes flying out of his mouth, matching the blood pouring from several various other wounds. "It's not like this hasn't happened before," he comments to himself as he goes all insane on the troll nearest him.

Attack whichever troll is in my way.
AC 22; Hp's 13/94

Attack #1: +1 Flaming Greataxe w/PA/Lead blades/Haste/Enlarge: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 4d6 + 22 + 1d6 ⇒ (4, 2, 3, 3) + 22 + (6) = 40

Attack #1(Haste): +1 Flaming Greataxe w/PA/Lead blades/Haste/Enlarge: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 4d6 + 22 + 1d6 ⇒ (4, 3, 5, 1) + 22 + (1) = 36

Attack #2: +1 Flaming Greataxe w/PA/Lead blades/Haste/Enlarge: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 4d6 + 22 + 1d6 ⇒ (2, 4, 6, 6) + 22 + (5) = 45

Ah yes, I remember the terrible rolls clearly. Good times.


Just to be sure Kriger, you did notice you took 82 hp damage last round, right? Please confirm (I sound like HAL...).


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Oops! I obviously wasn't paying attention to what I was typing. My bad. It should be 12/94, not 13.


Kriger Eilifsson wrote:
Oops! I obviously wasn't paying attention to what I was typing. My bad. It should be 12/94, not 13.

Sorry, I did not mean to be picky about 1 hp. I was refering to your status bar under your pic, wanting to make sure you knew what kind of situation you were in. There are two trolls about five feet away from you...

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