Monster Mashup - Table 6 (Inactive)

Game Master CaveToad

Goatling Battle Map
Marsh Battle Map
Ogre Mountain Battle Map
Regional Map
Nathan's Night Campsite

Party XP Total:

Greebins: 5763 (level 3)
Crest: 7160 (level 4)
Mlinzi: 6000 (level 4)
Nathan/Lotham/Eleanor: 7693 (level 4)

Needed for level 4: 6000
Needed for level 5: 10000

Party Meals Remaining: 35
Meals consumed per day: 8
(2 large, 4 medium )
Meals consumed through day 12


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Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5
Eleanor Sibyl wrote:

Eleanor utilizes her strength and grace to close the distance between the beast with blade in hand. Once in range a dark aura surrounds her form as she attacks the multi-headed beast.

[dice=Attack/Rage/Inspire/PowerAttack]d20+6+2+2+1+3 [dice=Damage]d10+d6+7+2+1+3
[dice=Slam]d20+7 [dice=Damage]d4+5

Serene Stride (Walk on water/Ignore difficult terrain), Mobility: AC vs. AoO (29), Combat Precog (Roll twice take worse result for 4 rounds), Inspired, Power Attack, Rage, Mage Armor, Scarlet Einhander Stance, Soul Claiming on the Hydra.

Ummm... aren't you taking a few too many actions there? Two swifts, an immediate, a standard, a move and a full attack?


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,


Move Action: Move
Standard: Attack
Immediate: Combat Precog
Free/Non-Actions: Rage and Spirit Totem Slam
Pre-Combat Actions: Mage Armor and Stance both are active most of the day.
I can't claim him like I wanted so yes I guess I was off.


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5
Eleanor Sibyl wrote:

Move Action: Move
Standard: Attack
Immediate: Combat Precog
Free/Non-Actions: Rage and Spirit Totem Slam
Pre-Combat Actions: Mage Armor and Stance both are active most of the day.
I can't claim him like I wanted so yes I guess I was off.

Was not sure where the slam came from, now I understand. Mage armor has a duration of two hours at this level though, so I don't think you can really call that 'most of the day' and it seems a bit iffy to say you were already in a combat stance... but not implausible given PoW's fuzzy language.


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Mage Armor is my only 1st level spell known but I get it 6 times a day. If I cast it in dimlight then it's 3 hrs per casting. That's 12-18hrs worth of Mage Armor.

System And Use wrote:
Stance: This duration indicates that the ability is a stance, and therefore ends only when you will it to end, when you become helpless, or when you fulfill a specific condition described in the stance's description

There are several stances that grant a bonus to init which indicate they're active pre-combat as well if the quote wasn't convincing enough. And a link from the path of war dev.


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

*Shrug* We're all trying to kill the same thing anyway.


Round 1
As Greebins prepares for battle, Eleanor skips across the top of the water and assaults the hydra. Despite having the jump on it, it is able to strike out at her as she moves towards it.

2 Attacks of Opportunity. Eleanor, I get a mobile AC of 27 with mage armor, mobility, stance and rage (4, 4, 2, -2), let me know if I missed something.

Attack #1 vs AC 27: 1d20 + 12 ⇒ (7) + 12 = 19 - miss
Attack #2 vs AC 27: 1d20 + 12 ⇒ (17) + 12 = 29 - hit
Reroll for combat precognition:
Attack #2 vs AC 27: 1d20 + 12 ⇒ (18) + 12 = 30 - hit

One of the heads strikes swiftly and accurately.

Hydra AoO bite damage against Eleanor: 1d8 + 4 ⇒ (2) + 4 = 6

She slices into the creature slashing it hard, and her spirit totem slams it with a thump.

The hydra then attacks Eleanor, Greebins and Lotham with its long sinuous heads.

Attack #1 Eleanor AC 23: 1d20 + 12 ⇒ (20) + 12 = 32 - hit, possible crit
Combat precogniton reroll:
Attack #1 Eleanor AC 23: 1d20 + 12 ⇒ (19) + 12 = 31 - hit

Bite Damage to Eleanor: 1d8 + 4 ⇒ (8) + 4 = 12

Attack #2 Eleanor AC 23: 1d20 + 12 ⇒ (18) + 12 = 30 - hit
Combat precogniton reroll:
Attack #2 Eleanor AC 23: 1d20 + 12 ⇒ (1) + 12 = 13 - miss

Attack #3 Eleanor AC 23: 1d20 + 12 ⇒ (6) + 12 = 18 - miss

Attack #4 Greebins AC 21: 1d20 + 12 ⇒ (9) + 12 = 21 - hit
Attack #5 Greebins AC 21: 1d20 + 12 ⇒ (20) + 12 = 32 - hit, possible crit
Crit confirm Attack #5 Greebins AC 21: 1d20 + 12 ⇒ (13) + 12 = 25 - confirmed
Attack #6 Greebins AC 21: 1d20 + 12 ⇒ (5) + 12 = 17 - miss

Damage to Greebins: 1d8 + 4 ⇒ (1) + 4 = 5
Damage to Greebins: 2d8 + 8 ⇒ (6, 5) + 8 = 19

Attack Lotham AC 14: 1d20 + 12 ⇒ (2) + 12 = 14 - hit
Attack Lotham AC 14: 1d20 + 12 ⇒ (2) + 12 = 14 - hit
Attack Lotham AC 14: 1d20 + 12 ⇒ (12) + 12 = 24 - hit

Damage to Lotham: 1d8 + 4 ⇒ (2) + 4 = 6
Damage to Lotham: 1d8 + 4 ⇒ (6) + 4 = 10
Damage to Lotham: 1d8 + 4 ⇒ (1) + 4 = 5

Damage totals:

Eleanor: 18
Greebins: 24
Lotham: 21

Rest of the group take your actions for round 1. Eleanor and Greebins go for round 2. Meow don't forget Greebins' inspiring song.


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Didn't enter rage until after moving but it doesn't change the results.

Round 2

Eleanor claims the beast with her Ki marking her prey's very soul as she continues to assault the hydra.

Katana: 1d20 + 8 + 2 + 1 - 1 ⇒ (8) + 8 + 2 + 1 - 1 = 18 Damage: 1d10 + 1d6 + 1d6 + 7 + 2 + 3 + 1 ⇒ (5) + (5) + (5) + 7 + 2 + 3 + 1 = 28
Slam: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d4 + 5 ⇒ (1) + 5 = 6


Swift: Claim
Standard: Attack
Combat Precog 3/4, Inspired, Power Attack, Rage, Mage Armor, Scarlet Einhander Stance


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan steps 5' closer to to the beast and unleashes arrows at it. "That thing is deadly!

Longbow+PBS+DA+RS 1: 1d20 + 7 + 1 - 1 - 2 + 1 ⇒ (3) + 7 + 1 - 1 - 2 + 1 = 9 Damage: 2d6 + 4 + 1 + 2 + 1 ⇒ (5, 1) + 4 + 1 + 2 + 1 = 14
Longbow+PBS+DA+RS 2: 1d20 + 7 + 1 - 1 - 2 + 1 ⇒ (12) + 7 + 1 - 1 - 2 + 1 = 18 Damage: 2d6 + 4 + 1 + 2 + 1 ⇒ (1, 4) + 4 + 1 + 2 + 1 = 13


- INACTIVE - (GM abandoned game)

Lotham heals himself as he takes a step closer to the hydra, then he bellows in anger and begins laying into it with his horns, teeth, and claws.

Crunch:
Notes:
Tristalt action economy is brutal
Not sure this thing is evil or I'd do paladin-y stuff to it

Round 1 action:
5' step
Swift action lay on hands
Free action bloodrage
Full attack action

Rolls:
lay on hands, fey foundling: 1d6 + 2 ⇒ (4) + 2 = 6

gore, attack, bloodrage, power attack: 1d20 + 7 + 2 - 1 ⇒ (8) + 7 + 2 - 1 = 16 for piercing: 1d8 + 6 + 2 + 2 ⇒ (4) + 6 + 2 + 2 = 14
bite, attack, bloodrage, power attack: 1d20 + 7 + 2 - 1 ⇒ (9) + 7 + 2 - 1 = 17 for b/p/s: 1d8 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15
claw, attack, bloodrage, power attack: 1d20 + 7 + 2 - 1 ⇒ (5) + 7 + 2 - 1 = 13 for b/p/s: 1d8 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15
claw, attack, bloodrage, power attack: 1d20 + 7 + 2 - 1 ⇒ (14) + 7 + 2 - 1 = 22 for b/p/s: 1d8 + 6 + 2 + 2 ⇒ (6) + 6 + 2 + 2 = 16

Active Status effects:
bloodrage for +4STR +4 CON, -2AC (8/9 rounds remaining)
Also, just noticed my header has outdated tracking information...

-Posted with Wayfinder


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

Hey guys, don't forget Inspire courage bonuses. Also, I'm gonna hold off on posting my action till tomorrow just in case it's already squashed.Especially since it nearly one-shotted me


- INACTIVE - (GM abandoned game)

whoops, I did not factor that in to any of my rolls

-Posted with Wayfinder


Round 1 recap/Round 2 part 1

Initiative Order:

Eleanor 18
Greebins 18 (delayed)
-------------
Hydra 18
Nathan 17
Rechau 9
Lotham 5

Nathan steps up and fires two arrow rapidly, taking aim. The first one bounces harmlessly off of the creature's thick scales, but the second one finds a home Added +1 for Greebins' Inspire to hit/dam

Lotham quickly soothes over some of his wounds, and then steps in roaring a bellow as he tears into the huge beast. While many of his attacks are unable to penetrate its tough hide, he is able to sink one of his claws across the creature. factored in the Inspire courage for hit/dam

Eleanor continues her assault on the hydra, she slashes high with her katana, but the creature's tough hide rebuffs the blow, however the dark energy of her spirit totem slams into the beast and it roars in anger as the negative energy rips through it. The hissing croaking roars of its nine heads echoes through the marshy valley. You would expect you could hear this level of noise from miles and miles away.

The hydra, though wounded, has a lot of fight left in it, and the nature of such a creature, heals if very quickly. Even now, some of the wounds you inflicted seconds ago, the blood is congealing and the torn and slashed hide mending together.

Greebins go before hydra-mania runs wild over all of you.


M Hobgoblin LG fighter(swordlord) 4/ swashbuckler 4/ monk (MoMS) 4 | AC-26 (T-23, FF- 19) | CMD-29 | hp-56 | F+7, R+10, W+9 | Init +8 | Perc +12

Rechau moves over to the creature, risking an attack as he has too far to go to waste time trying to avoid such. Once there he starts attacking the body of the creature.

actions:
Swift- enter Crane Stance. Move 30' to creature provoking an AoO. Attack using Power Attack(-1/+2), Combat Expertise(-0/+1 AC), and fighting defensively(-2/+3 AC).

attack: 1d20 + 9 ⇒ (10) + 9 = 19
damage: 1d8 + 9 ⇒ (8) + 9 = 17

status:

AC vs AoO- 25
AC after my attack- 29
hp-29/29
status-Crane Stance, Inspired, Panache (5/6)

reactions:
If the Hydra attacks me, I will parry the first attack and riposte if successful.
parry: 1d20 + 9 ⇒ (15) + 9 = 24
riposte: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 1d8 + 9 ⇒ (3) + 9 = 12


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

Nearly disembowled by the Hydra's attack, Greebins steps carefully back through the marshland to get into a better position.

Full round action to withdraw from threatened space, free to maintain inspire courage (second round)


M Hobgoblin LG fighter(swordlord) 4/ swashbuckler 4/ monk (MoMS) 4 | AC-26 (T-23, FF- 19) | CMD-29 | hp-56 | F+7, R+10, W+9 | Init +8 | Perc +12

I'm pretty sure it has reach, Greebins. The best you can do is a 5' step. Withdraw only prevents AoO from first square.


Rechau, the hydra tries to take a chomp out of you as you move up to it.

Hydra AoO #2 for round 2 vs Rechau: 1d20 + 12 ⇒ (8) + 12 = 20 - miss

Rechau steps within reach and stabs it good, hacking through its scales and leaving a solid wound.

Round 2
Greebins takes advantage of the chaos and withdraws to safety.

The hydra continues its assault against the group, its many heads biting and snapping viciously.

Hydra attack #1 vs Eleanor AC 23: 1d20 + 12 ⇒ (17) + 12 = 29 - hit (negated)
Combat precognition reroll:
Hydra attack #1 vs Eleanor AC 23: 1d20 + 12 ⇒ (2) + 12 = 14 - miss
Hydra attack #2 vs Eleanor AC 23: 1d20 + 12 ⇒ (5) + 12 = 17 - miss
Hydra attack #3 vs Eleanor AC 23: 1d20 + 12 ⇒ (19) + 12 = 31 - hit (negated)
Combat precognition reroll:
Hydra attack #3 vs Eleanor AC 23: 1d20 + 12 ⇒ (8) + 12 = 20 - miss

Hydra attack #4 vs Rechau AC 29: 1d20 + 12 ⇒ (16) + 12 = 28 - miss
Hydra attack #5 vs Rechau AC 29: 1d20 + 12 ⇒ (20) + 12 = 32 - hit, possible critical
Your parry/riposte will fail to parry this, you also have a -4 due to size differences.
Hydra attack #5 crit confirm vs Rechau AC 29: 1d20 + 12 ⇒ (4) + 12 = 16 - no critical
Hydra attack #6 vs Rechau AC 29: 1d20 + 12 ⇒ (7) + 12 = 19 - miss

Hydra attack #7 vs Lotham AC 14: 1d20 + 12 ⇒ (8) + 12 = 20 - hit
Hydra attack #8 vs Lotham AC 14: 1d20 + 12 ⇒ (20) + 12 = 32 - hit, possible critical
Hydra attack #8 crit confirm vs Lotham AC 14: 1d20 + 12 ⇒ (11) + 12 = 23 - hit, confirmed
Hydra attack #9 vs Lotham AC 14: 1d20 + 12 ⇒ (1) + 12 = 13 - miss

Bite #1 Damage to Rechau: 1d8 + 4 ⇒ (8) + 4 = 12

Bite #1 Damage to Lotham: 1d8 + 4 ⇒ (4) + 4 = 8
Critical Bite #2 Damage to Lotham: 2d8 + 8 ⇒ (3, 1) + 8 = 12

Damage Totals:

Rechau: 12
Lotham: 20 (I think you are at -9? )

The group watches in horror as the hydra tears into the big minotaur, several heads biting hard, one of them leaves a massive gash as the minotaur drops from the power of the hit.

Rechau also feels the effects of the razor sharp fangs as the swamp beast gets a lucky strike in and he is unable to parry away the huge creature's powerful chomp.

While having suffered from serious wounds, they are closing slowly, and the hydra fights on fearlessly. Blood taints the murky waters of the bog.

Init:

Initiative Order:

Greebins 32
Eleanor 18
-------------
Hydra 18
Nathan 17
Rechau 9
Lotham 5

The rest of the group can finish their round 2 actions, and Greebins/Eleanor take round 3. Lotham roll your stabilize (at -9).


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5
Rechau Soth wrote:

I'm pretty sure it has reach, Greebins. The best you can do is a 5' step. Withdraw only prevents AoO from first square.

Cant 5' step in a bog.


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Round 3

Eleanor moves alongside the beast positioning it between herself and her allies. AC 27 V. AoO.
She channels her martial prowess into her blade and strikes the beast from it's flank.

Katana: 1d20 + 8 + 2 + 1 + 2 - 1 ⇒ (7) + 8 + 2 + 1 + 2 - 1 = 19 Damage: 1d10 + 8 + 2 + 1 + 3 + 1d6 + 1d6 ⇒ (7) + 8 + 2 + 1 + 3 + (1) + (4) = 26 Opponent is Staggered and DC 13 Fort or 2 Wis Damage.
Slam: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23Damage: 1d4 + 5 ⇒ (2) + 5 = 7

Move: Movement
Swift: Dizzying Venom Prana
Standard: Attack


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Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

Action contingency: If Lotham fails his stabilization check, I will cast stabilize on him. If he succeeds I will cure light wounds myself. Either way I will use my move action to enact my Indomitable presence, giving anyone within 30 feet the benefits of the Diehard feat. Something I derped on in round 1. And of course I will continue meowing courage.


The stagger is automatic, lasting 1 round. The wisdom damage is negated on a save.


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Right, is that different from what I posted?


- INACTIVE - (GM abandoned game)

21 - 6 + 20 = 35 damage, so I have 1 hit point left. Please confirm.

-Posted with Wayfinder


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

"We need to drop this thing now or we're all going to die! Lotham move to me!"

He then lets two arrows loose toward the beast.

Longbow+PBS+DA+RS 1: 1d20 + 7 + 1 - 1 - 2 + 1 ⇒ (5) + 7 + 1 - 1 - 2 + 1 = 11 Damage: 2d6 + 4 + 1 + 2 + 1 ⇒ (5, 5) + 4 + 1 + 2 + 1 = 18
Longbow+PBS+DA+RS 2: 1d20 + 7 + 1 - 1 - 2 + 1 ⇒ (7) + 7 + 1 - 1 - 2 + 1 = 13 Damage: 2d6 + 4 + 1 + 2 + 1 ⇒ (5, 5) + 4 + 1 + 2 + 1 = 18


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5
Lotham wrote:

21 - 6 + 20 = 35 damage, so I have 1 hit point left. Please confirm.

-Posted with Wayfinder

you appear to be correct. Your header isn't updated to current hp, which might be why the gm miscalculated.


M Hobgoblin LG fighter(swordlord) 4/ swashbuckler 4/ monk (MoMS) 4 | AC-26 (T-23, FF- 19) | CMD-29 | hp-56 | F+7, R+10, W+9 | Init +8 | Perc +12

Round 2

Rechau grasps his sword in both hands, giving up on trying to parry anything from the large beast and instead concentrates on damaging it. His stance also morphs as he combines another style with his first.

attack: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 1d8 + 10 ⇒ (7) + 10 = 17

status:

AC-29
hp-17/29
status-Crane Stance, Monkey Stance, Inspired, Panache (5/6).


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

Since Lotham isn't quite dead yet, I'm revising my planned action

Greebins stalks up behind the badly wounded Lotham and gives him a dose of much needed healing magic/

Cure Light: 1d8 + 2 ⇒ (4) + 2 = 6 + your fey foundling bonus


- INACTIVE - (GM abandoned game)

I know, I need to mess with the header. Difficult to find time for that kind of thing when I find computer time right now. Once the GM confirms I'll post an action. Any thoughts on whether I should use my Smite-replacement or do more lay on hands?

-Posted with Wayfinder


Lotham wrote:

21 - 6 + 20 = 35 damage, so I have 1 hit point left. Please confirm.

-Posted with Wayfinder

You are correct, I had forgotten the heal and also your extra bloodrage HP. Carry on!


Round 2

Nathan rapid fires a pair of arrows, but both of them bounce harmlessly off of the thick scaly hide of the huge beast.

Rechau goes on the offense and drives his sword deeply into the creature, inflicting a powerful wound.

We can add Lotham in when he posts.

Round 3

Eleanor attacks the giant scaly beast, it having been a long long time since she was in the presence of a large scaled creature...

She slashes hard, cutting a large open wound in the belly of the beast. The power of her ki focuses and the supernatural strike confuses the creature. The hydra seems to be quite badly wounded now.

Hydra Will save DC 13: 1d20 + 5 ⇒ (6) + 5 = 11 - fail

Greebins steps up to heal the badly wounded Lotham.

Will wait on Lotham before the hydra goes.


- INACTIVE - (GM abandoned game)

"In the name of all that is good, BE SLAIN!" Lotham's powerful voice bellows at the Hydra, and he begins furiously slashing and clawing at it with his horns, teeth, and claws. The powerful sight is awe-inspiring.

Crunch:
Notes:
"hydra seems to be quite badly wounded now" settles it for me--no healing! I'm taking it down.

Crossing my fingers that it's evil--no time to verify

Round 2 action:
swift action to activate Weal's Champion
full round action to attack hydra

Rolls:
gore, attack, rage, power attack, Weal's Champion: 1d20 + 7 - 1 + 2 + 5 ⇒ (7) + 7 - 1 + 2 + 5 = 20 for damage type: 1d8 + 6 + 2 + 2 + 1 ⇒ (7) + 6 + 2 + 2 + 1 = 18
bite, attack, rage, power attack, Weal's Champion: 1d20 + 7 - 1 + 2 + 5 ⇒ (9) + 7 - 1 + 2 + 5 = 22 for damage type: 1d8 + 6 + 2 + 2 + 1 ⇒ (1) + 6 + 2 + 2 + 1 = 12
claw, attack, rage, power attack, Weal's Champion: 1d20 + 7 - 1 + 2 + 5 ⇒ (13) + 7 - 1 + 2 + 5 = 26 for damage type: 1d8 + 6 + 2 + 2 + 1 ⇒ (4) + 6 + 2 + 2 + 1 = 15
claw, attack, rage, power attack, Weal's Champion: 1d20 + 7 - 1 + 2 + 5 ⇒ (7) + 7 - 1 + 2 + 5 = 20 for damage type: 1d8 + 6 + 2 + 2 + 1 ⇒ (2) + 6 + 2 + 2 + 1 = 13

Active Status effects:
Weal's Champion: against evil creatures, gain +5 on attack rolls, +1 on weapon damage rolls. For the next round, all non-evil allies gain a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls against an evil target hit by Lotham
bloodrage for +4STR +4 CON, -2AC (7/9 rounds remaining)
7/35 hp left


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

I don't think it's evil.


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Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

It's just hungry, what with having nine mouths to feed.


M Hobgoblin LG fighter(swordlord) 4/ swashbuckler 4/ monk (MoMS) 4 | AC-26 (T-23, FF- 19) | CMD-29 | hp-56 | F+7, R+10, W+9 | Init +8 | Perc +12

lol


- INACTIVE - (GM abandoned game)

I forgot to add in Inspiration

-Posted with Wayfinder


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

GM must be waiting to break the news that the hydra killed us all


Round 2 (Lotham)

Unfortunately it is not evil, merely a nasty hungry beast. Your Weal's champion will not aid you and only your first claw hits, but I did add inspiration damage.

Lotham calls upon holy power and attacks the huge beast, unfortunately the holy power doesn't seem to be aiding him like he had hoped. Rather than a servant of evil, the creature is merely a huge hungry swamp beast.

Round 3

Eleanor's action went here and then Greebins'.

The staggered hydra snaps viciously at Eleanor as she hits it with her venom prana. Reeling and dizzy most of its heads bobs about as it tries to regain its bearings, but one of them close enough takes a snap at her as blood pours from its many wounds.

Hydra bite attack vs Eleanor AC 23: 1d20 + 12 ⇒ (20) + 12 = 32 - hit, possible crit
Combat precognition reroll:
Hydra bite attack vs Eleanor AC 23: 1d20 + 12 ⇒ (4) + 12 = 16 - miss

Initiative:

Eleanor 18
Greebins 18 (delayed)
-------------
Hydra 18
Nathan 17
Rechau 9
Lotham 5

Nathan, Rechau, Lotham please take round 3 actions.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

"Let's end this now!" Nathan shouts as he looses two more arrows.

Longbow+PBS+DA+RS 1: 1d20 + 7 + 1 - 1 - 2 + 1 ⇒ (5) + 7 + 1 - 1 - 2 + 1 = 11 Damage: 2d6 + 4 + 1 + 2 + 1 ⇒ (1, 4) + 4 + 1 + 2 + 1 = 13
Longbow+PBS+DA+RS 2: 1d20 + 7 + 1 - 1 - 2 + 1 ⇒ (15) + 7 + 1 - 1 - 2 + 1 = 21 Damage: 2d6 + 4 + 1 + 2 + 1 ⇒ (2, 5) + 4 + 1 + 2 + 1 = 15


- INACTIVE - (GM abandoned game)

Lotham bellows in rage again and begins tearing and clawing at the hydra with his claws, horns and teeth.

Crunch:
Notes:
Bummer about the evil. Figured it was worth a shot. Passing on Power Attack this round. After seeing my rolls I probably could have stuck with it. Oh well.

Round 3 action:

Swift action lay on hands
full round attack with all natural weapons

Rolls:
lay on hands, fey foundling: 1d6 + 2 ⇒ (2) + 2 = 4
horns, attack, bloodrage, inspired: 1d20 + 7 + 2 + 1 ⇒ (14) + 7 + 2 + 1 = 24 for piercing: 1d8 + 6 + 2 + 1 ⇒ (5) + 6 + 2 + 1 = 14
bite, attack, bloodrage, inspired: 1d20 + 7 + 2 + 1 ⇒ (14) + 7 + 2 + 1 = 24 for b/p/s: 1d8 + 6 + 2 + 1 ⇒ (1) + 6 + 2 + 1 = 10
claw, attack, bloodrage, inspired: 1d20 + 7 + 2 + 1 ⇒ (17) + 7 + 2 + 1 = 27 for piercing: 1d8 + 6 + 2 + 1 ⇒ (7) + 6 + 2 + 1 = 16
claw, attack, bloodrage, inspired: 1d20 + 7 + 2 + 1 ⇒ (5) + 7 + 2 + 1 = 15 for piercing: 1d8 + 6 + 2 + 1 ⇒ (1) + 6 + 2 + 1 = 10

Active Status effects:
inspired for +1 competence bonus on attack and damage
Blood rage for +4Str, +4Con (6/9 rounds remaining)
11/35 hp remaining

-Posted with Wayfinder


M Hobgoblin LG fighter(swordlord) 4/ swashbuckler 4/ monk (MoMS) 4 | AC-26 (T-23, FF- 19) | CMD-29 | hp-56 | F+7, R+10, W+9 | Init +8 | Perc +12

Rechau continues to strike at the creature hoping to finish it off.

Everything as before

attack: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 1d8 + 10 ⇒ (5) + 10 = 15


With renewed vigor, the team strikes at the heavily wounded and staggered hydra, hoping to finish it before it regains its full senses.

Although Nathan's first arrow misses the second one strikes true and sinks deep in the hydra's chest.

Despite its ability to heal quickly, the group's continuous onslaught is outpacing it.

Rechau and Lotham attack and between the two, delivers the final dead blows to the creature, sending it to a murky grave. The heads slump and with a huge crash and a splash that covers all of you in bloody, muddy swap muck, the hydra falls, its heads flopping and slamming along side with multiple thumps and splashes in the mud, water and reeds.

The group stands quietly for a second catching their breathes.

The battle is over.


- INACTIVE - (GM abandoned game)

Lotham's shoulders rise and fall as he catches his breath. "Is everyone okay?"

glad my hits started falling

-Posted with Wayfinder


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

Greebins ends his performance and assess the situation. It takes a second before he masters language again. "Mrrow... hmm... phhfft! Ack, who needs healing?" and he casts a pair of healing spells on himself.

Cure Light Wounds: 1d8 + 2 ⇒ (6) + 2 = 8
Cure Light Wounds: 1d8 + 2 ⇒ (3) + 2 = 5


- INACTIVE - (GM abandoned game)

we need to remember to use our Hero Points next time we look to be in a tight jam like that.

did we level up?

Lotham needs healing...

Lotham looks down to his own wounds...
Cure Light Wounds: 1d8 + 2 ⇒ (1) + 2 = 3
Cure Light Wounds: 1d8 + 2 ⇒ (4) + 2 = 6

puts me at 16/31 while not raging. I'll probably do more, but first, Who else needs healing and can't do it themselves?

-Posted with Wayfinder


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Healing myself is an ability I'll lack for quite some time. Current HP 19/31

"I think I'll be alright as long as their aren't more of these things around." Ellie answers.


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

I got three more cure lights. I'm at about 2/3rds hp. What do Nathan and Lotham have for available healing?

"Well, I would think it unlikely another one would be so near to another hydra's territory, I still think we'd be better off on drier terrain," says Greebins. He adds, a touch enviously, "I think Eleanor is the only one of us that can walk on water."


Lotham wrote:

did we level up?

Not yet, a tough fight, but not yet enough to make it to 3rd.

The group tends to their wounds as a still settles over the marsh. The soft incantations of healing magic sooth some of the results of the battle. The group is a mess, bloodied, battered, muddy and soaking wet, but alive.

You take stock of the situation and try to determine how something so big got so close in a marsh that is for the most part not that deep. Sure there are some deeper boggy spots, but for a huge creature this size to surge from the muck there must be a deeper pool right here.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

Nathan sighs as he looks at the group, "That was a tough fight brothers. I can offer a good deal of curing magic. First let us gather together and I can heal everyone at once. Then I can use some of my other magic if needed."

Channel: 1d6 ⇒ 1
Channel: 1d6 ⇒ 6
Channel: 1d6 ⇒ 2
Channel: 1d6 ⇒ 4

Everyone gets 13 hp back. It may be best after big fights to let me channel as everyone gets some healing from it. I've still got one left for the day and can covert most of my spells to cures and 4 LoH. If you need more let me know.


Stats:
Init: + | HP: | AC: | FF: | Fort: + | Ref: + | Will: + | Perception: +,

Eleanor's wounds stitch themselves together under Nathan's holy radiance. "Thank you, brother."

"Does anyone want to see where this this thing came from? I think there might be an underwater path nearby." Ellie asks.


Male Aasimar Class Cleric 15/Paladin 15/Bard 15| AC 24 T 19 FF 18 | HP 210/210 | F +22 R +23 W +24 | Init +5 | Perc +26

" You are most welcome sister.

We should probably try and investigate it's lair to see if it grabbed any of the giant's people and see what we can learn from their bodies. Does anyone need cleaned up or their clothes repaired?"

Nathan then casts prestidigitation to clean himself and mending as needed to fix things.


Maneuvers Readied:
Hunting Party, Offensive Roll, Panther on the Hunt, Sun Dips Low, Tactical Strike
Stats:
HP 29/29; Perform 12/12; AC 21 (T:19/FF:12); CMD 20; Saves (F:5/R:8/W:5); Init +12; Perception +8, Sense Motive +5

"Hmm, not much point in cleaning up if we're going for a swim." Greebins shudders at the idea of getting even wetter.

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