| Nym Omriwin |
See the odd cloud Nym thinks better of attack with his sword movefor a better angle G9, and lets loose an acidic bolt of lightning
sr: 1d20 + 11 + 4 + 5 ⇒ (17) + 11 + 4 + 5 = 37
PIERCING Acid Lightning bolt: 10d6 ⇒ (4, 4, 2, 4, 4, 4, 3, 3, 4, 2) = 34 dc18 Ref for half
| baldwin the merciful |
Will Save Slow Results: DC 24
Kalim - saved
Karnog - saved
Hound - Failed
Desmond Failed
Grung - Failed
Felic - Failed
Nym - saved
Here's a reminder of who failed the Will save. Those that failed are slow.
Slow: RD2/6
Will save for Mind Fog: DC 22
Kalim - SR exceeded
Karnog - saved
Hound - failed
Desmond Failed
Grung - failed
Felic - failed
Nym - not in spell radius
RA Initiative RD 2: Update
coloxus demon - mind fog
Karnog - lasso missed
Desmond - destroyed scorpion
Kalim - feeblemind spell fizzled
Felic - aid Grung
Grung - moved to get closer to the Demon
Nym - hit demon with an acid bolt
6 rds of effect if you move out of the MF area
| baldwin the merciful |
Will Save Slow Results: DC 24
Kalim - saved
Karnog - saved
Hound - Failed
Desmond Failed
Grung - Failed
Felic - Failed
Nym - saved
Here's a reminder of who failed the Will save. Those that failed are slow.
Slow: RD3/6
Will save for Mind Fog: DC 22
Kalim - SR exceeded
Karnog - saved
Hound - failed. out of MF 1/6 RD
Desmond Failed
Grung - failed
Felic - failed
Nym - not in spell radius
6 rds of effect if you move out of the MF area
RA Initiative RD 3:
coloxus demon -
Karnog -
Desmond -
Kalim -
Felic -
Grung -
Nym -
I'll post the updated RD 3 map after the Demon acts because he is going to move.
| baldwin the merciful |
RD 3: Demon
The coloxus demon uses a swift action to maintain the droning effect with it's wings.
fly: 1d20 + 33 ⇒ (8) + 33 = 41
The creature notices Grung moving closer with his big ole demon killer axe and the demon snears. It uses a move action with flyby attack, to climb 5 feet higher then swoop down over Kalim's head and land's behind the sorcerer. He takes a giant bite of the human's flesh.
bite: 1d20 + 28 ⇒ (14) + 28 = 42;damage: 1d6 + 6 ⇒ (2) + 6 = 8;siphon chrimsma damage: 1d4 ⇒ 4
DC 23 fortitude save or you take the charisma damage.
*The tunnel you came in directly behind Kalim and Felicitas (-A 4/50)
**I'll give Felic an AOO since she had her whip in hand
***I'll give Kalim an AOO since the Demon has to lower itself to bite you. I really can't see how it would be able to swoop and bite while flying/hovering.
| Nym Omriwin |
| Kalim Gudlavaletti |
"BAH! KNOW FEAR, INSECT!" Kalim steps back and casts Phantasmal Killer, preying on the demon's insecurities. DC 24 Will then Fortdamage if will fails but fort succeeds: 3d6 ⇒ (4, 3, 2) = 9
| baldwin the merciful |
You didn't cast defensively that draws an AOO.
"Stupid human...casting without defense."
AOO, Slam: 1d20 + 29 ⇒ (10) + 29 = 39;damage: 1d4 + 6 ⇒ (1) + 6 = 7
If the AOO hits you need to make CL check: 10+dam+spell or you lose the spell.
Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies. If you take damage from an attack of opportunity, you must make a concentration check (DC 10 + points of damage taken + the spell’s level) or lose the spell. Spells that require only a free action to cast don’t provoke attacks of opportunity.
| baldwin the merciful |
| baldwin the merciful |
Will Save Slow Results: DC 24
Kalim - saved
Karnog - saved
Hound - Failed
Desmond Failed
Grung - Failed
Felic - Failed
Nym - saved
Here's a reminder of who failed the Will save. Those that failed are slow.
Slow: RD3/6
Will save for Mind Fog: DC 22
Kalim - SR exceeded
Karnog - saved
Hound - failed. out of MF 1/6 RD
Desmond Failed
Grung - failed
Felic - failed
Nym - not in spell radius
6 rds of effect if you move out of the MF area
RA Initiative RD 3:
coloxus demon - flyby attack on Kalim
Karnog -
Desmond -
Kalim - 5 ft step and cast PK spell
Felic -
Grung -
Nym -
| Grungsdi |
Grung will refresh his warrior spirit power to make Croaker +4 distance returning IF a haste spell doesn't counter the slow, I'll pause to see
| baldwin the merciful |
Felicitas is within striking distance of the demon. In her desire to assist the other she failed to take a defensive step.
AOO for not casting defensively: 1d20 + 29 ⇒ (16) + 29 = 45;dam: 1d4 + 6 ⇒ (2) + 6 = 8
If the AOO hits you need to make CL check: 10+dam+spell level or you lose the spell.
| Desmond Aeros |
I'll wait to see how Felicitas's spellcasting resolves. I think it would be odd given the map that Felicitas wouldn't want to take a 5 foot step to avoid drawing an AoO.
| baldwin the merciful |
I'll wait to see how Felicitas's spellcasting resolves. I think it would be odd given the map that Felicitas wouldn't want to take a 5 foot step to avoid drawing an AoO.
I actually found it quite amusing that she didn't take the 5 ft step, especially given my recent posting on the topic with Kalim.
| Nym Omriwin |
Nym casts a spell and is suddenly covered in shadowy smoke. He moves to place himself between the creature and Kalim and says to Felicitas [b]"Movez beck."[b]
will mf: 1d20 + 8 ⇒ (16) + 8 = 24 dependent on an SR check by the deamon
Casts vampric shadow shield and moves to A4 right in front of Kalim
AC21
HP111 + temp from feast
Shield
VSS
| Karnog Kegmeister |
Karnog raises his gauntlet and calls forth a glowing golden warhammer, floating in front of him before moving towards the demon and striking.
"If anyone can enlarge King Grungsdi, or ground this monster, do it!"
Casting Spiritual Weapon, targeting the demon. Attack: 1d20 + 18 ⇒ (12) + 18 = 30 to hit, for 1d8 + 5 ⇒ (5) + 5 = 10 force damage. SR: 1d20 + 17 ⇒ (7) + 17 = 24
The hound archon uses Aid on itself, granting himself 1d8 + 6 ⇒ (1) + 6 = 7 temp HP
| Desmond Aeros |
The creature is still off the ground, correct? Desmond will try to run and hit it with a jumping attack. I'll add an acrobatics check for the jump, feel free to add any other modifiers you think necessary, and feel free to roll any checks I would need to make.
Once Felicitas breaks Desmond out of the slowing effect, he quickly runs over and jumps to swing at the evil outsider!
Acrobatics: 1d20 + 26 ⇒ (15) + 26 = 41
Attack: 1d20 + 21 ⇒ (4) + 21 = 25
Damage: 1d6 + 8 + 1d6 + 8d6 ⇒ (2) + 8 + (3) + (5, 1, 1, 5, 2, 3, 2, 6) = 38
Will try to end somewhere behind the demon. I realize since its floating we won't get flanks, but it will get us closer to a flank.
| Nym Omriwin |
assuming that Nym gets an extra action from haste since it was cast before his move
Nym jads at the beast with his sword
Cold Iron Holy Rapier: 1d20 + 18 ⇒ (10) + 18 = 28
dmg: 1d6 + 1 ⇒ (5) + 1 = 6
holy dmg: 2d6 ⇒ (3, 3) = 6
| Nym Omriwin |
Will try to end somewhere behind the demon. I realize since its floating we won't get flanks, but it will get us closer to a flank.
I think we do. If so Baldwin tack on a +2 to Nym's attack
| baldwin the merciful |
Will Save Slow Results: DC 24
Kalim - saved and is now hasted by Felic
Karnog - saved and is now hasted by Felic
Hound - Failed and is now normal speed by Felic
Desmond Failed and is now normal speed by Felic
Grung - Failed and is now normal speed by Felic
Felic - Failed and is now normal speed by Felic
Nym - saved and is now normal speed by Felic.
Slow: RD3/6
Will save for Mind Fog: DC 22
Kalim - SR exceeded
Karnog - saved
Hound - failed. out of MF 1/6 RD
Desmond Failed
Grung - failed
Felic - failed
Nym - not in spell radius
6 rds of effect if you move out of the MF area
RA Initiative RD 3:
coloxus demon - flyby attack on Kalim
Karnog - casts spiritual weapon but the attack missed. SR succeeded. The Hound aids self.
Desmond - waited for felic then moved and attacked but failed his acro check and he draws an AOO. His attack missed too.
Kalim - 5 ft step and cast PK spell
Felic - stood her ground but held on to her spell: haste
Grung - dranke enlarged potion
Nym - moved and cast spell.
Ok: I've updated the effects and initiative for a quick summary. I'm now going to do a narrative of the actions that just occurred.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.
Full Attack
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.
The only movement you can take during a full attack is a 5-foot step.
You may take the step before, after, or between your attacks.
If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.
Deciding between an Attack or a Full Attack
After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you’ve already taken a 5-foot step, you can’t use your move action to move any distance, but you could still use a different kind of move action.
| baldwin the merciful |
The demon had flown and swooped down behind Kalim and attacked the sorcerer. Kalim took an AOO but missed with his longspear. The demon bit Kalim for 8 Hp of damage but Kalim made his Will save to avoid the siphoning damage.
Karnog sees the cleverness of the demon and calls upon Torag to send forth spiritual aid as a mystical hammer appears near the demon. The hammer missed by the creature by a wide margin. Meanwhile the hound is helps to buff his stamina (Aid).
Kalim gets his wits about himself and deftly backpedals 5 ft then casts a horrific image but the demon's made his saves.
Kalim's quick move left Felicitas exposed to danger and the bard instinctively stood her ground and casts haste. She took a vicious fist across the face but she managed to keep her concentration and complete her spell.
Desmond is released from his slow motion (you now have regular speed as haste nullifies the slow effect). He rushes forward and tries to jump, attack and land behind the demon. His attempt to maneuver fails in a showy display. You didn't come close to beating his CMD You fall back into the room.
The demon swats at the jumping rogue.
AOO: 1d20 + 29 ⇒ (15) + 29 = 44;damage: 1d4 + 6 ⇒ (1) + 6 = 7
King Grung guzzles a potion to enlarge himself.
Nym casts his vampiric shadow shield on himself and moves between Kalim and the demon. You don't get an extra attack because you moved and the extra attack requires a full round action.
| baldwin the merciful |
| baldwin the merciful |
Will Save Slow Results: DC 24
Kalim - saved and is now hasted by Felic
Karnog - saved and is now hasted by Felic
Hound - Failed and is now normal speed by Felic
Desmond Failed and is now normal speed by Felic
Grung - Failed and is now normal speed by Felic
Felic - Failed and is now normal speed by Felic
Nym - saved and is now hasted speed by Felic.
Will save for Mind Fog: DC 22
Kalim - SR exceeded
Karnog - saved
Hound - failed. out of MF 2/6 RD
Desmond Failed
Grung - failed
Felic - failed
Nym - not in spell radius
6 rds of effect if you move out of the MF area
RA Initiative RD 4:
coloxus demon -
Karnog -
Desmond -
Kalim -
Felic -
Grung -
Nym -
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.
Full Attack
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.
The only movement you can take during a full attack is a 5-foot step.
You may take the step before, after, or between your attacks.
If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.
Deciding between an Attack or a Full Attack
After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you’ve already taken a 5-foot step, you can’t use your move action to move any distance, but you could still use a different kind of move action.
| baldwin the merciful |
RD:4
The demon's hand flicks towards the room as he casts defensively.
concentration check: 1d20 + 20 ⇒ (16) + 20 = 36
Remember those under the mind fog spell have a -10 on their Will save roll. This could be interesting.
The bluish-red mist begins at Kalim and expands in a 15 ft burst caputuring everone but the hound.
concentration check for those with SR: 1d20 + 20 ⇒ (12) + 20 = 32
Everyone is caught in a confusion spell. Will save is required. If you fail roll a d100 each round to see that rounds effect.
| Karnog Kegmeister |
Will save: 1d20 + 24 ⇒ (4) + 24 = 28 vs confusion from evil source