| Desmond Aeros |
Finally, after long last, Desmond is in position. He waits for Duncan to close the gap and threaten the giant, then unleashes his tornado of steel!
Attack (flank): 1d20 + 18 + 4 ⇒ (17) + 18 + 4 = 39
Damage: 1d6 + 8 + 1d6 + 8d6 ⇒ (4) + 8 + (1) + (6, 2, 4, 5, 5, 5, 6, 4) = 50 plus 2 strength damage
Assuming this attack hits, he gets debilitated, taking a -2 penalty to attacks and to AC (which is a -4 against Desmond). Desmond's AC also increases by 8, to 38.
Attack (flank): 1d20 + 19 + 4 ⇒ (10) + 19 + 4 = 33
Damage: 1d6 + 9 + 8d6 ⇒ (6) + 9 + (5, 6, 5, 1, 1, 3, 5, 2) = 43 plus 2 strength damage
Attack (flank): 1d20 + 13 + 4 ⇒ (8) + 13 + 4 = 25
Damage: 1d6 + 8 + 1d6 + 8d6 ⇒ (1) + 8 + (2) + (3, 5, 5, 2, 6, 6, 6, 5) = 49 plus 2 strength damage
Attack (flank): 1d20 + 14 + 4 ⇒ (10) + 14 + 4 = 28
Damage: 1d6 + 9 + 8d6 ⇒ (5) + 9 + (1, 1, 2, 1, 1, 2, 3, 6) = 31 plus 2 strength damage
Attack (flank): 1d20 + 8 + 4 ⇒ (1) + 8 + 4 = 13
Reflex Save: 1d20 + 18 ⇒ (12) + 18 = 30
Attack (flank): 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19
Damage: 1d6 + 9 + 8d6 ⇒ (3) + 9 + (5, 5, 5, 5, 5, 4, 3, 2) = 46 plus 2 strength damage
For every hit, debilitating injury lasts 1 round.
| Duncan Redhammer |
RD 7 Firegiant
The giant attacks Duncan with his first attack trying to brain the dwarf with his Warhammer.
Wow. Two 5's and a 1. Dice are not kind to GM. Current Spells: Chain of Perdition, Divine Favor 6 rounds left, Expeditious Retreat 9rds left, Current speed 50ft
Duncan manages to keep his shield in place as the giant clumsily fumbles with his attack routines. Still, that first attack hurt, ALOT, he did not want to get struck again.
*Swift Action for Sacred Armour, adding +3 enhancement for 1 minute*, Duncan's AC vs this giant is now 45.
He 5 ft steps towards the Giant an Attempts to trip the creature by cutting at it's knees.
1 Hand Greater Trip Vs Giant, Dwarven Hatred Style, Power Attack, Divine Favor, Flank: 1d20 + 20 + 6 + 2 - 3 + 4 + 2 ⇒ (17) + 20 + 6 + 2 - 3 + 4 + 2 = 48
If the trip is successful, then the Giant trips over Receiving the Prone condition, Any power attack Duncan makes gets auto intimidate check
Intimidate to demoralize: 1d20 + 23 ⇒ (11) + 23 = 34
Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Fail: The opponent is not shaken.
Baldwin, please let me know if the check is successful and for how long. If the Intimidate was successful, then Duncan's sword drops the Sickened Condition and his Shatter Defences means the Giant is Prone, Plus Shaken, Sickened vs everyone and Flatfooted vs Duncan. Dropping it's AC by 6 plus it's dex mod for flat footed
Duncan then will smash down at the prone Giant with his Fortuitous Sword with his two iterative AOO's (Gtr Trip)
1st AOO, 1 Hand Vs Giant, Dwarven Hatred Style, Power Attack, Divine Favor, Flank vs Prone: 1d20 + 20 + 2 - 3 + 4 + 2 ⇒ (6) + 20 + 2 - 3 + 4 + 2 = 31
1hand PA, Divine Favor, Dwarven Hatred Style,: 1d10 + 2 + 4 + 6 + 4 + 2 ⇒ (3) + 2 + 4 + 6 + 4 + 2 = 21
2nd AOO, 1 Hand Vs Giant, Dwarven Hatred Style, Power Attack, Divine Favor, Flank vs Prone: 1d20 + 15 + 2 - 3 + 4 + 2 ⇒ (14) + 15 + 2 - 3 + 4 + 2 = 34
1hand PA, Divine Favor, Dwarven Hatred Style,: 1d10 + 2 + 4 + 6 + 4 + 2 ⇒ (1) + 2 + 4 + 6 + 4 + 2 = 19
| baldwin the merciful |
Duncan you attack as you normally do and yank your weapon to trip up the giant, an attack action that is your bread-n'-butter, but there is nothing to it, it's as if you hit a tree root. You failed to actually trip this creature. The giant did not fall prone!
Initiative: RD 7
Desmond - double moved
Karnog - moved and holy smite
Nym - moved and spell
Kalim - spell
Firegiant - whiffed attack
Grung -
Duncan - HA...missed trip
| Duncan Redhammer |
Duncan you attack as you normally do and yank your weapon to trip up the giant, an attack action that is your bread-n'-butter, but there is nothing to it, it's as if you hit a tree root. You failed to actually trip this creature. The giant did not fall prone!
Initiative: RD 7
Desmond - double moved
Karnog - moved and holy smite
Nym - moved and spell
Kalim - spell
Firegiant - whiffed attack
Grung -
Duncan - HA...missed trip
This is what I get for posting at work. The Giant is HUGE isn't he?*facepalm* I was so chuffed at rolling a 48 as well. Otherwise how the hell is this things CMB high enough?
| baldwin the merciful |
baldwin the merciful wrote:Duncan you attack as you normally do and yank your weapon to trip up the giant, an attack action that is your bread-n'-butter, but there is nothing to it, it's as if you hit a tree root. You failed to actually trip this creature. The giant did not fall prone!
Initiative: RD 7
Desmond - double moved
Karnog - moved and holy smite
Nym - moved and spell
Kalim - spell
Firegiant - whiffed attack
Grung -
Duncan - HA...missed tripThis is what I get for posting at work. The Giant is HUGE isn't he?*facepalm* I was so chuffed at rolling a 48 as well. Otherwise how the hell is this things CMB high enough?
You're not fighting an ordinary Firegiant, you are fighting a big bad**s evil giant who's blessed by a bigger bada*s evil dude: Orcus.
| Grungsdi |
At last finding a potential target Grung charges
Croaker: 1d20 + 26 - 4 + 2 + 2 ⇒ (14) + 26 - 4 + 2 + 2 = 40 for 1d10 + 12 + 8 + 2 + 1 + 1d6 ⇒ (1) + 12 + 8 + 2 + 1 + (5) = 29
Last 5 is shock, and Croaker is a +5
| Desmond Aeros |
Slice and dice!
He is still debilitated, taking a -2 penalty to attacks and to AC (which is a -4 against Desmond). Desmond's AC also increases by 8, to 38.
Attack (flank): 1d20 + 18 + 4 ⇒ (18) + 18 + 4 = 40
Damage: 1d6 + 8 + 1d6 + 8d6 ⇒ (1) + 8 + (3) + (3, 4, 1, 1, 3, 3, 2, 6) = 35
Attack (flank): 1d20 + 19 + 4 ⇒ (5) + 19 + 4 = 28
Damage: 1d6 + 9 + 8d6 ⇒ (5) + 9 + (6, 3, 4, 6, 2, 6, 2, 6) = 49
Attack (flank): 1d20 + 13 + 4 ⇒ (10) + 13 + 4 = 27
Damage: 1d6 + 8 + 1d6 + 8d6 ⇒ (3) + 8 + (3) + (4, 2, 2, 4, 6, 1, 6, 6) = 45
Attack (flank): 1d20 + 14 + 4 ⇒ (16) + 14 + 4 = 34
Damage: 1d6 + 9 + 8d6 ⇒ (1) + 9 + (3, 1, 2, 5, 3, 5, 6, 5) = 40
Attack (flank): 1d20 + 8 + 4 ⇒ (10) + 8 + 4 = 22
Damage: 1d6 + 8 + 1d6 + 8d6 ⇒ (2) + 8 + (4) + (4, 4, 6, 3, 1, 3, 4, 5) = 44
Attack (flank): 1d20 + 9 + 4 ⇒ (10) + 9 + 4 = 23
Damage: 1d6 + 9 + 8d6 ⇒ (4) + 9 + (2, 5, 4, 2, 1, 3, 2, 1) = 33
For every hit, debilitating injury lasts 1 round.
| Nym Omriwin |
Nym casts a flurry glowing missles at the giant and them noves forward
moves to X38
Magic Missle: 1d4 + 1 ⇒ (3) + 1 = 4
Magic Missle: 1d4 + 1 ⇒ (3) + 1 = 4
Magic Missle: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missle: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missle: 1d4 + 1 ⇒ (2) + 1 = 3
| Karnog Kegmeister |
Karnog flies in and strikes with his glowing warhammer. Motes of golden light trail off his feathered wings and sparks fly as he swings the weapon.
"Taste steel, giant!"
Ongoing effects: angelic aspect, divine power, hero's feast. Will probably soak an AoO on the way in. AC vs giant is: 30+2, DR 5/evil. Weapons count as Good aligned. 15 temp HP, resist cold/acid 10. Current HP 134/146
1d20 + 16 + 1 + 5 ⇒ (3) + 16 + 1 + 5 = 25 to hit, for 1d8 + 5 + 5 ⇒ (2) + 5 + 5 = 12 bludgeoning damage (assuming fire damage is negated)
whiff!
| Duncan Redhammer |
Seeing the giant fall to magic, despite resisting his mighty blow, Duncan had to remind himself they were still in a horrible dungeon and to resist the urge to first kill the thing before figuring out why the hells couldn't knock it down.
Provided the thing is unconscious and dying, Duncan will cast STABILISE to stop it slipping away.
I'd like ta try somethin' Will it's out, it Cannae resist me spells. If I bestow a Curse on it ta make it always answer truthfully when questioned, We might git sommat useful out of the foul thing...
He was looking at Karnog, ever the group's soul for approval.
| Karnog Kegmeister |
"Its a giant, and a servant of the Prince of Undeath. Cursing it seems appropriate, but I wonder if we have the means to restrain it. Do as you see fit, but be ready for betrayal and attack at a moments notice."
| Nym Omriwin |
Nym pings the giant with five magic missiles causing the creature to swoon and fall over with a loud, <THUD>.
"Zee thë gëm iz pöwerfullz." says Nym as he holds the shining crystal up for all to behold
| Duncan Redhammer |
"Its a giant, and a servant of the Prince of Undeath. Cursing it seems appropriate, but I wonder if we have the means to restrain it. Do as you see fit, but be ready for betrayal and attack at a moments notice."
Let's strip it of it's gear first. That way if'n it breaks loose it'll be easier ta fight. Any body got a spell or manacles that'll hold it? I can grapple it with me chain but it will only last about another minute
Duncan uses a move action to have direct the chain to follow the open path into the room and bind the prone giants feet while they remove it's weapons and gear.
The hound also makes it's way into the room.
You have defeated the Giant. My service has endedThe hound Archon dissipates and returns to it's home plane.
| Karnog Kegmeister |
1d20 + 27 ⇒ (7) + 27 = 34 perception. (Darkvision 60', low-light)
| Grungsdi |
| 1 person marked this as a favorite. |
Kalim moves close enough to cast Enlarge Person on Grungsdi. "I CAST SUMMON ADVANCED KING GRUNGSDI!"
That's funny as hell
| Grungsdi |
1d20 + 15 ⇒ (2) + 15 = 17 +2 stonecunning
Grung enlarges and looks sadly about that he has nothing to chop.
| baldwin the merciful |
Perception Results:
Kalim is busy gloating at the enlarge king.
Nym continues to preach, in his broken common tongue, about his glorious gem.
Duncan and Grung focus on the giant's gear as Duncan begins to strip the giant.
Desmond and Karnog are each on alert. They hear a grinding sound coming from the door that the giant was near. It sounds like a locking mechanism.
I'll start to get up some of the giant's gear posted today.
| Karnog Kegmeister |
["That sounds like a bit more than your traditional lock and tumblers set, Desmond. I'd check it out rather thoroughly before sticking your hands in. "
| baldwin the merciful |
Duncan starts to get the giant's gear off and the first thing that he notices is the large Warhammer, large heavy steel shield, and adamantine half-plate armor. What flesh you notice is covered with symbols. Who is helping Duncan.
Karnog you do sense there is a strong unholy aura present around the giant. What are you doing?
Desmond when you look at the door if is strange iron and looks newly made, you've never seen a lock like this before. You have enough sense...yes YOU do … not to touch anything.
Desmond I need you to make a perception check for the door/lock. I'll also need two disable device checks if you want to try to unlock it.
Generally, what is everyone else doing.
| Karnog Kegmeister |
"This giant is covered with symbols on its flesh and holds an unholy aura. We would be best served by remaining far away and staying clear of any explosive death aura. Remember the hallway? We barely walked away from that blast, as I recall."
Karnog tries to shuffle people away from the giants form, especially if Duncan or Grungsdi intend to execute the foe.
"We need more information before we start poking around at things. What do those levers do, what is that sound, and what are they protecting behind these doors? Too.many questions, not enough information yet."
| Desmond Aeros |
Perception: 1d20 + 20 ⇒ (7) + 20 = 27 +7 vs traps
Desmond stares at the door, getting an unusually serious expression. "This is...complex, to say the least. Karnog, Kalim, can you check for any magical issues that may be here?" He slowly examines the trap from a respectful distance.
| Duncan Redhammer |
"This giant is covered with symbols on its flesh and holds an unholy aura. We would be best served by remaining far away and staying clear of any explosive death aura. Remember the hallway? We barely walked away from that blast, as I recall."
Karnog tries to shuffle people away from the giants form, especially if Duncan or Grungsdi intend to execute the foe.
"We need more information before we start poking around at things. What do those levers do, what is that sound, and what are they protecting behind these doors? Too.many questions, not enough information yet."
Even I ain't dumb Enuff ta risk that explosion again. That's part o' the reason I stablised 'im. I am gonna curse im though ta make it far less a threat or at least speak truthfully when questioned.
Duncan casts BESTOW CURSE on the unconscious Giant.
School: necromancy [curse]
Level: Cleric: 3; Oracle: 3; Warpriest: 3; Sorcerer: 4; Wizard: 4; Arcanist: 4; Adept: 3; Antipaladin: 3; Witch: 3; Curse Subdomain: 3; Bloodrager: 4; Shaman: 3
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: permanent
Saving Throw: Will negates
Spell Resistance: yes
Source: Core Rulebook
Summary: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
You place a curse on the subject. Choose one of the following.
–6 decrease to an ability score (minimum 1).
–4 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.
Depending on GM interpretation I'd like the giant to be cursed with the inability to lie, and must answer truthfully when asked a direct question. If Baldwin feels this is beyond the limits of the spell. Well, I'll settle for the 50% chance to do nothing every round.
| Grungsdi |
Grung is patrolling and keeping watch for more foes
Brother want me to remove his head?
| Duncan Redhammer |
Not at all. But any manacles ya got would be good. Plan is ta wake im up and ask about what's about. We can knock it out when we're done an leave it here.
We are taking it's stuff of course. Might be able ta reforge this adamantine into some Armor Fer yer steed. Nothing scarier than a Dwarven king chargin at ya on a armored War Pig.
| baldwin the merciful |
The Bestow curse is a 50% chance to do nothing.
Kalim there are magical auras on the door. Give me a bit to look up what they are.
Desmond you don't think it's trapped but you are confident asking for magical help to detect auras.
Grung stand enlarged and ready to chop off a head.
Karnog is bestowing in his best fatherly wisdom to the group.
| Desmond Aeros |
Desmond cracks his knuckles and rolls his neck. "Settle in, I'm going to take this thing apart."
Take 20 if the others are willing to wait for Desmond, if not:
Disable Device: 1d20 + 34 ⇒ (19) + 34 = 53
Desmond has the classic trapfinding ability, so he can disarm magical traps as well.
| baldwin the merciful |
| 1 person marked this as a favorite. |
I just reread the take 20 rule and I'm not sure it would apply.
When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).
Ability Checks and Caster Level Checks. The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to concentration checks or caster level checks.
Taking 20 assumes 2 minutes of time have elapsed anyone with an ongoing spell will need to reduce its time by 2 minutes.
The taking 20 description assumes failure and in this case failure is terrible thing to occur. However the rule specifically states taking 20 can be used to disable Device when used to open a lock. But the problem Desmond has is the door is magically trapped and the group can not afford a failure.
Fortunately, he had a good roll and more importantly I am feeling Merciful this mornings, so I'll say he succeeded.