Tervalis Confirmation III (Inactive)

Game Master JASON RODARTE

MAP I

Map 2

Chronicle

WW #1

Sheets

MINOTAUR MAP

MAP III


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Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

Sorry, I was waiting for some resolution on other actions (and the map) before I declared my action.

Faustus casts Light on his dagger and moves up.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Tirf?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Where is Brock planning on moving next turn? There is a zombie in the way

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

On Eddie's turn he's going to attempt to Acrobatics behind the zombie infront of Morthak.

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

Tirf will move across ceiling on top of Morthak and burning hands the 2 enemys infront

burning hands: 2d4 ⇒ (2, 2) = 4

a wave of fire comes from Tirfs hand and engulfs the enemy

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none
Eddie Brock wrote:
On Eddie's turn he's going to attempt to Acrobatics behind the zombie infront of Morthak.

Eddie: I will likely go before you, and I will also tumble past the zombie. Do you to end up in the square to the right of the zombie? If so I can go somewhere else.

GM: were my Knowledge Rolls good enough to know about the DR of these creatures? I would guess they are probably both considered common creatures and the DC would therefore be 5.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Sorry, I didnt even notice the rolls. Yes, they were good enough to figure out the DR


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Whose turn is it?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

reflex #1 1d20 + 2 ⇒ (9) + 2 = 11
[reflext #s 1d20 + 0 ⇒ (2) + 0 = 2

Both of the undead suffer the heat of the burning hands.

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

This is the initiative you posted most recemtly:

Terevalis Unctio of House Mysti wrote:


MORTHAK
ZOMBIE #2
EDDIE
CHLORO
FAUSTUS
CARLOS
SKELETON #1
TIRF
ZOMBIE #!

Tirf just went, so it should be Zombie #! and then me after that. It would be good for you to copy and paste this regularly for combat posts. Maybe put the characters in bold whose turn it is.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Zombie #1 attacks the halfling with a punch
1d20 + 4 ⇒ (12) + 4 = 16

Missing


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

MORTHAK
ZOMBIE #2
EDDIE
CHLORO
FAUSTUS
CARLOS
SKELETON #1
TIRF
ZOMBIE #!

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

Chorlo will move up, illuminating the area better for those who are attacking.

"It is to crowded for me to help."

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Morthak tries to tumble past the Zombie.

acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25

Once on the other side he steps back further to leave room for the others.

I could have stopped to get ready to flank but that would have bottled everyone in for another round if the zombie didn't go down.

He then takes up a guarded stance, ready to be attacked by the other Zombie and the Skeleton.

Standard action for Full Defense. AC is now 21 Hopefully I will draw some fire.

GM: Can I see what the big "X" is from where I am?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

It looks like a body


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Zombie #1 attacks the Halfling
1d20 + 4 ⇒ (14) + 4 = 18 missing

EDDIE
CHLORO
FAUSTUS
CARLOS
SKELETON #1
TIRF
ZOMBIE #!

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

Tirf will shoot a fist at the zombie

touch atk: 1d20 + 2 ⇒ (8) + 2 = 10

dmg: 1d4 + 1 ⇒ (3) + 1 = 4

-Posted with Wayfinder

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

Eddie will attempt to Acrobatics behind the Zombie infront of him and then uppercut the skeleton with his brass knuckles.
Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Brass Knucks: 1d20 + 5 ⇒ (3) + 5 = 81d3 + 4 ⇒ (2) + 4 = 6

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

Faustus moves up a step to provide better lighting.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Carlos will throw his dagger at the zombie
1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
1d4 + 4 ⇒ (3) + 4 = 7


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The skeleton attacks Eddie with its claws
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (11) + 2 = 13

Missing

TIRF
ZOMBIE #!

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

I posted and missed with my tk fist


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Zombie #! attacks 1d4 ⇒ 2 Eddie Even Halfling odd

Eddie
1d20 + 4 ⇒ (14) + 4 = 18
1d6 + 4 ⇒ (4) + 4 = 8 punching damage


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The party is able to maneuver, through acrobatics or spells in an attempt to gain advantage on the undead in the cavern. Though not one of the undead goes down, it is able to land a blow on Eddie, its supernatural strength getting a telling blow on the warrior.

----------------------------------------------------------------------

ZOMBIE #2
EDDIE
CHLORO
FAUSTUS
CARLOS
SKELETON #1
TIRF
ZOMBIE #!

Zombie #1 continues the assault on Eddie
1d20 + 4 ⇒ (18) + 4 = 22
1d6 + 4 ⇒ (4) + 4 = 8

EDDIE
CHLORO
FAUSTUS
CARLOS
SKELETON #1
TIRF
ZOMBIE

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

Faustus looks a bit distraught as Eddie gets pummeled by various undead. He calls upon some divine power, healing the entire party.

Channel Energy, Heal, Selective (ignore up to 5): 1d6 + 1 ⇒ (5) + 1 = 6

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

Tirf will shoot another tk fist at the zombie

atk: 1d20 + 2 ⇒ (19) + 2 = 21

dmg: 1d4 + 2 ⇒ (1) + 2 = 3

"Go down you foul beast"

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Karlos steps forwarda and smashes the zombie with his morningstar.

attack: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 221d9 + 4 + 1 ⇒ (3) + 4 + 1 = 8using studied target as well

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Some comments:

Terevalis Unctio of House Mysti wrote:
The party is able to maneuver...

You seem to have dropped Morthak off your initiative list. It used to be this:

Terevalis Unctio of House Mysti wrote:

MORTHAK

ZOMBIE #2
EDDIE
CHLORO
FAUSTUS
CARLOS
SKELETON #1
TIRF
ZOMBIE #!
Faustus Numerius wrote:
Faustus looks a bit distraught as Eddie gets pummeled by various undead. He calls upon some divine power, healing the entire party.

FYI Channel energy does not heal undead so you don't need to use selective channel. In fact, you could use channel to damage all the undead in your AoE.

Karlos Therinor wrote:

Karlos steps forwarda and smashes the zombie with his morningstar.

attack: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 1d9 + 4 + 1 ⇒ (3) + 4 + 1 = 8using studied target as well

Karlos: I moved your icon 5' forward for you. BTW looks like you rolled a d9 instead of a d8 for damage.

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Looks like the NE Zombie has already attacked Eddie this round.

Morthak dodges around behind the zombie to the north.

acrobatics: 1d20 + 8 ⇒ (14) + 8 = 22

He then gets in position to attack the zombie.

Readying action: I will ready an action to stab the zombie as soon as either, A: I have a flank available (in which case I will fight normally), or B: it is about to attack (in which case I will fight defensively).

readied attack version A: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 141d3 - 1 + 1d8 ⇒ (2) - 1 + (4) = 5
Version B ignores the +2 to hit and imposes -4 instead. Also ignore the +1d8 sneak damage.

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

ahh...good catch..re-rolling dmgdmg: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Catching up this evening

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

Chorlo will move up awaiting his chance to move a head to help out.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The group combining their skills and might are able to take down one of the zombies.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The remaining skeleton will attack Eddie odd Karlos even 1d6 ⇒ 1

1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 2 ⇒ (3) + 2 = 5

missing.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Tirf

END OF ROUND

MORTHAK
ZOMBIE #2
EDDIE
CHLORO
FAUSTUS
CARLOS
SKELETON #1

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)
Tirf wrote:
Tirf will shoot another tk fist at the zombie atk: 1d20 + 2 ⇒ (19) + 2 = 21 dmg: 1d4 + 2 ⇒ (1) + 2 = 3 "Go down you foul beast"

I already posted this round

-Posted with Wayfinder

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none
Chorlo Fasthands_ wrote:
Chorlo will move up awaiting his chance to move a head to help out.

Chorlo: Does this mean you are moving in front of Karlos? If so my readied attack on the Zombie will trigger.

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

No just up, there are 2 people sharing a square so I figured I couldn't move through there at all


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I think that the froggy is on the wall though if I understood it correctly

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Yeah he is up above. Grippli have a climb speed.

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

Chorlo will squeeze past Eddie and into attack the closest skeleton.

Short Sword: 1d20 + 3 ⇒ (1) + 3 = 41d6 ⇒ 2


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Does that trigger the halfling's attack?

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

Sorry guys, I accidentally x'd the new posts and didn't notice our game was updated. Eddie will retaliate vs whatever attacked him.
Punch: 1d20 + 5 ⇒ (14) + 5 = 191d3 + 4 ⇒ (2) + 4 = 6

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none
Terevalis Unctio of House Mysti wrote:
Does that trigger the halfling's attack?

Yes, it should. Attack was already rolled HERE.

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

Faustus takes another step up.

Morthak, since Channel Energy is a burst, I don't think I can get both undead. GM, please correct me if I'm wrong.

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

Channel Energy is a 30ft radius burst centered on the User.

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none
Eddie Brock wrote:
Channel Energy is a 30ft radius burst centered on the User.

That's correct. If there is any question about area, you choose one corner of your square to be the "center."

The catch is that bursts don't go around corners. The square the skeleton is in is drawn so that it looks like there is a partial wall separating it and the square just north of that. So I don't think you can get the skeleton unless you were able to run by and get past Eddie.

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

you have to think of it as 3 demential. A 30ft radius sphere, if it only a partial wall then some of the effect would still hit. It will not go through full walls but, because it's a 3 demential effect, it will go through partials. Now if the creature will be effected will be determined how high partial wall is. If you have a 10ft ceiling and a 5ft partial wall then a creature flying 5ft up would be affected but a creature on ground would not be. At the end of day it will be the GM to make the call. I have seen some rule still affect because the wall wasn't the full 5ft and I have seen some rule that since it is in a part of the 5ft square that the whole square is blocked. Hope that is a little better as well.

-Posted with Wayfinder

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

Yeah, that's why I hadn't done Channel Energy to affect the undead. The party happened to be all in burst range, but not the undead. Thanks for the confirmation everyone, no pun intended.

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