The Armageddon Beasts (Inactive)

Game Master Zayne Iwatani

Base Init:
[dice=Initiative Kyamba]1d20+16[/dice]
[dice=Initiative Groff]1d20+7[/dice]
[dice=Initiative Fizz]1d20+3[/dice]
[dice=Initiative Mortimer]1d20+8[/dice]
[dice=Initiative Darnak]1d20+8[/dice]
[dice=Initiative Donovan]1d20+13[/dice]

Base Percep:
[dice=Perception Kyamba]1d20+22[/dice]
[dice=Perception Rika]1d20+22[/dice]
[dice=Perception Groff]1d20+31[/dice]
[dice=Perception Fizz]1d20+4[/dice]
[dice=Perception Mortimer]1d20+22[/dice]
[dice=Perception Darnak]1d20+39[/dice]
[dice=Perception Donovan]1d20+29[/dice]

The Sard Round 2


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HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

"Fantastic!" claps the Master Chef. "Though you did say that one breed could disrupt magic, yeah? Hopefully it won't figure out how to slip through."

He looks down and realizes that he has been holding the note this entire time. Seeing the words "You. Are. Needed." he chuckles to himself a bit before speaking again:

"Regardless, I mean to camp here for the night. I don't much feel like hiking back through the city and this forest is actually rather pleasant without the pressing sense of impending doom. You're all welcome to join me if you wish, I'll be cooking."


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"I'll wait."


Male Elf Wizard 20

"Yes, that was simply a precautionary measure. And it cannot disrupt magic unless it is already in the vicinity. The dimensional lock is naught but a delay for the inevitable release of the bandersnatch, unless I wished to return every 20 days, which I do not."

Mortimer focuses on the spell itself this time, raising his arms once more. "Jikmada arcaniss!"

Dispel Magic Check: 1d20 + 20 ⇒ (19) + 20 = 39

Excellent. Unless an epic level character or deity cast the magic circle, that should get rid of it.


Donovan smiles. " Well, then, time for tea and biscuits, then, if you wizardy types know what that invisible thing is and are ok with it. Otherwise I could light it up." he says, glancing down at his drawn pistol.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

"Just the gnome being clever. "

Since he was here when the illusion showed up, he could figure that out.


"Ah." he says, holstering the pistol and commanding his carpet back down. "Bandersnatch, big Fey cat. Well, I've been putting Fey down for the last three years or so. With the help of friends, of course. You seem to know a great deal about Fey, Mortimer. Why are there always portals involved with the bastards? Is it just because they have to come from this so-called first world of theirs, or is there something more to it? Pain in the arse, either way."


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

"Still, at least we got here before it managed to get out. Coulda done some real serious damage otherwise."


*Sigh* the circle disappears.

The card had you gather late in the evening and after getting to know one another a little better, the sun begins to set. And a cahnge takes place. All of you since that something has changed but Mortimer and Fizz truly feel it. Almost like a shade has been pulled over your eyes, the world seems to take green hue. And the world seems to respond in kind. The foliage of the forest grows thicker, the trees seem to grow more imposing, end even the moon seems bigger and brighter. Strange motes of harmless light begin to dance in the trees and all around you. They pose no threat but they are distracting. It then becomes abundantly clear. What the old man said was right. You have entered the fey. Or at least you would. The Dimensional Lock seems to keep the forest at bay but beyond it the world turns alien.

It has been an hour since you got here so anything that has a duration shorter than that ends. Mechanically the forest starts 10ft from the walls and it has become so thick that you can only see about 50ft in. Low-light conditions because of the full moon and -2 to perception because of the lights.

Just as you are settling in Mortimer and the Simulcrum of Chef Kyamba sense something. Just on the edge of there perception abilities something lurks. And not just one but three.

Rolls:

Initiative Kyamba: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
Initiative Groff: 1d20 + 7 ⇒ (9) + 7 = 16
Initiative Fizz: 1d20 + 7 ⇒ (20) + 7 = 27
Initiative Mortimer: 1d20 + 8 ⇒ (14) + 8 = 22
Initiative Darnak: 1d20 + 8 ⇒ (19) + 8 = 27
Initiative Donovan: 1d20 + 13 ⇒ (2) + 13 = 15
Initiative ???: 1d20 + 11 ⇒ (5) + 11 = 16
Initiative ???: 1d20 + 11 ⇒ (7) + 11 = 18
Initiative ???: 1d20 + 11 ⇒ (17) + 11 = 28
Hope I got these right

Initiative:
Kyamba
Darnak
Fizz
Mortimer
???
???
???
Donovan
Groff

Averaged enemy init to put them together and keep things simpler.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Fizzy's Init is actually only +3 ATM, I got rid of Imp Init

Fizzy looks out into the forest, True Sight

Let us see what we can see! By now, Fizzy has let drop his Minor Image, and has programed Image of an incredibly buff Fizzwiddle, with a massive Gnome Hook Hammer. It is programmed to appear if Fizzy shouts "Don't Touch My Bum!" It will appear in a position to flank with Groff

On his first round of Fizzy breasts Mirror Image, gaining 8 images of himself, though it does not matter while he is invisible

EDIT Fizzy flies up 30 feet in the air.


True Sight doesn't see through solid objects thus 60ft is as far as you get.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

The +16 included my Blood-Boiling pill already, so I have an Initiative of 32 not 34. I will also roll the Initiative for my Simulacrum unless you want to her to act on my turn for simplicities sake.

Initiative Rika: 1d20 + 9 ⇒ (20) + 9 = 29

"It appears as though I spoke too soon" says Kyamba. He had just begun the dinner preparations as the world around them began to twist unnaturally. He stops peeling an onion and grips the hilt of the Legendary Chef's Blade. Picking it up he once again enters a combat stance.

Perception Kyamba: 1d20 + 23 ⇒ (15) + 23 = 38
Perception Rika: 1d20 + 20 ⇒ (13) + 20 = 33

"Master, there's something wrong." squeaks the Simulacrum.

"I can see that Rika." he replies.

"No, out in the forest. There's something there."

"Hrm...fine. You know what to do."

Rika: Standard Action to Cast Greater Invisibility on herself
Rika: Spends the remainder of her first round concentrating on her Detect Evil ability. Range is 60 ft so she should be able to get near enough to the unknown creatures with a single move action (Fly 150 ft).
Kyamba: Delay Initiative to 28. Waiting to post actions until I see the result of the first round of Rikas Detect Evil


Master Chef Kyamba wrote:
The +16 included my Blood-Boiling pill already, so I have an Initiative of 32 not 34. I will also roll the Initiative for my Simulacrum unless you want to her to act on my turn for simplicities sake.

That.

Also, my bad, they are neutral so she doesn't sense them with Detect evil. More of of a DM goofed angelic sixth-sense. Do you still want her to fly? If so, straight up, over trees, into trees? Direction?


Male Elf Wizard 20

Mortimer slips on his ring of invisibility, then waits.

Hold standard action to cast a spell.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

One elevation up from the ground and within 60 ft of the unknown creatures. Once there'll she'll get nothing from Detect evil and stop her movement.

As dire as the situation is Kyamba can't bring himself to fight if there's a possibility that it could be avoided altogether.

"Master, there's nothing." echoes the Simulacrums voice.

Gritting his teeth he decides to give up the element of surprise.

Kyamba: Full-Round (?) action Intimidate check

Knowing little of the fey realm, all he can do is appeal to a basic sense of self-preservation: "You out there!" he calls "Get out here where I can see you, otherwise this might get ugly fast!"

Intimidate: 1d20 + 37 ⇒ (6) + 37 = 43


Donovan may draw a pistol as part of rolling initiative, thanks to Gunslinger Initiative(and Quick Draw.) He does so.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak rises, looking out into the forest, Perception: 1d20 + 39 ⇒ (8) + 39 = 47 and pulls out the "souped up soup" from his pack, ready to consume it if the Chef's threat manages to draw the creature out to them.

Remove soup(move); Eat/drink? when enemy arrives


Round 1 <-do this

Rolls:

Perception Groff: 1d20 + 31 ⇒ (9) + 31 = 40
Perception Fizz: 1d20 + 4 ⇒ (4) + 4 = 8
Perception Mortimer: 1d20 + 22 ⇒ (7) + 22 = 29
Perception Donovan: 1d20 + 29 ⇒ (8) + 29 = 37
Kyamba 38
Rika 33
Darnak 47

Stealth ???: 1d20 + 26 ⇒ (20) + 26 = 46
Stealth ???: 1d20 + 26 ⇒ (5) + 26 = 31
Stealth ???: 1d20 + 26 ⇒ (17) + 26 = 43

Fizz appears oblivious but Darnak's, Kyamba's and Groff's sharp eyes catch movement to the north, east and west. It is only for a moment before all three figures slip back into the forest and out of sight. But it was enough to confirm what Mortimer described. Three large, yet stealthy cats have you mostly surrounded but they do not attack at first.

Rika moves just beyond the wall's edge and hovers invisible.
33% chance she sees the lowest stealth: 1d100 ⇒ 70 However she doesn't catch sight of the creature before her before it slips out of sight.

Initiative:
Kyamba-intimidate? spots something
(Invisible)Rika-sees nothing
Darnak-Spots something
(Invisible)Fizz-30ft and creates programmed image.
(Invisible)Mortimer-goes invisible and waits
???-Takes a look
???-Takes a look
???-Takes a look
Donovan
Groff


Wow, DMing takes a while. So many open tabs.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

it gets faster, I also am never afraid to roll dice off screen, though I only do that when phone post gming.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

I've run for 11 players at the same time before. That sucks.

"This is going nowhere fast, they've got us surrounded. Master Talinth, any idea why we are getting dragged into another world?"

Kyamba curses as the figures slip back into the trees only a moment after they appeared. "We're gonna have to fight our way out..."


Round One Donovan flies straight upwards 80' with his carpet, activating his force shield s a free action.


Male Elf Wizard 20

"Yes, but it would take more than a few seconds to explain it and the information is irrelevant in light of the current circumstances."

Suddenly Mortimer's voice broadcasts throughout the minds of the party. <<Whatever you see, let me know. I will keep everybody aware of everything that is going on.>>

I typically use <<these kind of brackets>> to depict thoughts. I do the same thing in a Dark Sun game that I'm in.


From that height the foliage is even thicker and hampers Donovan's vision even more. The only way he would see one of the beasts is if it actually came out in the open. They couldn't be that foolish right?


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

"Hey...how smart do you think one of these things are?"


Male Elf Wizard 20

<<As smart as a dog. A viscous, hungry dog.>>


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Round 1

::They are a nasty lookin' lot.:: Darnak will move himself out into the open, setting himself in a stance in an attempt to look like an easy target.

Move; Activate Crane Style(Swift); Total defense.(standard)

I'm not on the map but I'd probably move somewhere in the Q9, Q8 area. About 15' away from the others.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Don't see the map. Groff will move to the closest one and try to hit it (assuming it is close enough, otherwise he just moves up to it).

power attack
to hit: 1d20 + 38 ⇒ (14) + 38 = 52 damage: 1d6 + 38 ⇒ (1) + 38 = 39


Um. Looks like someone didn't read the previous posts. You can't see any of them since they went back into the forest.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

Ok, Groff will just get ready in case something hostile approaches. Use the roll as a readied action.


How about this?

Groff moves outside the building with Darnak and mirrors his defensive posture.


Round 2

Initiative:
Kyamba
(Invisible)Rika
(Total defense)Darnak
(Invisible)(30up)Fizz-
(Invisible)Mortimer-
Bandersnatch North-
Bandersnatch West-
Bandersnatch East-
(80up)Donovan
(Total defense)Groff


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Round 2

"That so huh...?" muses Kyamba. Apparently struck by inspiration he pulls an empty container from his belt and several other pouches, one labeled "Nepeta" among them. With lightning fast hands he mixes ingredients into a flask creating a potent, stinking concoction.

Kyamba: Full-Round action to use Instant Alchemy to create Wild Animal Musk
Craft: Alchemy (DC 20): 1d20 + 38 ⇒ (15) + 38 = 53

Afterwards he takes the contents of the flask and immediately starts dousing himself with the contents (even making sure to get some behind the ears). Finally, he motions to Rika for quick bit of assistance.

Rika: Move Action to adjacent square with Kyamba.
Rika: Standard Action to inject Kyamba with Enlarge Person

Medlance B Contents:
Enlarge Person (2), Haste/Heroism (2), Restoration/Cure Critical Wounds (4), Cure Moderate Wounds/Resist Energy


Male Elf Wizard 20

Round 2

Mortimer mounts his phantom steed and takes to the air. on the way he touches Grobb, making him the focus for a daylight spell. <<Get close to them and we can all see them now.>>


Who is Grobb


Groff?


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

I went and got it from an older post from Mortimer. Here it is: MAP

Round 2

Darnak remains steady, holding his position and still with the soup in his hand, ready to consume it as soon as the beasts move in. He sniffs the air a moment, turning to look toward the Chef a moment with a raised eyebrow before returning his attention to the forest. ::Blast, Chef... is that smell comin' from you? You might just send 'em runnin' with that smell. Heck, ya might just send ME runnin' with that smell.::

Will ready an action to consume soup if/when the creatures actually move in to attack. The two spells attached to it are only a round a level, so I'm gonna wait until the last moment.


Male Elf Wizard 20

Yes. Autocorrect got me.


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

"Netepa Cataria." says Kyamba. "Catnip, plus a few other enhancers, Mortimer said they were cats after all. With any luck they'll come to see why ol' Master Chef smells so darn tasty."


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

D 2

Fizzy creates a wall of fire leaving only an opening for those attacking form the north.

using staff of obstacles to create a hemisphere. It is 20 feet high Hot side out, and Donovan is above that height


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

I think move outside of the building and ready an action to hit something hostile is much more his style. He doesn't do fighting defensively or total defense pretty much ever. Is there a map somewhere that I'm missing?


Round 2

Initiative:
Kyamba-Makes himself delicious
Rika-Makes Kyamba bigger
Darnak-read to drink soup
Fizz-Wall of fire
Mortimer-Daylight and flies away
Bandersnatch Magicbane- Attacks Kyamba for 27
Bandersnatch Confounding- Attacks Darnak for 28
Bandersnatch Primal- Attacks Groff for 31
(80up)Donovan
Groff

Kyamba concocts a most potent mixture that smells like heaven to the three large felines hiding in the trees while Mortimer lights up the grove and Fizz conjures a wall of fire. Dinner and a show? How could they resist? All three move in for the kill. And, unfortunately, the worst one moves first.

Mortimer's daylight spell reveals the whole spectacle too. With a roar and mighty leap, the Bandersnatch to the north easily sails over the north wall to land in your midst, forcing all the heroes to back away lest they get squashed under the enormous beast. If it's size and ferocity wasn't imposing enough its effect on the battlefield is. Kyamba shrinks, the wall of fire disappears, Rika disappears, the day turns to night and all your precious buffs mean nothing against the Magicbane Bandersnatch's Aura of Antimagic. And now you are trapped in the ruins with it. Its accomplices move in as well from the east and west, their long tails easily reach over the walls to strike at the adventurers.

All three double move and use a swift action for Lash Out.

@Kyamba
MagicBane: Lash Out-Tail Slap+Pain: 1d20 + 27 ⇒ (17) + 27 = 44
Damage: 2d8 + 19 ⇒ (4, 4) + 19 = 27

@Darnak
Confounding: Lash Out-Tail Slap+Pain+Poison: 1d20 + 27 ⇒ (18) + 27 = 45
Damage: 2d8 + 19 ⇒ (2, 7) + 19 = 28

Poison:
Claws and quills—injury; save Fort DC 29; frequency 1/minute for 6 minutes; effect confused for 1 minute; cure 2 consecutive saves. The save DC is Constitution-based.

@Groff
Primal: Lash Out-Tail Slap+Pain: 1d20 + 29 ⇒ (13) + 29 = 42
Damage: 2d8 + 22 ⇒ (8, 1) + 22 = 31

Worst of all, Fizz is just low enough that the field removes his flight and invisibility. He falls and...

1d100 ⇒ 43

Bounces off the big creatures back taking...

Quills+pain: 1d4 ⇒ 2

2 quills for...

damage: 2d10 ⇒ (3, 6) = 9

damage.

And now that they are in the open, Mortimer recognizes the subtle differences in the three to see that there is a Magicbane, Confounding and Primal Bandersnatch.

Pain:
Whenever a creature takes damage from a bandersnatch's tail slap attack, quills, or quill defense, that creature must make a DC 30 Reflex save or a quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires a DC 20 Heal check made as a full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process deals 1d10+7 points of damage to the victim. The save DC is Dexterity-based.

Antimagic field:
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

All but Mortimer and Donovan are caught in the aura. Groff gets his attack, which still hits but for far less damage. And Darnak gets to drink his potion but the effects are suppressed until you leave the field or the creature dies.

For Donovan, weapon enhancements will not be available in your attack or damage.

You guys have no idea how much I giggled thinking about how this was going to play out. Turned into a nail-bitter real quick.

^EDITS^


How much damage would Groff do without items?


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

jumping over the wall would require a DC 80 acro check.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

So what you are saying is, NONE of our magic items work?


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

Yep, Su and Sp abilities too which means Groff can't sunder it. Only EX counts in at this point.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

HA! That's fantastic! Good one, Ancient. I've actually been through this before in an RL game. It. Was. Brutal. :)


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

I'll try and lure the Magicbane one away in Round 3, just try and keep out of the 20 ft radius and everything should go fine.


"Damn!" the first one in the fray looks to have had a devastating effect, so Donovan deactivates his shield as a free action, draws his second pistol as a free action, and unloads on the tremendous magicbane bandersnatch, shooting as many bullets into the thing as he can manage.

1d20 + 26 ⇒ (19) + 26 = 45 Full Hit!1d8 + 13 + 5d6 ⇒ (6) + 13 + (5, 3, 6, 3, 5) = 41
1d20 + 26 ⇒ (14) + 26 = 40 Full Hit!1d8 + 13 + 5d6 ⇒ (8) + 13 + (5, 5, 6, 4, 6) = 47
1d20 + 21 ⇒ (8) + 21 = 29 Touch Hit.1d8 + 5 ⇒ (3) + 5 = 8 plus half of 5d6 ⇒ (5, 2, 1, 3, 4) = 15 =15 total
1d20 + 16 ⇒ (7) + 16 = 23 Touch Hit.1d8 + 5 ⇒ (1) + 5 = 6 plus half of 5d6 ⇒ (5, 2, 2, 2, 1) = 12 =12 total
1d20 + 11 ⇒ (13) + 11 = 24 Touch Hit.1d8 + 5 ⇒ (8) + 5 = 13 plus half of 5d6 ⇒ (5, 6, 6, 4, 2) = 23 =24 total

1d20 + 26 ⇒ (17) + 26 = 43Full Hit!1d8 + 13 + 5d6 ⇒ (6) + 13 + (6, 1, 4, 4, 5) = 39
1d20 + 26 ⇒ (7) + 26 = 33Full Hit!1d8 + 13 + 5d6 ⇒ (2) + 13 + (2, 2, 6, 6, 4) = 35
1d20 + 21 ⇒ (18) + 21 = 39 Full Hit!1d8 + 13 + 5d6 ⇒ (1) + 13 + (3, 1, 4, 5, 3) = 30
1d20 + 16 ⇒ (12) + 16 = 28 Touch Hit.1d8 + 5 ⇒ (2) + 5 = 7 plus half of 5d6 ⇒ (4, 2, 1, 1, 1) = 9 = 11 total

41 + 47 + 15 + 12 + 24 + 39 + 35 + 30 + 11 = 254

"I softened him up a bit, finish him off!" he suggests, loudly.

EDIT: Because I hit him at least twice, he is knocked prone.


Fighter 7 | AC 27 FF 24 T14 | HP 66/66 | Fort +8 Ref +5 Wis +4 | CMD 26 |Per +11 | Init +2

In an anti-magic field Groff loses: 6 strength, dex, wisdom, and constitution
-10 on saves (between stats and items)
AC drops by 26, so he's down to AC 28.

Offensively he loses less, with the loss of +5 from his weapon, his gloves of dueling, and the stat drop, it is -10 to hit and -10 damage. So he would do 29 damage instead (which will now have trouble getting past DR).


HP 301/301 Init +16 AC: 39; Haste, Enlarge Person; +10 STR, +6 CON, +2 DEX Fort +30 Ref +23 Will +17 Human Alchemist (Vivisectionist/Grenadier) 20

How far do you threaten Donovan?

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