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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Male Elf Wizard 20

Devious. I wonder how they got here.

<<Focus the magicbane one, all of your effort into it until it dies.>> Mortimer weaves his greater dispel magic, aiming to subdue the creatures aura briefly. In a flash all of the magic in the area starts working again. Speaking unrealistically fast, Mortimer casts another spell. <<Now is your best chance, kill it quickly.>>

Casting greater dispel magic to suppress its anti magic field until the start of its turn. Then casting quickened haste on everybody down in the fray.


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

Fizzy is unhappy on the ground, and in pain. He immediately Flies up 40 feet, while invisible, he shouts out Ow my bum! and his programmed image appears in a flanking position with Groff.

DC 29 Will and it is not effected by the potential flank, but it still might think it is real, to disbelieve the illusion that is a DC of 31

Fizzy then castsWeird

DC 31 Will to disbelieve. On a fail it dies. If it succeeds then no problem, if it fails the will it must make a DC 31 fort or die. If it succeeds on the second it takes damage and is stunned for 1 rd

Damage if they make fail the will but make the fort:

Frumious: 3d6 ⇒ (4, 6, 1) = 11
Confounding: 3d6 ⇒ (4, 5, 3) = 12
MagicBane: 3d6 ⇒ (3, 6, 4) = 13

Fizzy is now visible, with 8 images and is 40 feet up

Then he sends a quickened Magic Missile at the Magic Bane one 5d4 + 5 ⇒ (4, 3, 4, 2, 2) + 5 = 20

SR Furious: 1d20 + 26 ⇒ (16) + 26 = 42
SR Confounding: 1d20 + 26 ⇒ (3) + 26 = 29
SR Magic Bane/Magic Missile: 1d20 + 26 ⇒ (11) + 26 = 37
SR magicbane/Weird: 1d20 + 26 ⇒ (17) + 26 = 43


Fizz: Should have made it clearer. This is the ruins of a fort. Only the wall remains and just barely. Some of you were able to spot the creatures from within the building which means they barely cover your torsos. They are about 5ft high. Even then all three have climb and could jump from the top of the wall. Also, you can't fly while still in the field.

Donovan: Where is the other 5d6 coming from. Once your projectile passes through the antimagic field it loses a lot of enchantments from the gun. All you are really getting to bonus damage is dex.

Still need Groff's action and REF saves for those that got hit by Quills for Pain and a fort save by Darnak for Poison.

Mortimer: your telepathic response will not reach them and you go just before the Magicbane.


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

DM Mortimer Dispelled it

Fizzy will delay his action until Mortimer goes.


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

DM the wall of Fire was 20 feet high that is what i was referring to. Of course the magic bane would be able to pass through it easily, but the other two would have had to jump, even from the wall that is still a DC 60 Acro


Mortimer: Need a dispel check. "Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell." DC 31

Fizz: The MagicBane's size and aura more than make up the size of your spell. If the aura drops both will take damage.


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

reflex save: 1d20 + 8 ⇒ (11) + 8 = 19 sickened.

Groff will concentrate his efforts on the magicbane one (not sure if he is adjacent or not).

power attack
to hit: 1d20 + 36 ⇒ (14) + 36 = 50 damage: 1d6 + 38 ⇒ (5) + 38 = 43
to hit: 1d20 + 36 ⇒ (13) + 36 = 49 damage: 1d6 + 38 ⇒ (6) + 38 = 44
to hit: 1d20 + 31 ⇒ (13) + 31 = 44 damage: 1d6 + 38 ⇒ (2) + 38 = 40
to hit: 1d20 + 26 ⇒ (17) + 26 = 43 auto confirms damage: 2d6 + 76 ⇒ (1, 2) + 76 = 79 target is staggered for 1d4 ⇒ 2 rounds. DC 30 fortitude save or it is stunned.
to hit: 1d20 + 21 ⇒ (1) + 21 = 22 miss


DM Ancient wrote:

Donovan: Where is the other 5d6 coming from. Once your projectile passes through the antimagic field it loses a lot of enchantments from the gun. All you are really getting to bonus damage is dex.

It comes from Up Close and Deadly deed (one of my True Grit deeds, and therefore free on all my shots), is not magic, I posted it a while back in the discussion thread. It is supposed to do half of the 5d6 on a miss, which I interpreted here to mean when hitting touch AC.

Edit without the houserule to nerf my damage I would have done 41 + 47 + 15 + 16 + 12 + 14 + 21 + 23 + 39 + 35 + 30 + 15 + 9 = 317


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 post all of my saves and such alongside with my Round 3 actions to save space if that's alright. Plus my saves differ depending on if Mortimer makes his check.


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


Fizz: The MagicBane's size and aura more than make up the size of your spell. If the aura drops both will take damage.

makes sense! Didn't care much about the damage, was just hoping to reshape...worked really well didn't it lol!


Master Chef Kyamba wrote:
How far do you threaten Donovan?

I threaten out to 15', due to snap shot and improved snap shot. With greater snap shot I have +6 to damage and +6 to confirm crits with AoOs.


Damn Gunslingers

Donovan from above and Groff from below lay into the massive beast in a deadly barrage of attacks. Donovan pounds the poor creature into the ground and Groff finishes it off with a surgical slash across the neck.

You both do enough damage that Groff can still take a move. Kyamba needs to make the saves with the deficits from the aura because Mortimer goes after the magicbance makes his attack. And Mortimer can now change his action. And they were Ex abilities of the Bandersnatch

Round 3
Initiative:
Kyamba-1 ref roll (without magic items or buffs)
Rika-
Darnak-1 ref roll (without magic items or buffs)
Fizz-2 ref rolls (without magic items or buffs)
Mortimer-
Bandersnatch Magicbane
Bandersnatch Confounding
Bandersnatch Primal
(80up)Donovan aka Orbital Strike
(Sickened)Groff


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

Groff will move to the next closest one.


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

2d20 ⇒ (2, 9) = 11 need 20 sickened

Dm please move the magic missiles to the confounding. The other two still have to make the saves vs weird


Primal has SR 30


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

Ok. So I missed one , but the other was over a 30


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

Am I far enough away to charge either of the remaining two Bandersnatches or will I have to take a normal move action?


Male Elf Wizard 20

Mortimer points at the primal bandersnatch, appearing as his invisibility drops from attacking. A thin, green ray springs from his hand to strike the creature.

Casting empowered disintegrate.

Touch: 1d20 + 15 ⇒ (14) + 15 = 29 Hit
Penetrate SR: 1d20 + 20 + 6 ⇒ (19) + 20 + 6 = 45 +20 CL, +4 feats, +2 elf

Damage: 40d6 ⇒ (6, 5, 3, 4, 2, 6, 5, 6, 4, 2, 4, 1, 1, 2, 1, 2, 1, 6, 4, 3, 5, 5, 1, 2, 2, 6, 4, 5, 2, 3, 6, 6, 1, 1, 4, 1, 5, 4, 4, 3) = 138*1.5=207 damage

DC 31 fort save to instead take 5d6 damage.

Save Damage: 5d6 ⇒ (3, 2, 2, 4, 4) = 15*1.5=22 damage.


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

Feeling strangely odd, Darnak realizes something's terribly amiss as he easily gets whacked by the tail.

Reflex: 1d20 + 19 ⇒ (2) + 19 = 21

Fortitude: 1d20 + 20 + 2 ⇒ (11) + 20 + 2 = 33 vs. the Poison

AC 38(until Round 3); Hp's 216/244

Round 3

Are the other 2 within sight and/or possibly range?


Assume enemies attack from maximum range which is 15 for them. That's how far they are.

Sorry I missed the SR rolls Fizz.

Kyamba: You can charge but they have 15ft reach.

Will vs Weird Primal: 1d20 + 13 ⇒ (2) + 13 = 15
Fort if fail will vs Weird Primal: 1d20 + 23 ⇒ (7) + 23 = 30
Will vs Weird Confounding: 1d20 + 11 ⇒ (6) + 11 = 17
Fort if fail will vs Weird Confounding: 1d20 + 21 ⇒ (14) + 21 = 35

Oops

Both creatures whip their tails through the imaginary phantasm.

Fort vs Disintegrate Confounding: 1d20 + 21 ⇒ (19) + 21 = 40

Round 3

Kyamba-1 ref roll (without magic items or buffs)
Rika-
(Sickened)Darnak-
(Sickened)Fizz- Weird missle
Mortimer-Disintigrate
Bandersnatch Magicbane
Bandersnatch Confounding 37 damage
Bandersnatch Primal 22 damage
(80up)Donovan aka Orbital Strike
(Sickened)Groff


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

Well that did almost nothing. at least the magic missiles hurt as well. So they attacked the programmed image? That would let them save against it to realize there is not a giant buff gnome. The phantasmal killers went bye bye

Fizzy flutters down to within 30 feet of each and casts Stormbolts heightened to level 9, and summons his quicken rod from his glove of storing and casts it again.

SR FUMIOUS #1 1d20 + 24 ⇒ (5) + 24 = 29
SR FUMIOUS #2 1d20 + 24 ⇒ (16) + 24 = 40

CONFOUNDING SR #11d20 + 24 ⇒ (15) + 24 = 39
CONFOUNDING SR #2 1d20 + 24 ⇒ (13) + 24 = 37

DAMAGE FUMIOUS #1 20d8 ⇒ (2, 2, 3, 2, 7, 8, 3, 8, 8, 2, 1, 5, 5, 5, 2, 8, 6, 1, 7, 4) = 89 DC 31 fort for half and no stun
DAMAGE FUMIOUS #2 20d8 ⇒ (8, 6, 6, 8, 2, 5, 4, 8, 4, 7, 5, 8, 7, 6, 2, 7, 5, 8, 3, 1) = 110 DC 30 fort for half and no stun

CONFOUNDING DAMAGE #1 20d8 ⇒ (3, 8, 8, 6, 4, 7, 6, 3, 4, 6, 6, 7, 6, 2, 7, 2, 1, 8, 7, 5) = 106 DC 31 fort for half and no stun
CONFOUNDING DAMAGE #2 20d8 ⇒ (7, 7, 3, 6, 8, 8, 6, 3, 6, 3, 3, 5, 1, 8, 5, 1, 1, 5, 3, 1) = 90 DC 30 fort for half and no stun

Fizzy giggles almost insanely as lighting bolts fly out from his body, everywhere missing his allies.


R3--Depending on how many free actions you want me to be able to take in a round....

Donovan will fire one shot at Confounding Bandersnatch.

1d20 + 37 ⇒ (6) + 37 = 43 1d8 + 18 + 5d6 ⇒ (6) + 18 + (5, 6, 6, 2, 2) = 45 (standard action)

He puts away his off-hand pistol.(move action- no weapon cord shenanigans for Donovan)

He loads up his on-hand weapon (free action(s)) lightning reload+rapid reload.

He re-draws his off-hand weapon (free action-quick draw.)

on-hand weapon 7 bullets, off hand 3.


Need Kyamba, Rika, and Darnak to act first.

Will vs flanking illusion for groff: 1d20 + 13 ⇒ (15) + 13 = 28

When Groff eventually goes he will have Flanking.


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

Power attack, sickened, haste (assuming I am now adjacent to one after moving to one after my attack last round, though that likely provoked, AC is 55 now)

to hit: 1d20 + 37 ⇒ (2) + 37 = 39 damage: 1d6 + 36 ⇒ (6) + 36 = 42
to hit: 1d20 + 37 ⇒ (17) + 37 = 54 damage: 2d6 + 72 ⇒ (4, 3) + 72 = 79 staggered: 1d4 ⇒ 3
to hit: 1d20 + 32 ⇒ (17) + 32 = 49 damage: 2d6 + 72 ⇒ (1, 4) + 72 = 77 staggered: 1d4 ⇒ 1
to hit: 1d20 + 27 ⇒ (15) + 27 = 42 damage: 2d6 + 72 ⇒ (1, 4) + 72 = 77 staggered: 1d4 ⇒ 2
to hit: 1d20 + 22 ⇒ (13) + 22 = 35 damage: 1d6 + 36 ⇒ (2) + 36 = 38

It also has to make 3 DC 30 fortitude saves or be stunned. In any case it is staggered for 6 rounds.


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 3

Reflex Save (DC 30): 1d20 + 14 ⇒ (13) + 14 = 27

Kyamba gasps as a quill lodges itself in his sternum, but he quickly refocuses himself as his flesh immediately begins mending itself.

Just as he prepares a counter-attack the beast looming over him is riddled with gunfire and falls to the ground, dead.

"Master, let me help." says Rika as she floats by him. Kyamba simply nods approval and the Simulacrum grips the quill and attempts to pull it free:

Rika: Full-Round Action to remove Quill.
Heal (DC 20): 1d20 + 22 ⇒ (1) + 22 = 23

Despite her intentions she only makes the wound worse, though at least the quill is free now.

Additional Damage: 1d10 + 7 ⇒ (10) + 7 = 17

Kyamba, meanwhile, has picked himself up and dashes at the Primal Bandersnatch, growing in size and speed as the Magicbane's aura dissipates. I don't think I'll be in flanking with anyone, but if I am I'll spoiler my Sneak Attack damage separately.

Kyamba: Full-Round Action to Charge vs Primal Bandersnatch
Kyamba: Swift Action to activate Arcane Strike, Free Action to activate Power Attack
Kyamba: Free Action to use Alchemical Weapon to apply Liquid Ice + Burst Jar to attack

Charge Attack: 1d20 + 37 ⇒ (8) + 37 = 45
Charge Damage: 4d6 + 1d6 + 22 + 18 + 5 + 5 + 4 ⇒ (4, 3, 2, 6) + (3) + 22 + 18 + 5 + 5 + 4 = 72

Possible SA Damage (if Flanking):

Sneak Attack: 10d6 ⇒ (6, 6, 2, 4, 2, 6, 5, 6, 3, 3) = 43

"Bad Kitty!" he growls as he tears into the creatures side.

Kyamba: Free Action to Demoralize using Cornugon Smash
Intimidate (DC 47): 1d20 + 38 ⇒ (8) + 38 = 46


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

Not liking the feeling of the quill buried within him, Darnak yanks at the quill, Heal: 1d20 + 10 ⇒ (4) + 10 = 14 pulling it free along with a piece of himself at the same time.

Full round to remove quill

1d10 + 7 ⇒ (1) + 7 = 8 Does DR apply to this? I have no idea. Will go ahead and apply damage unless told differently.

@Chef: A natural 1 on a skill check is NOT an auto-fail. That's only on to hit and saves. Unless Ancient plays it differently of course. Otherwise, you shouldn't take any damage.

AC 59; Also, I have DR 10/chaotic so I removed 10 damage. If it's attacks are chaotic, let me know and will adjust back. Hp's 278/304


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

holy hell! thats a lot of damage chef!


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

Huge Greatsword, Power Attack, 41 STR, Arcane Strike, and then a splash weapon with bonus INT damage thrown in for kicks. It's no Disintegrate, but it'll sting for damn sure. I'm just bummed that the stupid Bandersnatches are immune to poison. I had a plan to make a joke about how cats are allergic to Onions ;_;.

Also I only get the SA if I'm flanking or if I can pull off Shatter Defenses (though, unfortunately, I attacked the cat with the highest WIS).


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

Lol! I like the insane cackling from Fizz with the Stormbolts, that's funny stuff.

125 for 1 hit. That's is pretty freaking good. Groff did 313 on his attacks. Of course, you, Fizz, did 395. Lest not forget Billy the Kid and his six-shooters with his over 300 damage he could've pulled off barring anti-magic. That's all pretty crazy.


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

true but that was a level 8 and 9 spell!!

chef after this fight I will set up a threatening illusion programmed image for you as well, to flank with


Round 3

Darnak: Since the quill is already in the body I will say no. DR does not work.

Kyamba: Like Darnak said. Can't fail a check and her bonus is more than enough for the DC 20 Heal check. Do extra damage.

Rika fixes Kyamba up just before he charges the Primal Bandersnatch for a decent chunk of damage and though the creature cannot understand the words it instinctively recoils. It does get two attacks in on the way though.

AoO Claw on Kyamba: 1d20 + 24 ⇒ (7) + 24 = 31
AoO Claw on Kyamba: 1d20 + 24 ⇒ (4) + 24 = 28

But he avoids both. Primal now Shaken

Darnak attempts to pull the quill out carefully but decides time is against them and just yanks, taking some skin with it.

Fizz and Mortimer do moderate damage with their magic but both underestimate the strength of these creatures.

Kyamba-charges
Rika- heals
Darnak- messes up heals
(Sickened)(30 up)Fizz- Weird missile
Mortimer-Disintigrate
Bandersnatch Magicbane
Bandersnatch Confounding (-27 hp)
Bandersnatch Primal (-84 hp)
(80up)Donovan aka Orbital Strike-fires
(Sickened)Groff-murder

Angered, both lay into the group, intent on taking out at least on target.

Primal vs Groff
Bite: 1d20 + 34 ⇒ (18) + 34 = 52
Claw: 1d20 + 34 ⇒ (8) + 34 = 42
Claw: 1d20 + 34 ⇒ (18) + 34 = 52
Tail: 1d20 + 29 ⇒ (13) + 29 = 42
But Groff weathers the blows easily. Need a nat 20 to hit.

Confounding vs Kyamba
Bite: 1d20 + 32 ⇒ (20) + 32 = 52
Claw: 1d20 + 32 ⇒ (18) + 32 = 50
Claw: 1d20 + 32 ⇒ (4) + 32 = 36
Tail: 1d20 + 27 ⇒ (9) + 27 = 36
Bite damage: 2d8 + 13 ⇒ (6, 1) + 13 = 20
Claw damage: 2d6 + 13 ⇒ (1, 1) + 13 = 15
Claw damage: 2d6 + 13 ⇒ (2, 4) + 13 = 19
Tail damage: 2d8 + 19 ⇒ (5, 7) + 19 = 31
Grab CMB: 1d20 + 44 ⇒ (1) + 44 = 45

Kymaba is most likely in the jaws of the giant cat but Groff has straight up murdered the Primal taking 4 quills in return.

Quill damage to Groff: 1d10 ⇒ 1
Quill damage to Groff: 1d10 ⇒ 5
Quill damage to Groff: 1d10 ⇒ 10
Quill damage to Groff: 1d10 ⇒ 9

And to end the round Donovan hits the Confounding for another explosion of damage.


Round 4

Kyamba-
Rika-
Darnak-
(Sickened)(30 up)Fizz-Storm bolts
Mortimer-
Bandersnatch Magicbane
Bandersnatch Confounding (-72 hp)
Bandersnatch Primal
(80up)Donovan aka Orbital Strike-
(Sickened)Groff-

Fizz has acted. Two are dead, no one is close enough to attack the Confounding except Kyamba who is in its mouth.


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

Groff will move to the next (last) one and slash it.

power attack, haste, sickened
to hit: 1d20 + 38 - 2 + 1 ⇒ (6) + 38 - 2 + 1 = 43 damage: 1d6 + 36 ⇒ (1) + 36 = 37


Male Elf Wizard 20

Mortimer casts telekinetic sphere on Kyamba and attempts to pull him out of the creatures mouth.


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

No wait that is a brilliant plan! Kill it from inside?

Fizzy cheers

Perhaps you would like to be an honorary member of the Fizz!


Fort vs Stormbolt: 1d20 + 21 ⇒ (10) + 21 = 31
Fort vs Stormbolt: 1d20 + 21 ⇒ (19) + 21 = 40

Screw it. I 'll let those that post first go first as long as they are on the same side of the enemy initiative. Remember though that you should post multiple actions based on what might happen.

Mortimer wraps Kyamba in a protective sphere of pure force that widens and becomes too large for the bandersnatch to hold. It drops the sphere and the tasty man within. Once clear Fizz blasts the creature with bolts of Lightning causing the creature to flinch but it shrugs off the blow.

Round 4

Kyamba-
Rika-
Darnak-
(Sickened)(30 up)Fizz-Storm bolts for 99 damage
Mortimer- frees Kyamba
Bandersnatch Magicbane
Bandersnatch Confounding (-171 hp)
Bandersnatch Primal
(80up)Donovan aka Orbital Strike-
(Sickened)Groff- move and attack

EDIT Because of the size of the sphere the Bandersnatch and everyone else are forced 20 ft back from Kyamba. But at least he is free. The bandersnatch is now 40ft or more from most people.


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

Seeing that the creature has taken a massive beating, Darnak charges the beast in an attempt to bring it closer to death.

Charge

Unarmed Strike: 1d20 + 27 + 2 + 1 ⇒ (10) + 27 + 2 + 1 = 40
Damage: 4d8 + 12 ⇒ (3, 6, 1, 8) + 12 = 30

AC 58(62 vs. AoO due to Mobility); Haste and Displacement active; Hp's 278/304


AoO: 1d20 ⇒ 4
AoO: 1d20 ⇒ 16
Does not hit.

Round 4

Kyamba-
Rika-
Darnak- Charges for 30 damage
(Sickened)(30 up)Fizz-Storm bolts for 99 damage
Mortimer- frees Kyamba
Bandersnatch Magicbane
Bandersnatch Confounding (-201 hp)
Bandersnatch Primal
(80up)Donovan aka Orbital Strike-
(Sickened)Groff- move and attack


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

If the target is too far away for a single move, he'll do the attack as a charge.


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

Aww, I wanted to grapple it...

Round 4

I'll flank with one of the other combatants.
"I AM NOT FOOD!!!" bellows Kyamba, wounded heavily from the earlier barrage. He is silently thankful that the others freed him from the creatures grasp even though he definitely had it right were he wanted. After maneuvering into a blindspot he goes all out with his weapon, swinging like a madman:

Kyamba: Full-Round Action to Full-Attack vs Confounding Bandersnatch
Kyamba: Swift Action to activate Arcane Strike, Free Action to activate Power Attack
Kyamba: Free Action to use Alchemical Weapon to apply Liquid Ice + Burst Jar to all attacks

Full Attack:

First Attack: 1d20 + 35 ⇒ (6) + 35 = 41
Second Attack: 1d20 + 35 ⇒ (18) + 35 = 53
Third Attack: 1d20 + 30 ⇒ (18) + 30 = 48
Fourth Attack: 1d20 + 25 ⇒ (15) + 25 = 40
First Attack Damage: 4d6 + 1d6 + 10d6 + 22 + 18 + 5 + 5 + 4 ⇒ (1, 2, 5, 1) + (4) + (5, 2, 1, 4, 1, 6, 4, 1, 2, 6) + 22 + 18 + 5 + 5 + 4 = 99
Second Attack Damage: 4d6 + 1d6 + 10d6 + 22 + 18 + 5 + 5 + 4 ⇒ (3, 6, 1, 3) + (3) + (5, 2, 5, 2, 2, 3, 3, 2, 4, 2) + 22 + 18 + 5 + 5 + 4 = 100
Third Attack Damage: 4d6 + 1d6 + 10d6 + 22 + 18 + 5 + 5 + 4 ⇒ (6, 1, 6, 6) + (5) + (5, 3, 6, 6, 4, 3, 6, 4, 1, 5) + 22 + 18 + 5 + 5 + 4 = 121
Fourth Attack Damage: 4d6 + 1d6 + 10d6 + 22 + 18 + 5 + 5 + 4 ⇒ (5, 2, 3, 6) + (6) + (2, 6, 3, 4, 1, 4, 1, 1, 3, 2) + 22 + 18 + 5 + 5 + 4 = 103

Total: 4 hits, 423 damage.

Rika was also pushed back by from the sphere but does not move now to assist her master. Instead, she floats gently to the side of Fizzwidle and begins humming sweetly.

Rika: Move Action to adjacency with Fizzwiddle
Rika: Standard Action to cast Mass Cure Moderate Wounds

Healing: 2d8 + 11 ⇒ (6, 3) + 11 = 20

"Don't worry" says the Simulacrum "I'll begin on the quills soon"


You too are 20ft from the Bandersnatch and to to get to flanking around a gargantuan creature without suffering AoO would take more move than you have. Want to charge like the rest of them?


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

Ah, my mistake. I didn't see that the Bandersnatch was pushed away as well. I have 60 ft movement since I'm hasted, but I'll charge anyways. Charging doesn't provoke AoO right? Also, can you just use the rolls for my first attack from the previous set?


I am not sure you can do anything really. Mortimer was the on to cast the spell and You are at his whim based on what the spell describes. What is annoying though is that it is basically two spells in one. I think you are floating off the ground in the bubble.

Mortimer: Did you intend to release Kyamba when he was free? I see no description other than you pull him from the creatures jaws.


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

Alright, this is getting more complicated than it's worth. I'll just do a different set of actions:

Unable to move about, Kyamba is only able to dream about his might retribution against the offending beast. Eventually he is forced to face the reality of his situation and starts drawing flask after flask of harmful liquid from his pack, throwing them with abandon at the Bandersnatch.

Kyamba: Full-Attack with Thrown Splash Weapon against Primal Bandersnatch.
Kyamba: Swift Action to activate Arcane Strike
Kyamba: Free Action to Draw Liquid Ice + Burst Jars

Full Attack (vs Touch AC):

First Attack: 1d20 + 25 ⇒ (6) + 25 = 31
Second Attack: 1d20 + 25 ⇒ (9) + 25 = 34
Third Attack: 1d20 + 20 ⇒ (2) + 20 = 22
Fourth Attack: 1d20 + 15 ⇒ (1) + 15 = 16
First Attack Damage: 1d6 + 15 + 5 + 4 ⇒ (6) + 15 + 5 + 4 = 30
Second Attack Damage: 1d6 + 15 + 5 + 4 ⇒ (4) + 15 + 5 + 4 = 28
Third Attack Damage: 1d6 + 15 + 5 + 4 ⇒ (2) + 15 + 5 + 4 = 26
Fourth Attack Damage: 1d6 + 15 + 5 + 4 ⇒ (5) + 15 + 5 + 4 = 29 For splash damage, may still hit the creature given its size.

Total: 3 hits, 84 points of damage.


Male Elf Wizard 20

Sorry Kyamba, you're basically inside a sphere that functions as a wall of force. I made you lose a turn so we didn't risk you getting swallowed. Next turn I'll fling you back at the creature.


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

Meh, I'll just flail harmlessly. The others should be able to finish it off without me.

Also you didn't save me from him, YOU SAVED HIM FROM ME!


Male Elf Wizard 20
Master Chef Kyamba wrote:

Meh, I'll just flail harmlessly. The others should be able to finish it off without me.

Also you didn't save me from him, YOU SAVED HIM FROM ME!

Possibly! I decided the risk factor was low enough and we're basically cleaning up at this point. Being swallowed can be nasty, even at this level, if you don't roll well.


Rond 4

So the Bandersnatch gets one more chance to mess things up before getting demolished by Donovan most likely.

Angry at being denied its delicious smelling treat, the gargantuan cat unleashes a volley of poisonous quills at the elf wizard.

Quills: 1d20 + 26 ⇒ (20) + 26 = 46
Damage+Pain+Poison: 1d20 + 13 ⇒ (5) + 13 = 18
Quills: 1d20 + 26 ⇒ (3) + 26 = 29
Damage+Pain+Poison: 1d20 + 13 ⇒ (9) + 13 = 22
Quills: 1d20 + 26 ⇒ (15) + 26 = 41
Damage+Pain+Poison: 1d20 + 13 ⇒ (10) + 13 = 23
Quills: 1d20 + 26 ⇒ (16) + 26 = 42
Damage+Pain+Poison: 1d20 + 13 ⇒ (4) + 13 = 17
Lash out-Quills: 1d20 + 26 ⇒ (13) + 26 = 39
Damage+Pain+Poison: 1d20 + 13 ⇒ (8) + 13 = 21

Pain:
Whenever a creature takes damage from a confounding bandersnatch's tail slap attack, quills, or quill defense, that creature must make a DC 28 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+6 points of damage to the victim. The save DC is Dexterity-based.

Poison:
Confounding bandersnatches drip infectious madness from their quills and claws.

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 then scurries underneath the sphere and whacks the creature for a paltry amount of damage.

Round 5

Kyamba-
Rika-
Darnak-
(Sickened)(30 up)Fizz-
Mortimer-
Bandersnatch Magicbane
Bandersnatch Confounding (-228 hp)
Bandersnatch Primal
(80up)Donovan aka Orbital Strike-
(Sickened)Groff-

Still need Donovan who will most likely kill it.


Male Elf Wizard 20

HP 102/182

Reflexes: 1d20 + 13 ⇒ (8) + 13 = 211d20 + 13 ⇒ (16) + 13 = 291d20 + 13 ⇒ (1) + 13 = 141d20 + 13 ⇒ (15) + 13 = 28 2 quills

Fort: 1d20 + 14 ⇒ (4) + 14 = 181d20 + 14 ⇒ (10) + 14 = 241d20 + 14 ⇒ (10) + 14 = 241d20 + 14 ⇒ (1) + 14 = 15

Forgive me for being a little ignorant of poison rules. Since the onset says 1 minute, does that mean Mortimer will not be confused for 1 minute, then he will be?


DC is base +2 for every extra dose and duration is base + half for every extra dose. If you fail the first save you are confused for 1 min and must make a save every min until you make 2 in a row. If you make the save, you are fine.

So for 2 quills that's a Fort 31 save and 9 min duration. With those rolls you are confused for at least 5 min. Because you have failed 4 times and need a least 2 consecutive saves to beat it.

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