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


201 to 250 of 732 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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

just the fuzz-ie fizzy's familiar.


After the intense, yet short battle with the three Bandersnatch, the group heals up and tucks in for the night. Donovan takes first watch and flies around the perimeter with an odd companion out front. When he exits the dimensional lock an odd sensation comes over him. The world looks familiar yet alien at the same time. He flew over these very trees on the way to the meeting point yet they look different in the green light of the moon. After humoring his passenger for a flight he drops the raccoon off and does a real sweep, floating around slowly as a cloud. But the further he gets from the ruins, the denser the forest gets until it is an impenetrable wall of green. Thankfully though, nothing seems to assault him or the group of campers.

When he is done Kyamba and Rika take a turn, wandering into the forest at ground level. Kyamba feels the same as Donovan as he exits the Dimensional Lock but that doesn't stop him. Instead he gets distracted every now and then by interesting looking plants that might be able to spice up a meal or two. He grabs a few samples and hums a merry tune in appreciation. At least this venture hasn't been a total waste. As he makes his circuit in the north Rika's eye catches something, a splotch of gray among the green. She informs her master as much and, taking a longer look, she can make out through the foliage that it seems to be a dead tree. This comes across as odd seeing as how the whole forest seems so full of life.

For reference the dead tree Rika spots is about 150ft into the forest so the others can't see it and the foliage is thick enough it couldn't be seen from above.

Also I think I will ignore the rules on high enchantments overcoming certain DR for now to give the enemies a leg up. DR Cold Iron will require Cold Iron and slashing will require slashing and so on.


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

You do realize that if I had known of that rule, I likely would have made some feat changes in my build. Though I do admit, I am a touch short on wiggle room.


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 have Rika wait where we are right now while Kyamba goes and investigates the tree.


Groff: I just want to see if I can even the table a little. As it stands most creatures won't be able to touch you unless they use magic and you 300 some odd damage in the last fight as a full round action. DR 15 means it will survive one attack maybe.


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

It was a lucky round with multiple crits. But we'll see how this all works. Funny thing is, I doubt those changes will impact the flying artillery platform at all.


True.

Perception Kyamba: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1

Kyamba approaches the oddity cautiously but his lack of lowlight-vision and the motes of light floating through the air means he has to get close to inspect it. Once he gets about 15ft away the tree comes to violent life. The cracks in the bark light up with red lightning and it whips one massive limb at the chef.

Slam: 1d20 + 25 ⇒ (8) + 25 = 33
Damage+2d6Lightning: 4d10 + 16 + 4d6 ⇒ (1, 10, 2, 9) + 16 + (6, 6, 4, 6) = 60

Flat-footed this might hit.

The burst of lightning that follows the trees attack also seems to wake up some previously unnoticed creatures in the nearby trees, 2 on either side of the angry tree. They make angry squawking sounds and ruffle their feathers.

Initiative Kyamba: 1d20 + 16 ⇒ (11) + 16 = 27
Initiative Tree: 1d20 + 8 ⇒ (13) + 8 = 21
Initiative Bird1: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Bird2: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative Bird3: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Bird4: 1d20 + 2 ⇒ (13) + 2 = 15

Initiative:
Kyamba and Rika
Monsters
Everyone else

Everyone hears the ruckus and wakes up but you come in at the bottom of init. I don't care what order though. Please use best judgment when considering armament since you just woke up. Did you sleep in the armor? Did you have the weapon nearby? Etc. And know you can't see the monster yet.


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

Groff will pick up his weapon and shield from next to where he was sleeping (two move actions, round is over). He sleeps in his armor since it has the comfort property.


Male Elf Wizard 20

What can we tell about what's going on? Oh wait.

<<What's going on?>> Mortimer's strong mental presence casts itself over the party.

Belbuz casts invisibility on himself and begins flying over. 50 ft. fly speed, sea in darkness. He is also in the telepathic connection.


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

Fizzy drags himself to his feet and casts mirror image on himself 1d4 + 6 ⇒ (4) + 6 = 10

as state before he sleeps invisible


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 sudden blow from the tree sends Kyamba sliding back a few feet and knocks the wind out of him. "What'd I ever do to you..." he coughs, pulling the Legendary Chef's Blade from his back. "Doesn't matter now I guess, looks like you want a fight!"

Knowledge (Nature): 1d20 + 13 ⇒ (20) + 13 = 33

Quickly taking in the situation the Master Chef attempts to identify both the tree and the birds while he sets himself into a favorable position.

Kyamba: Move Action to put his back against something solid, preferably out of the reach of the first tree.

As he backed away Kyamba's mind raced trying to come up with something clever and with a devious smile he finally does. Dead wood in the middle of summer? Well, there's really only one way this can go...

Kyamba: Free Action to draw a Tangleburn Bag, Standard Action to throw it at the tree.

Attack (VS Touch AC): 1d20 + 21 ⇒ (6) + 21 = 27
Fire Damage: 1d6 ⇒ 2 Plus a DC 20 Reflex save or be set on fire, plus the normal effects of a Tanglefoot bag.

Meanwhile Rika is fidgeting nervously, waiting to see if her master will call out for aid. Holding a move action, that's all.


K:Nature: 1d20 + 13 ⇒ (16) + 13 = 29

Kyamba:
Though he has likely never seen either, Kyamba knows the tree as a Sard and birds are Jubjub birds and both are powerful beasts. The Sard is particularly frightening as it is far faster than its girth would indicate and can control both weather and lightening.

You can look them up and see there abilities and weaknesses.

Jubjubs: Defensive Abilities adaptive defense; Immune acid; SR 26 and they can eat you.

The Sard: Defensive Abilities death throes, electrical jolt; DR 15/cold iron and slashing; Immune electricity, plant traits; Resist cold 30, fire 30; SR 30
Weaknesses vulnerable to sonic

Kyamba tosses the bomb just as he remembers the giant dead oak is surprisingly resistant to fire as well as cold. That and the tiny glob of glue in the bag barely coats the creatures thick trunk.

Tanglefoot bag: "Huge or larger creatures are unaffected by a tanglefoot bag."

Round 1

Initiative:
Kyamba and Rika-bomb and hold
Sard-
Jubjub1-
Jubjub2-
Jubjub3-
Jubjub4-
Donovan-
(Invisible)(Flying)Mortimer-Invisible flys 50ft closer (still out of sight)
Groff-Grabs weapons
(Invisible)Fizz-Mirror Image
Darnak-

Slam: 1d20 + 25 ⇒ (16) + 25 = 41
Damage+2d6Lightning: 4d10 + 16 + 4d6 ⇒ (1, 5, 9, 5) + 16 + (6, 5, 3, 2) = 52
Slam: 1d20 + 25 ⇒ (12) + 25 = 37
Damage+2d6Lightning: 4d10 + 16 + 4d6 ⇒ (10, 7, 10, 10) + 16 + (5, 2, 2, 5) = 67
Quickened Lightning Bolt DC 20 Reflex: 10d6 ⇒ (3, 2, 3, 4, 4, 3, 1, 1, 5, 6) = 32

As Kyamba retreats the Sard hit him with a devastating combo. Two more large roots lash out and explode with electrical energy. The chef narrowly dodges one but the other connects hard. It then opens a crack in its trunk wide and issues forth a blast of lightning. The bolt cleaves through multiple trees towards the camp and barely misses Mortimer as he flies to the rescue.

Jubjub Shriek:
Once every 1d6 rounds as a standard action, a jubjub bird can voice a piercing screech. All creatures (other than jubjub birds) within a 60-foot-radius spread must succeed at a DC 26 Fortitude save or be stunned for 1d4 rounds. This is a sonic effect. The save DC is Constitution-based.

As for the Jubjub's, they all swoop down at Kyamba awkwardly and give note to an ear-piercing screech.

The Jubjub's have two on either side of Kyamba and are 60ft from him and 130ft from the others. The Sard is 20ft from him and 150 from the others. The commotion is north.


Male Elf Wizard 20

To be clear, Mortimer's imp familiar Belbuz is the one flying closer.

<<Kyamba, I know that the sudden rush of adrenaline has put you into a fight-or-flight response mode, but I need you to tell me what's going on.>> Mortimer stands up from his bed and eats the treat Kyamba gave him.

Move action to stand, standard to eat and gain the benefits of fly and greater invisibility. I'm unsure of the duration of either as they are Kyamba's creation.


Copy that

Round 1

Initiative:
Kyamba and Rika-bomb and hold
Sard- Attack
Jubjub1- Shriek
Jubjub2- Shriek
Jubjub3- Shriek
Jubjub4- Shriek
Donovan-
(Invisible)(Flying)Imp-Invisible flys 50ft closer (still out of sight)
Mortimer-Stands (waiting for Standard)
Groff-Grabs weapons
(Invisible)Fizz-Mirror Image
Darnak-


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

Caster level 20th to determine duration, effects, etc. etc.

Reflex: 1d20 + 23 ⇒ (5) + 23 = 28
Fortitude: 1d20 + 27 ⇒ (4) + 27 = 31

Kyamba continues to duck and dodge past attacks. His earlier sense of cockiness is quickly giving way to a sense of desperation.

"The damn forest is trying to kill me Mortimer! I mean, I did try to light it on fire but that was only after the fact..."

Trees start to explode as lighting arcs through them

"Gods alive!" he shouts, covering his face from the shrapnel "It's a Sard, Mortimer! A Sard and uh...four Jubjubs? It's kinda hard to tell right now! Rika! I'm making more enemies than friends over here, I need you to help even things out."

Rika: Move action to adjacency with Kyamba. She's invisible and flying with a spd of 150 ft.


Male Elf Wizard 20

Mortimers mind races over the two types of creatures Kyamba is engaged with.

Knowledge (nature): 1d20 + 38 ⇒ (8) + 38 = 46
Knowledge (arcana): 1d20 + 38 ⇒ (17) + 38 = 55

I am going to assume that since I rolled higher than Kyamba I will know the same things as him.

Mortimer's mind remains calm, although his thoughts noticeably quicken. <<The sard has blindsight and tremorsense, but the jubjub birds have only scent beyond normal vision. Are you badly injured or incapacitated? If not make yourself invisible and head over to us if you can.>>


Kyamba:I need four fortitudes because four different shrieks. your fort is high enough to not fail. That is unfortunate for them.

Mortimer:Indeed


Male Elf Wizard 20

Mortimer projects his thoughts to everybody else. <<Group around me quickly, I will protect you from the sard's electricity.>>

He opens his mind to everybody. <<Sards are vulnerable to sonic damage. Hopefully the jubjub birds shriek will help to stun it.>>


Male Elf Wizard 20
DM Ancient wrote:
I need four fortitudes because four different shrieks. your fort is high enough to not fail. That is unfortunate for them.

Not to make things harder for the party, but you can still fail on a nat 1.


Plants are immune to stun effects. Something Mort would know.

Fort: 1d20 ⇒ 20
Fort: 1d20 ⇒ 19
Fort: 1d20 ⇒ 19

Aw. All my good rolls are gone now. Well Kyamba is fine. None were ones.

Jubjub1 Recharge Shriek: 1d6 ⇒ 4
Jubjub2Recharge Shriek: 1d6 ⇒ 6
Jubjub3 Recharge Shriek: 1d6 ⇒ 1
Jubjub4 Recharge Shriek: 1d6 ⇒ 3


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

Remember that sweet Wild Animal Musk I bathed myself in earlier?

"I dunno Mortimer, that's a pretty long run...If it's all the same to you I'd rather make my stand here."

I dunno if Mortimer can actually read thoughts too

I've got a plan. thinks Kyamba I-I've always got a plan.


Male Elf Wizard 20

<<Fine, you know your abilities better than I. But don't be a hero, there are too many shallow graves for those types.>>

Yes, through items Mortimer can telepathically communicate with any willing target, and he can read the thoughts of unwilling targets if they fail a will save.


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'm trying to RP a little more on the stubborn side so I'm not trying to disregard you on purpose. I'd just rather die fighting than fleeing is all.

"Heh, you'll find I'm a little harder to kill than you'd think. Plus, I
got Rika with me still."


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

chef you should probably use your programmed illusion about now, another potential flanking buddy for the birds, won't work on the tree of course


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

Gotta wait for the next round before I start doing anything.


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

I know just a reminder. You can activate it as a free action, just gotta say the phrase


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

Groff will activate his winged boots and move to Mortimer on his turn.


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

It only affects one creature right, with a DC 28 Will save for the threatening effect? I know that the illusion itself isn't subject to SR but doesn't the threatening effect qualify as something for SR?


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

Dc 31 to disbelieve the illusion of they interact with it and dc 29 to save vs the threatening

There is no SR. either


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 Jubjubs are to my left and right with the Sard in front of me right?

Fizzwiddle Glockenfleffor XXII wrote:

Dc 31 to disbelieve the illusion of they interact with it and dc 29 to save vs the threatening

There is no SR. either

Cool, just wanted to make sure of how everything worked before I used it.


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 from his seat, wondering about the location of the ruckus himself. He moves to follow Moritmer along with the others.


Donovan commands his carpet up over the trees as he dons his gasmask. He draws his pistols as free actions.


Round 2

Initiative:
Kyamba and Rika-
Sard-
(4 round)Jubjub1-
(6 round)Jubjub2-
(1 round)Jubjub3-
(3 round)Jubjub4-
(40 closer)Donovan-
(50 closer)(Invisible)(Flying)Imp-
Mortimer-
Groff-
(Invisible)Fizz-
(80 closer)Darnak-

Top of the round.


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

Round 2, Groff activates his winged boots and flies adjacent to Mortimer.


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

Fizzy pulls his quicken rod from his glove of storing as he flies overland flight still about 12 hours of overland flight left

He stays in the woods and moves 80 feet double move towards the commotion


Male Elf Wizard 20

As people pass Mortimer he touches them, his hand glimmering with magic. He follows them towards the fight.

Communal protection from energy. You all absorb the first 120 lightning damage with no harm.


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

Is there something that looks like an alpha among the Jubjubs?


1d100 ⇒ 89

Yes. One to the left of you seems a little bigger and more brightly colored than the rest.


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

Ok, one last question. Are the effects of an Otherworldly Kimono subject to Spell Resistance?


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

Now that the two of them have had a chance to catch their breath, Rika and the Master Chef are ready to get back into the fray. The Simulacrum takes out her Medlance and gives her master a dose of curative cocktail that should help counteract the Sards lightning.

Rika: Move Action to inject Kyamba with Cure Moderate Wounds/Resist Energy (Electricity 30)

Healing: 2d8 + 10 ⇒ (2, 5) + 10 = 17

Still wounded heavily, Kyamba picks up his blade and charges through the trees. His focus now is entirely on dishing back the same punishment that he has gotten up until this point. "C'mon, c'mon" he growls "It's gonna take more than that to skewer me!"

Kyamba: Swift Action to activate Arcane Strike, Free Action to activate Power Attack.
Kyamba: Full-Round Action to Charge against Sard. Movement from Charging doesn't provoke AoOs but I know I got hit with some earlier so I'll roll Acrobatics anyways.

Acrobatics: 1d20 + 6 ⇒ (1) + 6 = 7
Charge Attack: 1d20 + 36 ⇒ (13) + 36 = 49
Charge Damage: 3d6 + 2d6 + 21 + 16 + 5 + 5 ⇒ (6, 6, 1) + (1, 2) + 21 + 16 + 5 + 5 = 63

His assistant has then been left to deal with the angry birds. Still invisible and floating gently in the air she attempts to calm the angered creatures with a holy rite. Rika reaches out with an angelic voice to soothe the largest of the vicious birds: "Calm down birdie♪ We don't want to fight with you anymore♪"

Rika: Standard Action to cast Mass Charm Monster (DC 25) on the alpha Jubjub

Spell Resistance (DC 26): 1d20 + 13 ⇒ (13) + 13 = 26


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

Movement from charging surely does provoke AOOs. No idea where you got that notion. Only way to avoid movement AOOs fully is Spring Attack (and only from the target).

Groff, now resistant to electricity, will fly towards the evil tree. I have no idea of distances involved since I have no knowledge of us using a map, if we are, I would like the link.

If a flying charge can reach the tree (80' possible), he is not concerned about provoking from birds or tree.

power attack
to hit: 1d20 + 40 ⇒ (20) + 40 = 60 damage: 3d6 + 114 ⇒ (1, 5, 6) + 114 = 126 staggered: 1d4 ⇒ 4 rounds.

AC is 52 due to charge.


Jubjub1 Alpha Will Vs Charm: 1d20 + 11 ⇒ (3) + 11 = 14
Jubjub2 Will Vs Charm: 1d20 + 11 ⇒ (15) + 11 = 26
Jubjub that still attack: 1d2 ⇒ 2

Rika's spell falls over the alpha and the one nearby. The alpha is swayed but the other isn't and seems even more irate. It and another move closer to attack. The alpha squawks an order and one backs down but the one her spell failed on lands and charges forward.

3 of the Jubjub's consider Rika an ally but the other has moved 40ft closer and looks angry. It is currently 20 ft away. They have 20ft movement in the air so that's as far as it got.

AoO: 1d20 + 25 ⇒ (8) + 25 = 33
Damage+4d4 lightning: 4d10 + 19 + 4d6 ⇒ (9, 3, 4, 6) + 19 + (1, 3, 4, 1) = 50

Kyamba charges as the Sard's attack swings high and he connects with a burst of holy light. It retaliates with two more swings of its limbs.

AoO: 1d20 + 25 ⇒ (9) + 25 = 34
Damage+4d4 lightning: 4d10 + 19 + 4d6 ⇒ (1, 3, 2, 4) + 19 + (3, 3, 6, 1) = 42
AoO: 1d20 + 25 ⇒ (2) + 25 = 27
Damage+4d4 lightning: 4d10 + 19 + 4d6 ⇒ (10, 8, 10, 6) + 19 + (4, 1, 3, 4) = 65

Which both fail uselessly. Dice karma

Round 2

Initiative:
Kyamba and Rika- Attacks and Charms
Sard- (48 damage) uses Splash
(4 round)Jubjub1 Leader- Stops
(6 round)Jubjub2- Moves closer to Rika
(1 round)Jubjub3- Stops
(3 round)Jubjub4- Stops
(40 closer)Donovan-
(50 closer)(Invisible)(Flying)Imp-
Mortimer- Communal Resist Lightning
(80 closer)(Flying)Groff- Double Move
(80 Closer)(Invisible)(Mirror Image)(Flying)Fizz- Double Move
(80 closer)Darnak-

Groff-You are still not close enough even with 40 movement speed but I will use that roll for your charge next round.

I'll say everyone has resistance. Mortimer, what does the imp do?


Male Elf Wizard 20

He just examines the fight and telepathically communicates what's going on to Mortimer.


Unnamed

how far away are we! 120 to start? Sorry I'm on my phone hard to read back


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

::Thanks.:: he nods to the wizard. Removing a potion from his pack, he drinks it and grows a bit larger.

Retrieve and drink Potion of enlarge

Yes I'm curious as to how far we are as well. Can we physically see the creatures? Or are we still following the "yell trail" left by Chef?


You all started 150ft away from it. Because of how thick the forest is, line of sight is about 60ft. The Sard is on a smallish clearing but still not visible from above the canopy.


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

Fizzy flies another 40 feet and casts a Quickened Werid

1d20 + 26 ⇒ (8) + 26 = 34 SR FOR JUB
1d20 + 26 ⇒ (18) + 26 = 44 SR FOR JUB
1d20 + 26 ⇒ (3) + 26 = 29 SR FOR JUB
1d20 + 26 ⇒ (17) + 26 = 43 SR FOR JUB

DC 34 WILL THEN IF FAIL DC 34 FORT

damage if fort made:

3d6 ⇒ (4, 6, 2) = 12
3d6 ⇒ (3, 5, 2) = 10
3d6 ⇒ (2, 1, 1) = 4
3d6 ⇒ (1, 3, 3) = 7

Then he activates his ring of invis again.


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

The Simulacrum casts out another nonlethal spell at the still aggressive Jubjub, somewhat frustrated at it's apparent tenacity. "Don't be bad, birdie!" she whines.

Rika: Standard Action to cast Waves of Exhaustion against Jubjub 2

Spell Resistance (DC 26): 1d20 + 13 ⇒ (16) + 13 = 29

Rika: Move Action to fly 40 ft above Jubjub 2

Afterwards she tries to fly up out of its reach. Meanwhile Kyamba is still laying into the Sard, dodging and retaliating with ease.

Kyamba: Swift Action to activate Arcane Strike, Free Action to activate Power Attack
Kyamba: Full-Attack action against Sard

Full Attack:

First Attack: 1d20 + 38 ⇒ (17) + 38 = 55
Second Attack: 1d20 + 38 ⇒ (6) + 38 = 44
Third Attack: 1d20 + 33 ⇒ (3) + 33 = 36
Fourth Attack: 1d20 + 28 ⇒ (3) + 28 = 31
First Attack Damage: 3d6 + 2d6 + 21 + 18 + 5 + 5 ⇒ (6, 3, 4) + (1, 5) + 21 + 18 + 5 + 5 = 68
Second Attack Damage: 3d6 + 2d6 + 21 + 18 + 5 + 5 ⇒ (1, 6, 2) + (1, 5) + 21 + 18 + 5 + 5 = 64
Third Attack Damage: 3d6 + 2d6 + 21 + 18 + 5 + 5 ⇒ (5, 6, 4) + (6, 3) + 21 + 18 + 5 + 5 = 73

Total: 3 hits, 205 damage


R2- Donovan continues up and towards the commotion (15 degree angle) as double move (80' closer.)


Darnak enlarges and gets close enough to the giant-angry tree enough to look right in what could be considered a face while Donovan moves in from above.

End of Round 2

Initiative:
Kyamba and Rika- Attacks and Charms
Sard- (48 damage) uses Splash
(4 round)Jubjub1 Leader- Stops
(6 round)Jubjub2- Moves closer to Rika
(1 round)Jubjub3- Stops
(3 round)Jubjub4- Stops
(40 closer)Donovan- Double move
(50 closer)(Invisible)(Flying)Imp-
Mortimer- Communal Resist Lightning
(80 closer)(Flying)Groff- Double Move
(80 Closer)(Invisible)(Mirror Image)(Flying)Fizz- Double Move
(In its face)Darnak-Enlarge and move

1 to 50 of 732 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gameplay All Messageboards

Want to post a reply? Sign in.