| Maria van Berchove |
Maria quickly concentrates and chants some words of power, and the ground below the stone creature disappears!
She casts Create Pit... Reflex Save DC 20 of fall into it, if it makes the save it jumps to the nearest open space. 4 rounds duration.
You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet per two caster levels (30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.
"Be careful with the edges of the pit, you can fall in! Mr. Falco, use your bombs, give me time to haste the rest of you."
| Maria van Berchove |
Thanks, I imagined it as large only
Maria quickly concentrates and chants some words of power, and casts Haste on her friends.
| Tribim |
Trib, taking the brunt of the blow internally, spits blood and says "You's can dish out a blow, but can you's take one?" attacking the creatures legs, looking for a weakness. As he attacks he slides to his right, hoping to eventually get a flank.
full attack, power attack, 5 ft step
attack: 1d20 + 14 ⇒ (18) + 14 = 32 for damage: 1d4 + 11 ⇒ (2) + 11 = 13
attack: 1d20 + 9 ⇒ (5) + 9 = 14 for damage: 1d4 + 11 ⇒ (1) + 11 = 12
| Tribim |
seems like he can take a blow too, huh, go figure
| Gregor Sandoval |
I see a theme here :) First the lightning one, now an earth one. If it is an elemental, I won't do much as I lose all my precision damage and can't crit it. Trib has the same problem (no sneak attack damage). The best I can do is distract it while Klor pounds it.
| drbuzzard |
Klor moves up and lays into the thing.
power attack, haste
to hit: 1d20 + 12 ⇒ (3) + 12 = 15 damage: 1d10 + 12 ⇒ (8) + 12 = 20 fire: 1d6 ⇒ 5 miss
to hit: 1d20 + 12 ⇒ (19) + 12 = 31 damage: 1d10 + 12 ⇒ (8) + 12 = 20 fire: 1d6 ⇒ 6 hit
to hit: 1d20 + 7 ⇒ (3) + 7 = 10 damage: 1d10 + 12 ⇒ (2) + 12 = 14 fire: 1d6 ⇒ 4 miss
Tags it once, breaking off a good sized chunk.
Deciding that Klor is the biggest threat, it bashes back at him.
slam: 1d20 ⇒ 14 damage: 2d10 + 16 ⇒ (4, 7) + 16 = 27 hit
slam: 1d20 ⇒ 16 damage: 2d10 + 16 ⇒ (5, 10) + 16 = 31 hit
Klor 16/74 HP
PCs are up.
| Archaemedes Falco |
Sizing up the situation Archy throws a healing bomb over a fire bomb.. He excludes the Golem squares..
Heals to Klor and Trib: 4d6 + 5 ⇒ (4, 1, 2, 5) + 5 = 17
| Maria van Berchove |
"Heal Klor! Quickly!"
Maria moves up, gets behind Klor and touches him.
Casts Enlarge Person on Klor.
| Tribim |
forgot the haste last time
Trib snarls at the rock monster again and attacks again, shifting his grip on the rapier so it will do bludgeoning damage, "lets give tha beast the hammer, yeah?"
haste, full attack, power attack, Bludgeoning, 5 ft step
attack: 1d20 + 14 ⇒ (12) + 14 = 26 for damage: 1d4 + 11 ⇒ (3) + 11 = 14
attack: 1d20 + 14 ⇒ (18) + 14 = 32 for damage: 1d4 + 11 ⇒ (3) + 11 = 14
attack: 1d20 + 9 ⇒ (7) + 9 = 16 for damage: 1d4 + 11 ⇒ (2) + 11 = 13
| Gregor Sandoval |
Gregor moves up to it dodging the last bit to avoid its reach.
acrobatics: 1d20 + 15 ⇒ (6) + 15 = 21
AC vs AoO is 23
attack: 1d20 + 14 ⇒ (3) + 14 = 17
damage: 1d6 + 12 ⇒ (2) + 12 = 14
| drbuzzard |
Klor attacks again.
power attack, haste
to hit: 1d20 + 12 ⇒ (6) + 12 = 18 damage: 2d8 + 13 ⇒ (1, 7) + 13 = 21 fire: 1d6 ⇒ 2 miss
to hit: 1d20 + 12 ⇒ (15) + 12 = 27 damage: 2d8 + 13 ⇒ (4, 7) + 13 = 24 fire: 1d6 ⇒ 1 hit
to hit: 1d20 + 17 ⇒ (15) + 17 = 32 damage: 2d8 + 13 ⇒ (5, 8) + 13 = 26 fire: 1d6 ⇒ 6 hit
It continues to batter and the now easier target Klor.
slam: 1d20 ⇒ 12 damage: 2d10 + 16 ⇒ (3, 3) + 16 = 22
slam: 1d20 ⇒ 18 damage: 2d10 + 16 ⇒ (1, 1) + 16 = 18
Klor 9/74
"Dwarf needs food badly"
PCs are up.
| Tribim |
Trib seeing that the monster was really crushing Klor he calls out "Hey ya big lug, over here, yeah" as he still tries to get on the other side of the rocky monster.
haste, full attack, power attack, 5 ft step
attack: 1d20 + 14 ⇒ (10) + 14 = 24 for damage: 1d4 + 11 ⇒ (4) + 11 = 15
attack: 1d20 + 14 ⇒ (4) + 14 = 18 for damage: 1d4 + 11 ⇒ (1) + 11 = 12
attack: 1d20 + 9 ⇒ (18) + 9 = 27 for damage: 1d4 + 11 ⇒ (1) + 11 = 12
confirm crit: 1d20 + 9 ⇒ (12) + 9 = 21 for damage: 1d4 + 11 ⇒ (1) + 11 = 12
| Maria van Berchove |
Maria will delay her action to be just after Klor attacks.
When he has attacked the elemental, but before the elemental responds, she will cast vanish on Klor, so he becomes invisible.
"Mr. Adey, heal Klor! Keep him fighting!"
| Archaemedes Falco |
"Trying.. Im better at blowing stuff up.."
If we level at some point ill be able to toss multiple bombs per round and that will drastically increase his damage and healing on tough fights.
He tosses another healing bomb, hits Klor and anyone within a 10' radius excluding the elemental's squares.. Also forgot to roll to hit on the first bomb sry..
RTA: 1d20 + 12 ⇒ (20) + 12 = 32 ...
COnfirm: 1d20 + 12 ⇒ (14) + 12 = 26 I assume you can crit with healing bomb too? If not disregard.
Heals: 4d6 + 5 ⇒ (6, 3, 6, 3) + 5 = 23
Extra heals if possible: 1d6 + 5 ⇒ (3) + 5 = 8
| Gregor Sandoval |
Sorry
Now that he had paid the price to close with it, Gregor did his best to distract it for Klor.
Using Power attack
att 1: 1d20 + 13 ⇒ (4) + 13 = 17
damage: 1d6 + 12 ⇒ (4) + 12 = 16
att 2: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d6 + 12 ⇒ (1) + 12 = 13
| drbuzzard |
Gergor hits it once for a pittance of damage.
Klor keeps hewing away.
"Yes! For the Ale!"
power attack, haste
to hit: 1d20 + 12 ⇒ (5) + 12 = 17 damage: 2d8 + 13 ⇒ (6, 1) + 13 = 20 miss
to hit: 1d20 + 12 ⇒ (10) + 12 = 22 damage: 2d8 + 13 ⇒ (2, 3) + 13 = 18 hit
to hit: 1d20 + 7 ⇒ (9) + 7 = 16 damage: 2d8 + 13 ⇒ (2, 3) + 13 = 18 miss
and then he vanishes
not seeing his main foe anymore, the behemoth switches to the annoying little peck (Tribim)
slam: 1d20 ⇒ 17 damage: 2d10 + 16 ⇒ (2, 9) + 16 = 27 hit
slam: 1d20 ⇒ 6 miss
PCs up once more.
| Tribim |
well at least Klor is safe, crap seeing the behemoth swat at him again, smashing into his just healed ribs. Trib slips under the second swipe and swings hard at the creatures legs.
haste, full attack, power attack,
attack: 1d20 + 14 ⇒ (3) + 14 = 17 for damage: 1d4 + 11 ⇒ (2) + 11 = 13
attack: 1d20 + 14 ⇒ (6) + 14 = 20 for damage: 1d4 + 11 ⇒ (4) + 11 = 15
attack: 1d20 + 9 ⇒ (2) + 9 = 11 for damage: 1d4 + 11 ⇒ (2) + 11 = 13
| Archaemedes Falco |
Archy tosses a healing bomb at Trib.. 9 splash healing within 10'
RTA: 1d20 + 12 ⇒ (7) + 12 = 19 hits
Heals: 4d6 + 5 ⇒ (4, 2, 2, 3) + 5 = 16