| Maria van Berchove |
Maria will cast Resist Energy Communal (Electricity) from her scroll, and then open the door.
Then the meatshields (sorry) other characters can attack.
| Tribim |
I ended up being in the way again, well need to move then...I crap I know I smelled ozone but that thing is huge ... need to get around it![/I]
When Maria opens the door Trib, shield and sword in hand, almost wetting himself when he see's their opponent, quickly moves to try and flank the electric creature.
30 ft. move during the surprise round, tumble
tumble: 1d20 + 15 ⇒ (18) + 15 = 33
edit, Trib rolled a 17 for init. a couple of posts back, I'm assuming he is using it.
| Klor Kragsson |
init: 1d20 + 2 ⇒ (9) + 2 = 11
пламя на and Tarnack ignites in flame once again.
This time I don't intend to screw up, so, since I cannot access the map yet, I will have to wait in my action till I get home from work in the morning
also can I have a description of what is there as far as I know we are facing a big sign that says access is blocked.
| Gregor Sandoval |
init 1d20 + 7 ⇒ (10) + 7 = 17
Gods! Does anyone know what this thing is? Well, lets see if I can stick it."
attack 1d20 + 15 ⇒ (6) + 15 = 21
damage 1d8 + 19 ⇒ (7) + 19 = 26
free action Intimidate 1d20 + 10 ⇒ (9) + 10 = 19
swift attack if successful 1d20 + 15 ⇒ (3) + 15 = 18
damage 1d8 + 19 ⇒ (3) + 19 = 22
If it is immune to crits, take 7pts off of any damage I scored, if immune to fear or mind affecting, ignore all of the intimidate part
AC-21
hp-53/53
status-none
reactions if he tries to hit me I will parry up to 2 attacks.
| Archaemedes Falco |
"Good lord.."
Archy drinks his targeted bomb admixture and moves up a bit..
Try to remember folks that this being a sandbox old school run not all enemies are designed to be beaten probably..
| Tribim |
"Good lord.."
Archy drinks his targeted bomb admixture and moves up a bit..
Try to remember folks that this being a sandbox old school run not all enemies are designed to be beaten probably..
for what it is worth there is a door to the right if someone wants to open it while a couple of us distract the thing, just sayin'
knowledge, planes or plains, there both untrained: 1d20 ⇒ 2
| Klor Kragsson |
know planes: 1d20 + 6 ⇒ (3) + 6 = 9
sorry, finished my night shift and just went home to get some sleep before my mom stops by to visit
surpirise round
Klor simply advances to get up close to the the big sparky (probably gonna regret this)
how in the nine hells did something like this get in here? any other routes to take?
| Gregor Sandoval |
When I did my action it was clear, evidently things got moved. People, do not block charge lanes for the melee guys, please. Also, Knowledge skills are trained only, unless the DC is 10 or less.
Gregor moves into the room and flanks with Tribim.
| Archaemedes Falco |
He stated his action before i moved up, I assumed his action would go before mine therefore i wouldnt be blocking him.. As to why you didnt move ur avatar when u stated your actions i know not..
| Maria van Berchove |
Maria closes her eyes and let's her magic energy flow outward from her frame, bathing all of her allies.
"Let that creature feel the power of martial might!"
She casts Haste for 7 rounds on all of her allies.
After that she moves 10' back, next to Phillip.
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
| drbuzzard |
Ok, I'll take Gregor as making a hit. He does not, however, intimidate it.
That does attract its attention so it clubs at Gregor with it's 'arms'.
to hit: 2d20 ⇒ (13, 8) = 21 hit, hit
damage: 2d8 + 6 ⇒ (6, 8) + 6 = 20 plus electrical which cannot get past the communal energy resistance.
damage: 2d8 + 6 ⇒ (4, 1) + 6 = 11 plus electrical which cannot get past the communal energy resistance.
Rest of the party is up.
| Tribim |
need to give them time to figure out if we’re staying or going
Seeing Greror distract the creature Trib attacks its back side flank
”somebody decide if we’re staying or going!”
full attack, power attack, haste, sneak attack, studied target, AC 28
+ 1 keen rapier attack: 1d20 + 17 ⇒ (6) + 17 = 23 for damage: 1d4 + 13 + 2d6 ⇒ (3) + 13 + (1, 4) = 21
+ 1 keen rapier attack: 1d20 + 12 ⇒ (1) + 12 = 13 for damage: 1d4 + 13 + 2d6 ⇒ (1) + 13 + (5, 6) = 25
+ 1 keen rapier attack: 1d20 + 17 ⇒ (13) + 17 = 30 for damage: 1d4 + 13 + 2d6 ⇒ (4) + 13 + (5, 4) = 26
| Klor Kragsson |
belive it or not I be argeein with the Peck, make a choices and fast. in the mean time I'll be seein if dis ere stupit greetin-faced arse-wipe can handle a little dwarven heat.
attack #1: 1d20 + 15 ⇒ (9) + 15 = 24
attack #2: 1d20 + 10 ⇒ (5) + 10 = 15
attack haste: 1d20 + 15 ⇒ (10) + 15 = 25
damage #1: 1d10 + 8 + 1d6 ⇒ (5) + 8 + (3) = 16
damage #2: 1d10 + 8 + 1d6 ⇒ (5) + 8 + (5) = 18
damage haste: 1d10 + 8 + 1d6 ⇒ (6) + 8 + (1) = 15
| Gregor Sandoval |
I'm assuming he is some sort of elemental, so I'm not going to count my precision damage
Parry 1 1d20 + 12 ⇒ (11) + 12 = 23
Parry 2 1d20 + 12 ⇒ (9) + 12 = 21
Riposte, if either succeeded (doubtful) 1d20 + 18 ⇒ (2) + 18 = 20
damage 1d8 + 12 ⇒ (4) + 12 = 16
Round 1 actions
Gregor desperately tries to parry the huge creature and then strikes back.
attack 1 1d20 + 17 ⇒ (6) + 17 = 23
damage 1d8 + 12 ⇒ (8) + 12 = 20
attack 2 1d20 + 12 ⇒ (8) + 12 = 20
damage 1d8 + 12 ⇒ (1) + 12 = 13
haste attack 1d20 + 17 ⇒ (9) + 17 = 26
damage 1d8 + 12 ⇒ (5) + 12 = 17
AC-23
hp-22/53
status-Bless, Haste, Protection from Energy, Panache (3/5)
not bothering with parry anymore as he is too big
Oh, and what the heck, free action to intimidate again at +5DC (I could get lucky...)
1d20 + 10 ⇒ (8) + 10 = 18 guess not :)
| drbuzzard |
All 3 melee folks hit 2 out of 3 attacks. Gregor fails to either intimidate it or parry it.
Yes, I can separate out the fire Klor
It again swats at Gregor.
to hit: 2d20 ⇒ (17, 7) = 24 hit, hit
damage: 2d8 + 6 ⇒ (7, 7) + 6 = 20
damage: 2d8 + 6 ⇒ (1, 6) + 6 = 13
Gregor can try parrying. Fail twice and you are at -11.
PCs are up.
| Tribim |
this is an electrical death trap,
stepping across the corner of the room, trib moves further from the group 5 ft step, flank with Klor
"Gregor is down, tha door, is still closed, are we going back tha way we came, we going out tha new door or are we gonna loose half of us tryin ta kill this lighting bugger?
I have no intention of dying here,
Trib, realizing he hurt the thing a least a little, drives his rapier back into the wound he caused, hoping its anatomy was close enough to humanoid to find a artery.
full attack, power attack, haste, sneak attack, studied target, AC 28
+ 1 keen rapier attack: 1d20 + 17 ⇒ (1) + 17 = 18 fordamage: 1d4 + 13 + 2d6 ⇒ (3) + 13 + (5, 3) = 24
+ 1 keen rapier attack: 1d20 + 12 ⇒ (20) + 12 = 32 for damage: 1d4 + 13 + 2d6 ⇒ (2) + 13 + (4, 3) = 22
+ 1 keen rapier attack: 1d20 + 17 ⇒ (14) + 17 = 31 for damage: 1d4 + 13 + 2d6 ⇒ (4) + 13 + (4, 1) = 22
confirm crit. attack: 1d20 + 12 ⇒ (19) + 12 = 31 for damage: 1d4 + 13 ⇒ (2) + 13 = 15
| Maria van Berchove |
Maria turns to Phillip.
"Go help Gregor."
She makes some arcane movements and signs making Gregor disappear.
She casts Vanish on Phillip
Then she calls to the others...
"Be ready to exit on the right.. My right... Don't panic!"
She advances and moves behind Klor.
| Archaemedes Falco |
It seems i have 2 rounds of actions..
1st round bomb toss.
RTA: 1d20 + 13 ⇒ (18) + 13 = 31
Fire Damage: 4d6 + 11 ⇒ (4, 3, 1, 3) + 11 = 22
2nd round bomb toss.
RTA: 1d20 + 13 ⇒ (14) + 13 = 27
Fire Damage: 4d6 + 11 ⇒ (2, 2, 6, 6) + 11 = 27
| Tribim |
how bout the plucky little peck Halfling did he hurt it at all?
| Gregor Sandoval |
Gregor, knowing the thing is to big to parry makes one last desperate attempt to evade, but fails and is hit hard twice more.
I hate fighting giant creatures! He thinks to himself as consciousness slips away...
Waves of healing energy wash over him, bringing him back from the brink of death, but not quite back to consciousness.
hp-(-3)/53
status-unconscious, Haste, Prot. from energy, Panache (2/5)
| Tribim |
crap, didn't realize that, time to get out.
| Tribim |
says the near dead guy
| Klor Kragsson |
Klor continues his assault on the creature hoping to keep it occupied to allow for the others to escape or to help our fallen toothpick wielder.
Blasted ball o' lightnin', time fer ya to be grounded.
attack #1: 1d20 + 15 ⇒ (5) + 15 = 20
attack #2: 1d20 + 10 ⇒ (4) + 10 = 14
attack haste: 1d20 + 15 ⇒ (14) + 15 = 29
damage #1: 1d10 + 8 + 1d6 ⇒ (2) + 8 + (1) = 11
damage #2: 1d10 + 8 + 1d6 ⇒ (2) + 8 + (6) = 16
damage haste: 1d10 + 8 + 1d6 ⇒ (10) + 8 + (6) = 24
| Gregor Sandoval |
Well, if its DR is 10, I did 26 pts so far, Klor (especially his last attack) has hit it pretty good too, and even w/o your sneak attack, you're still doing 1D6+3 (after DR), I think each of you hit it four times each and then the bombs did almost 50 fire. You guys got this easy, he wasted four whole attacks on me so you are good to go :) Unless his DR is 15, then you might be in trouble :)
| drbuzzard |
The burning from the fighter is being to bother the huge elemental, so it decides to swat him.
to hit: 2d20 ⇒ (11, 12) = 23 hit, hit
damage: 2d8 + 6 ⇒ (6, 1) + 6 = 13
damage: 2d8 + 6 ⇒ (2, 2) + 6 = 10
Ok, you can kill it now. Shame I didn't notice it had power attack, or that would have been much more interesting... or me at least.
PCs are up.
| Tribim |
we need to be done now
Trib calls out to the team as he attacks the creature again
"we need ta bloody well drop this thing soon, this is tha last attack for me, if we don't drop it I'm going out one door or tha other."
He punctuates his statement by quickly attacking three times with his rapier.
full attack, power attack, haste, studied target, AC 28
+ 1 keen rapier attack: 1d20 + 17 ⇒ (6) + 17 = 23 for damage: 1d4 + 13 ⇒ (2) + 13 = 15
+ 1 keen rapier attack: 1d20 + 12 ⇒ (18) + 12 = 30 for damage: 1d4 + 13 ⇒ (2) + 13 = 15
+ 1 keen rapierattack: 1d20 + 17 ⇒ (12) + 17 = 29 for damage: 1d4 + 13 ⇒ (2) + 13 = 15
| Klor Kragsson |
the electrical arc flow through Klor his beard begins to smoke. right, ya think that piss ass shock is gonna stop a Kragsson? Time fer ya ta be feeling the burn of Tarnack.
attack #1: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22
atatck #2: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
attack haste: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29
damage #1: 1d10 + 8 + 1d6 ⇒ (4) + 8 + (4) = 16
damage #2: 1d10 + 8 + 1d6 ⇒ (4) + 8 + (6) = 18
damage haste: 1d10 + 8 + 1d6 ⇒ (1) + 8 + (2) = 11