| Narg Crowbait |
You are not, they are only at the sides, only seems to be in the discussion thread. You are probably in a 1d6 damage square for being next to the ravine, but I am sure you would not have moved there if the rules had been in this thread, and half the square in front of it is land so I suggest we just play as if it is normal.
| *Terra |
so is it my turn? how many rounds was I out before a burning awakening
| Narg Crowbait |
I would say the easiest assumption, so we do not have to wait for rulings is that you are awakened before your turn by the flame, so do not actually loose any turns. That we we avoid having to figure out whether neg energy damage wakes you. That is how I would rule as GM my logic being the first square the brazier was already aflame.
I will point out that the flame dies out, it keeps spreading, but only burns in any given square once leaving it web free after. Web also provides cover since it is likely to come up...
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
| *Terra |
Terra is woken up by the flames. she feels the burning into her flesh.
Quickly regaining her senses, Terra spends the next few moments attempting to get out of the webbing and the flames.
full round to move out of the webbing.
| *Terra |
taking an extra amount of damage as Terra's health is sucked away.
she drinks the potion she had pulled out earlier.
potion of bear's endurance
| Narg Crowbait |
Being next to a gravestone you should be taking 1d6 damage from negative energy I believe?
As Narg finishes his spell and a swarm of rats appears around Terra's feet surging furry bodies nipping at the woman and managing to pierce through her shield of stone. Narg bites back the pain and casts another spell and attempts to conceal himself behind the brazier again.
Negative Energy Damage for Terra and Rats: 1d6 ⇒ 3
Swarm Damage: 1d6 ⇒ 5 DC 12 Fort for distraction, no point rolling for disease as it would come in after the duel.
Negative Energy Damage for Rats: 1d6 ⇒ 3
Hide: 1d20 + 6 + 3 ⇒ (11) + 6 + 3 = 20
| *Terra |
I think it was 2 damage from the gravestone, its 1d6 from the ravine edge, I already included the 2 negative for the gravestone and the 1 bleed in my HP last post.
fort save: 1d20 + 11 ⇒ (17) + 11 = 28
| *Terra |
The rats are gonna be the death of Terra if not dealt with. she turns her attention to them and unleashes a blast of gravel on them.
attack the rats (PBS and Overchannel): 1d20 + 9 ⇒ (8) + 9 = 17
damage (PBS and overchannel): 2d6 + 12 ⇒ (4, 1) + 12 = 17
added 2 negative energy and bleed for the round. (are the webs still burning?)
If not then Terra will move otherwise then she will remain where she is and draw a potion as a move action
| Narg Crowbait |
The webs are still burning, but effectively they are gone once the damage is done in them, does that make sense? I'm not explaining very well I know :p
Terra annihilates the rats, making Narg doubly sure he does not want to confront the hated human out in the open.
Narg flies out past the web until he can see Terra extends his hand and flings a suddenly coalescing wooden short spear with uncanny accuracy! It thumps home into her fracturing into dozens of painful splinters, which while no worse than the bat bite will clearly be harder to heal. Having struck he turns and flies back behind the brazier.
Flyby Attack
Splintered Spear: 1d20 + 5 + 1 + 20 ⇒ (13) + 5 + 1 + 20 = 39 Damage: 1d6 + 4 ⇒ (5) + 4 = 9 So 6 damage after DR. Bleed damage does not stack, but the heal DC is now higher as you take the worst of the two.
Fly Turn 180 DC 20: 1d20 + 12 ⇒ (10) + 12 = 22
| *Terra |
what bleed damage? I don't see any listed
also you can just remove the fire icons that are done, as I am actually unsure what you are saying
| Narg Crowbait |
It does not stack with your current bleed so the only effect is its a higher heal dc to stop.
| *Terra |
thanks I had no doubt on the actual damage, just saw the mention of bleed and didn't see a bleed value posted.
With the webbing and fire finally subsided, Terra makes her way back to where there is less sapping of her strength.
she then drinks her potion of ClW.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
ok this round: hp totals: -2 starting near grave stone, -1 bleed, +4 CLW, -6 from the attack
the potion should stop the bleed damage
| Narg Crowbait |
As the negative energy eats away at him again Narg attempts another flyby spearing this time moving to his right and retreating behind the eastern brazier. To his surprise he manages to hit home without any magical assistance, but the blow only just penetrates the whirling rock around Terra only a few splinters reaching her flesh, but it does start her bleeding again.
Splintered Spear: 1d20 + 5 + 1 - 2 ⇒ (19) + 5 + 1 - 2 = 23 Damage: 1d6 + 4 ⇒ (1) + 4 = 5 2 damage after DR.
Cannot move fig on map as on tablet, but behind the other brazier.
| *Terra |
With the additional attack, Terra seems to be on the defensive, she pulls out another healing potion in an effort to stay alive.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
damn these dice are against me this time around...
moved you on the map as well
| Narg Crowbait |
Thanks :) Web is now totally burned away I believe.
Getting desperate ss thre negative enrgy saps at him and his resources dwindle while the human still looks to be in better shape than him Narg tries his flyby trick again, and is once again astonished by his good fortune. Another magically created spear thumps home opening Terra's wounds with countless splinters again.
"Thank Nethys."
Splintered Spear: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24 Damage: 1d6 + 4 ⇒ (3) + 4 = 7 4 damage and bleed again.
| *Terra |
sure the dice love you....
Terra decides that with the constant barrage of shards and the sapping of health from the area. She can't hold out forever.
a quick check of her supplies and realizes she is out of healing. alright enough live or die , lets end this.
Gathering all the power she can from all the surrounding gravel, Terra hurls a blast of stone at her opponent, hoping to blow right through the cauldron he hides behind.
gather power as a move action to reduce the cost of her extended range infusion by 1.
blast with overchannel and extended range infusion: 1d20 + 8 ⇒ (17) + 8 = 25
blast damage with overchannel: 2d6 + 11 ⇒ (5, 5) + 11 = 21
| Narg Crowbait |
LOL, but not enough in the end. Well fought! That DR really was a worst case scenario for Narg!
Peeking out from behind his brazier Narg's last sight is a torrent of stone before the darkness claims him.
| *Terra |
finally. I thought I was gonna get dropped by those spears. I was out of healing to stop the bleed.
| GM BC4Realz |
Once more darkness takes you, but this time it is different. There is a brightness to the dark, a warmth. You feel as if you are standing in the dark in the midday sun.
The darkness begins to prick your eyes. It goes from a deep black into a grey and then into a blindingly white darkness. It then resolves.
You find yourself standing in the middle of a wooden palisade. Through the opening you can just make out a road with a small traveler's temple standing in the middle of it.
Unlike before you cannot see your opponent from where you stand, but if this is like any of the other experiences you have had they are around here somewhere.
Grog, you are in the northern palisade. Narg, you start in the south.
Battle map has been updated.
| Narg Crowbait |
Initiative: 1d20 + 10 ⇒ (15) + 10 = 25
Narg casts a spell and then flies out beginning to ascend, but remaining below the height of the temple.
ASF: 1d100 ⇒ 21
| Grog Skintaker |
Init: 1d20 + 3 ⇒ (2) + 3 = 5
Grog moves out of the shack and sees his opponent flying in the air. "Well, this will be interesting."
He takes out a potion and drinks it.
Owls Wisdom +4 Wisdom (+2 AC)
| Grog Skintaker |
Seeing his opponent vanish, Grog pulls out another potion and drink it.
Mage Armer (+4ac only 2 stacks)
Owls Wisdom +4 Wisdom (+2 AC)
| Grog Skintaker |
Not knowing where his foe has gone, Grog moves into the middle of the road and pulls out another potion and drinks it.
Mage Armer (+4ac only 2 stacks)
Owls Wisdom +4 Wisdom (+2 AC)
Fly (50 rounds)
| Narg Crowbait |
A swarm of bats appears in the air and casting about for prey spies only Grog. In a whirling screeching vortex of wings the descend upon the suli biting at him with hundred of tiny fangs! The dozens of tiny wounds the create will not stop bleeding continuing to sap at Grog's vitality as his blood slowly drains.
Still invisible Narg flies forward beginning to circle around the shrine while maintaining concentration upon his summoned swarm.
Swarm Damage: 1d6 ⇒ 6 6 damage and 1 ongoing bleed damage.
| Grog Skintaker |
attack: 1d20 + 8 ⇒ (4) + 8 = 12 damage: 1d8 + 7 ⇒ (7) + 7 = 14
Grog swings at the bats once then moves 60 feet straight up.
Mage Armor (+4ac only 2 stacks)
Owls Wisdom +4 Wisdom (+2 AC) (28 Round)
Fly (49 rounds)
| Narg Crowbait |
You cannot move 60ft straight up with fly, you can only ascend at half speed and not straight up without making fly checks. Fly gives you a +4 to your fly check for good maneuverability and +2 for caster level so yours should be +7. See the fly skill for rules.
Grog fails to hit any of the agile bats, which spiral upwards flocking to attack him again. Narg begins casting a spell.
Swarm Damage: 1d6 ⇒ 4 4 damage and DC 11 Fort vs Distraction or Nauseated for 1 round
Sorry I forgot to mention there is also a DC 11 Fort save vs distraction or nauseated for 1 round.
Fly Hover: 1d20 + 12 ⇒ (8) + 12 = 20
ASF Summon Swarm: 1d100 ⇒ 48
ASF Sleep: 1d100 ⇒ 72
| Grog Skintaker |
fort: 1d20 + 5 ⇒ (18) + 5 = 23
fort: 1d20 + 5 ⇒ (9) + 5 = 14
flight: 1d20 + 7 ⇒ (6) + 7 = 13
Seeing that the bats like him for some reason, and his attacks missed. He moves 60 feet away from the bats, slightly down to where he is only 15 feet off the ground, searching for his foe. He pulls out another potion while moving away from the bat and drinks it. CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Hate swarms. So dose Grog. His strategy will be to avoid them for as long as he can.
| Narg Crowbait |
Sure you knew this, but JIC you also took 1 bleed damage at the beginning of your turn, the potion then stopping it.
How are you pulling out a potion, drinking it and moving? There are traits and abilities that allow this, but you do not seem to have them?
The bats flock after Grog again, this time their assault is not as painful, but they do open up Grog's wounds causing him to bleed again.
Still concentrating on the swarm Narg moves into the trees and conceals himself flawlessly between them just before his invisibility fades.
Damage: 1d6 ⇒ 1 1 damage 1 ongoing Bleed damage and DC 11 Fort vs Distraction.
Stealth to Hide: 1d20 + 6 ⇒ (20) + 6 = 26
| Grog Skintaker |
Sorry, messed it up as a weapon.
Will: 1d20 + 6 ⇒ (17) + 6 = 23
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Grog easily shrugs off the sleep spell, Without seeing where his foe is, Grog moves away from the swarm once again. Then he will take the potion to heal himself up.
This will count as my action. Last round i would have moved and withdrawn the potion, this round i would have moved and taken the potion. sound good?
Mage Armor (+4ac only 2 stacks)
Owls Wisdom +4 Wisdom (+2 AC) (26 Round)
Fly (47 rounds)
| Narg Crowbait |
Whoops messed up as I entirely forgot I cast sleep. So Narg just spends the round hiding he cannot concentrate after casting another spell :) And that works for me. But can you roll the Fort save.
The bats surge around Grog again nipping and biting and opening more slowly draining wounds.
Narg remains hidden.
Swarm Damage: 1d6 ⇒ 4 4 damage and 1 ongoing bleed damage and a DC 11 Fort Save vs Distraction.
| Grog Skintaker |
fort: 1d20 + 6 ⇒ (6) + 6 = 12
fort: 1d20 + 6 ⇒ (10) + 6 = 16
perception: 1d20 + 7 ⇒ (3) + 7 = 10
Still not seeing his true foe, Grog will fly away from the bat swarm. 120 feet.
Mage Armor (+4ac only 2 stacks)
Owls Wisdom +4 Wisdom (+2 AC) (25 Round)
Fly (46 rounds)
| Narg Crowbait |
The bats vanish back to whence they came leaving the battlefield suddenly silent absent their chittering.
Narg remains hidden, but carefully withdraws a scroll, content to see if his opponent will bleed out.
Unless the big voice in the sky does something, or Grog can find him, Narg is probably just going to try to wait out that fly. Kinda assuming the former will happen though...
| Grog Skintaker |
Do the bats disappear this turn?
| Grog Skintaker |
Grog sees the bats vanish. He returns to the center to the ring and looks around once more.
perception: 1d20 + 7 ⇒ (20) + 7 = 27
Seeing his foe finally he flies right up to him.
"Hello" he says.
| Narg Crowbait |
Distance modifiers are applied on top Grog. So if you are in the center you simply cannot make the DC. +1 for every 10 feet. Please also remember you have no idea he is no longer invisible.
Also how is your Perception mod +7. 3 +2 from Owl's Wisdom = +5
| GM BC4Realz |
Since he has 1 rank in perception and it is a class skill with him his mod is +7 unbuffed. With owl's wisdom on it would actually be +9. It's true that at that distance he would effectively have a -5 penalty to the check. (edited to what it actually wouldn't be...didn't know the starting point before) Sorry Grog. You can't see him. Please ret con your action.
Narg, sending you a PM with secret info.
| Narg Crowbait |
Glowering up at the irksome, but not unexpected voice of their bizarre gamesmaster Narg casts a spell creating a flaming sphere directly atop Grog before darting back into the trees behind the rock and concealing himself again.
ASF Flaming Sphere: 1d100 ⇒ 14
Stealth: 1d20 + 6 ⇒ (9) + 6 = 15
Flaming Sphere Fire Damage: 3d6 ⇒ (1, 5, 3) = 9 DC 17 Reflex negates, otherwise 4 damage after you fire resistance - which Narg sadly does not know about otherwise he would not be using a flaming sphere :p
| Grog Skintaker |
Okay, with the recton, Grog will retrieve a potion from his pack and end his turn there.
reflex: 1d20 + 5 ⇒ (11) + 5 = 16 Grog is hit with the fire from the ball of flame.
perception: 1d20 + 9 ⇒ (2) + 9 = 11 Grog doesn't see where the little spell caster is. He will move away from the ball and drink the potion that he retrieved last round.
CSW: 3d8 + 5 ⇒ (2, 7, 4) + 5 = 18 Thought it was a moderate
Mage Armor (+4ac only 2 stacks)
Owls Wisdom +4 Wisdom (+2 AC) (23 Round)
Fly (44 rounds)
| Narg Crowbait |
Narg flies out of hiding and launches a web spell attempting to ensnare his opponent in the sticky strands. Then he continues flying moving towards the back of the palisade just long enough to be hidden behind it.
Using flyby attack feat to move standard move, it does work with standard actions despite the name.
DC 17 Reflex or Grappled by the web. Please note even if save is successful moving requires you to make a DC 17 combat maneuver or escape artist check or become grappled. It is also difficult terrain so half movement, etc., and provides total cover for this round at least since there is 20ft. of web between Narg and Grog.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
ASF Web: 1d100 ⇒ 97
| Grog Skintaker |
Could you roll a stealth check while i wait to hear back from the GM about something.
| Grog Skintaker |
While you were moving, the DC to spot you is 0, so i would have saw you as you moved. Then you casts the spell Web, to ensnare me and moved behind the shed to hide. Correct?