Scrivener |
oh i skimmed too hard over the part that didnt apply to me
spellcraft: 1d20 + 23 ⇒ (20) + 23 = 43
do i know the CL of the bullet ward or what the effects are since i ID'd it? normally (perhaps wrongly, i dont actually know) the DM says what spell it is and i just look up the details, but this is a custom spell so i cant necessarily look it up
Voice of Awesomeness |
The priest cast mythic Righteous Might.
The greater Bullet Ward works just like the normal version, but applies to siege weapons as well.
Mythic Bullet Ward
The number of bullets protecting you is increased by an amount equal to one-half your mythic tier (minimum 1), and you can use them to protect yourself or any adjacent ally, granting them the same bonus to AC that the spell would normally grant to you. Using mythic bullet ward to deflect a firearm attack is a free action rather than an immediate action, though it otherwise follows the rules for immediate actions.
Nephre, Sekhmet's Wrath |
After far too long standing around and doing nothing (to her), Nephre turns and says, "I'm going left."
Without waiting for anyone to respond she stalks out of the room and turns left, aiming for the gear-room she'd seen on the map. Maybe there'd be some more interesting constructs to smash than what they'd fought outside.
Thirteen/Dymer |
Damn, what was the DC on that find check?
Reflex: 1d20 + 18 ⇒ (3) + 18 = 21
Dymer attempts to twist out of the path of the trap's elemental effect, but is too caught up in examining the books, and is caught off-balance. Due to the hit, he stumbles backwards a couple of steps and shakes his head to clear out the confusion, then shrugs and spends all of thirty seconds healing himself of the damage, before starting to shovel the rest of the books off of the shelves.
At-will cure light wounds until healed. 5 rounds (30 seconds) maximum time taken
Once the shelves are empty, or there are no more books that catch his eye, Dymer returns to the main group, in time to see Nephre walk out the room opposite him. "So what are we standing around for? Let's get a move on."
With the light levels being what they are, Dymer feels right at home and with little effort is lost among them.
Dymer refreshes his Expeditious Retreat - good for 10 minutes at a time, and will refresh automatically as that time gets closer.
Stealth: 1d20 + 51 ⇒ (19) + 51 = 70 Fast Stealth (from artifact) means I can move without penalty, and due to Hide In Plain Sight, with dim lighting (and nearby shadows) I can stealth while observed.
Nephre, Sekhmet's Wrath |
Reflex: 1d20 + 14 ⇒ (12) + 14 = 26
Nephre casually dodges aside as a bolt of lightning sails past her. Her only comment on the occurrance is a derisive eye-roll before she keeps on her way.
Ozzie Eighteen |
Reflex: 1d20 + 20 ⇒ (19) + 20 = 39 15/120 Protection consumed
Ozzie managed to hug the wall as the bolts go flying. The bolts near him faded to nothing.
Ignoring Dymer's mishap, he lightly dusted his tiny figure and followed Nephre into the next room and immediately starts scanning it with Detect Magic
Perception: 1d20 + 16 ⇒ (11) + 16 = 27
Voice of Awesomeness |
Delve Team
This hall ends at a doorway blocked with a solid steel slab. This metal slab is locked into place; it weighs 6,000 pounds and is 2 feet thick. The slab can’t be forced open, but massive underground clockworks push it upward if the puzzle on the door is solved or disabled.
The slab’s center is fitted with three dials, positioned from right to left. Each dial can be rotated to show one number at a time, from 1 to 12. Above the dials are carved the words: “I once noted that the ages of my three children added up to 23, though each was at least 4 years apart from the others. From oldest to youngest, how old were my children?”
Thirteen/Dymer |
Dymer walks into the hallway behind Nephre and Ozzie, and while Nephre is looking for something to punch, and Ozzie checking for other magic, Dymer takes a quick read over the puzzle on the metal slab, quickly punches in three numbers - 12, 8, 3 - and steps back, readying himself to run back into the previous room or into the next room, depending on what appears from behind the door.
Lehkazeran |
1d20 + 15 ⇒ (4) + 15 = 19
Lehkazeran takes the lightning blast to the face, and doesn't look happy about it. He casts a spell on himself, and the burned scales and damaged muscles begin reknitting themselves slowly but surely.
Gr Infernal Healing, +40 hp over the next 1 minute here me to 170/180.
Satisfied, if not pleased, he follows along, grumbling about gnomes and math under his breath.
Nephre, Sekhmet's Wrath |
Nephre grins as she readies herself to charge into the fray.
Init: 1d20 + 4 ⇒ (9) + 4 = 13
Thirteen/Dymer |
Initiative: 1d20 + 15 ⇒ (6) + 15 = 21
Knowledge(arcana): 1d20 + 21 ⇒ (19) + 21 = 40
Is there anything extra about this particular set of constructs? Aside from their form, are they different than the ones we've already seen?
Voice of Awesomeness |
Team Diplomacy Round 3
Going to skip Iko, and the archer's turn(who is currently focused on the overly pretty butterfly man).
Nikolsi lands a pair of solid blows on the fighter, who winces and curses in pain.
He then returns the favor, slashing at the shadowy warrior and attempting to knock him down.
1d20 + 24 ⇒ (10) + 24 = 34 Trip attempt, which I believe is a success?
Bash! is up next. I will resolve the rest of the fighter's turn once I know if the trip succeeded or not.
Bash!! |
Bash roars as he takes the human (?) held in his hands and begins using him as a club against the ground.
move action
Maintain(bonus,buffs,maintain): 1d20 + 28 + 9 + 5 ⇒ (2) + 28 + 9 + 5 = 44
Body Bludgeon vs ground: 1d20 + 28 + 9 ⇒ (8) + 28 + 9 = 45
dmg: 1d10 + 29 + 1d6 + 4 ⇒ (2) + 29 + (2) + 4 = 37
and again
Maintain(bonus,buffs,maintain): 1d20 + 28 + 9 + 5 ⇒ (13) + 28 + 9 + 5 = 55
Body Bludgeon vs ground: 1d20 + 28 + 9 ⇒ (20) + 28 + 9 = 57
dmg: 1d10 + 29 + 1d6 + 4 ⇒ (1) + 29 + (5) + 4 = 39
crit?: 1d20 + 28 + 9 ⇒ (4) + 28 + 9 = 41
crit?: 1d10 + 29 + 4 ⇒ (4) + 29 + 4 = 37
Ozzie Eighteen |
Init: 1d20 + 7 ⇒ (15) + 7 = 22
Ozzie's eyes flick to the unsealing door and catch the glint of light.
Voice of Awesomeness |
Diplomacy, round 3
Unfortunately, the fighter's attempt to trip Nikolsi fails.
The priest draws upon his deity's power, and casts a spell to offset the negative effects the Sun Falcons are dealing with. Casting a Quickened [i]Good Hope, targeting himself, the fighter and the mage.
He then swings at Nikolsi with his massive sword. 1d20 + 21 ⇒ (13) + 21 = 34 Unsure if that hits, but 4d6 + 13 ⇒ (3, 2, 1, 4) + 13 = 23
Scrivener |
-2 SP, casting Invisibility on myself. Sphere version, works as improved invis, lasts 14 minutes, gives me +14 to stealth.
stealth: 1d20 + 28 + 14 ⇒ (14) + 28 + 14 = 56
Lehkazeran |
Lehkazeran thinks quickly, and steps to the front of the pack. Into the room he summons a cloud of razor thin blades hoping to stop the snake swarm in its tracks before it has a chance to strike. As his blades fly, he frowns. It's was obvious that the snakes were constructs sure, but he was hoping maybe they'd bleed all the same...
Diamond Spray: 10d6 ⇒ (6, 5, 2, 1, 5, 4, 5, 1, 1, 3) = 33
20' cone of magical slashing damage, counts as adamantine and cold iron. Ref DC 22 for half. -4 penalty to saves for all creatures w/in 20' of me, which should be everyone i can hit as it is...a 20' cone.
Nikolsi |
Posting ahead for the next round, since Nikolsi is damaged enough now to need to get out of the way... regardless of what else happens AC 34, total HP 54 / 132
Nikolsi is staggered by the waves of attacks, and cannot keep up with the punishment he's taking. He retreats, moving away from the battlefield to catch his breath.
Next turn: Shift: Swift action 30' teleport away (straight north). Full round action to heal self via Healers Hands for +50 HP.
Heal Check: 10 + 23 = 33 Taking 10 via Skill Mastery
Koro Jigen, the Page Blade |
Reflex save: 1d20 + 21 ⇒ (7) + 21 = 28 For that old lightning bolt. Note that I have Evasion.
initiative: 1d20 + 26 ⇒ (6) + 26 = 32
K. Arcana: 1d20 + 30 ⇒ (6) + 30 = 36
"This should get their attention"
Swift Action: Reallocate 1 point of essence out of the Spoils of War Stance, and into the Stellar Stompers veil.
Standard Action: Ready an action to use Stellar Stompers once in range.
Move Action: Ghost Step to the middle of the 5 Giant Iron Cobras, setting off readied action.
Stellar Stompers Damage: 4d6 ⇒ (5, 4, 4, 6) = 19 Sonic Damage in 20 ft AoE.
Currently Role: Guardian
Sorry for the lateness, guys.
Koro Jigen, the Page Blade |
This is a bit passe, but I forgot to note a few things in my last two posts, lol.
First, Stellar Stompers has a Reflex Save DC of 20 (10 + 3[essence] + 7[INT-mod]).
Second, Koro will take a free action to use Berserking, which will decrease his AC by 2 but give him an extra 13 temp hp (on top of the 20 temp HP he gains from the Guardian role).
At the moment, his AC is 31, he has 140/140 HP, 33 Temp HP, 0/30 Delayed Damage, 0 Nonlethal damage, DR 5/- and ER (A,C,E,F,S): 5. So he's pretty tanky.
Voice of Awesomeness |
Delve team, round 1
Three of the cobras lunge at Koro to bite him.
1d20 + 19 ⇒ (16) + 19 = 35 Bite 1 for 4d6 + 19 ⇒ (2, 6, 3, 2) + 19 = 32 and DC 26 Fort save or be affected by a Ghoul Touch for 1d6 + 2 ⇒ (1) + 2 = 3 rounds.
1d20 + 19 ⇒ (15) + 19 = 34 Bite 2 for 4d6 + 19 ⇒ (2, 1, 5, 6) + 19 = 33, Fort Save for 1d6 + 2 ⇒ (3) + 2 = 5 rounds.
1d20 + 19 ⇒ (5) + 19 = 24 Bite 3 for 4d6 + 19 ⇒ (6, 6, 3, 2) + 19 = 36, Fort Save for 1d6 + 2 ⇒ (6) + 2 = 8
The other two slap their tails at the old warrior, attempting to trip him.
1d20 + 26 ⇒ (6) + 26 = 32 Trip attempt.
1d20 + 26 ⇒ (12) + 26 = 38 Trip attempt. If the first attempt is successful, it instead bites at Koro. 1d20 + 19 ⇒ (10) + 19 = 29 Bite for 4d6 + 19 ⇒ (6, 5, 3, 3) + 19 = 36, Fort Save for 1d6 + 2 ⇒ (1) + 2 = 3
Koro Jigen, the Page Blade |
Theoretically I could spend an immediate action to use the Empower rally and boost my AC enough to avoid a majority of damage, but I just realized that my character hasn't been updated with the Ultimate Spheres of Power errata, so I'll assume that I don't have it for now.
Koro will spend points of momentum to reduce all of their damage by 7 each. Between that and his DR, he takes 20 and 21 damage, or 41 damage total on the first two attacks. The third attack misses. Koro is successfully tripped, but...thanks to Stellar Stompers he has a fly speed, so it doesn't actually work. The final attack would fail to hit vs Koro's AC (and even if the previous Iron Cobra didn't try to trip him, it would have needed more than a 6 to hit Koro's AC anyway).
Fort save 1: 1d20 + 21 ⇒ (20) + 21 = 41
Fort save 2: 1d20 + 21 ⇒ (10) + 21 = 31
Wanted to see if I'd fail a save, in which case I'd have to make use of my Delayed Damage Pool to delay it, but luckily, that wasn't the case. Instead, 30/41 of that damage Koro took will go into his Delayed Damage Pool, which will be turned into nonlethal damage at the end of his next turn. The other 11 points get taken out of his temp HP.
140/140 HP, 22 Temp HP, 30/30 Delayed Damage, 0 Nonlethal damage. 10/12 Momentum. Like I said, tanky.
Voice of Awesomeness |
Can you please list what Stellar Stompers does? I wouldn't have had them try and trip you if I knew you were flying.
Please remember, I can not keep track or nor even know every single ability for all the PCs, plus any NPCs/beasties. Help a GM out, yea?
Ozzie Eighteen |
Reflex: 1d20 + 20 - 4 ⇒ (11) + 20 - 4 = 27
Burn’s one of Koro’s momentum to mitigate 7 damage.
9 damage taken
9 bombs used
- 2x lvl 1 spell
- 1x lvl 3 spell
Ozzie's vision of magical auras fell away as he jumped back behind Lehkazeran, dodging some of the cutting breath. He downed an extract and free a vaguely glowing crossbow.
Swift:Burn Arcane Pool point to gain flaming, frost, and shock to weapon
Standard: Drink Targeted Bomb Admixture extract
Init:
Dymer: 21
Nephre: 13
Koro: 32
Lehkazeran: 25
Cobra constructs: 25
Ozzie: 22
Thirteen/Dymer |
Dymer, too excited over even such a simple puzzle focuses back into the fight after others have already started to beat down the constructs before them, and lobs a single bomb into the crowd, targeting whichever opponent is adjacent to the most other constructs and preventing the initial splash from harming Koro and any other allies adjacent.
Splash damage will still affect ALL adjacent on the start of my turns. Can we get the map updated?
Immolation bomb attack vs touch: 1d20 + 17 ⇒ (7) + 17 = 24
Immolation bomb Fire damage 1/5: 1d6 + 13 ⇒ (1) + 13 = 14
Immolation bomb splash damage: 1 + 13 = 14
Bombs remaining: 12
Nephre, Sekhmet's Wrath |
Nephre charge in at the nearest of the constructs. A couple steps before she reached it she leaped into the air for just long enough to come down on it with a mighty kick.
Kick: 1d20 + 20 ⇒ (13) + 20 = 33
Damage: 1d8 + 9 ⇒ (4) + 9 = 13 Counts as adamantine, magic, and silver, and ignores 4 points of DR
Koro Jigen, the Page Blade |
Note that at the moment, any ally within 50 ft. of me who hits an enemy with an attack roll gains 23 HP, as a result of my stance, Spoils of War. Of course, this is only once per round, per ally.
Discipline: Radiant Dawn (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
Might makes right. While you maintain this stance, allies within close range (25 feet + 5 feet per 2 initiator levels) heal 3 hit points whenever they hit with an attack. At 5th level, this healing increases to your initiation modifier plus 3. At 10th level, this healing increases to be equal to twice your initiation modifier plus 3. This effect can only trigger once per round per ally.
Essence: Each point of essence invested into this stance increases the amount of healing done by this stance by 1. At 5th level, each point of essence instead increases healing done by 2. At 10th level, each point of essence instead increases healing done by 3.
INITIATION MOD = 7
CURRENT ESSENCE = 2
HP = 2*7 + 3 + 3*2 = 14 + 3 + 6 = 23
Koro Jigen, the Page Blade |
Apparently it's my turn, lol. Sorry again for the double posting.
Koro Jigen raises his foot off the ground and brings it down twice in quick succession. With each clash of his foot against the floor, a wave of sound emerges, striking all the enemy cobras.
Move Action 1: Stellar Stompers Damage: 4d6 ⇒ (3, 4, 5, 1) = 13
Move Action 2: Stellar Stompers Damage: 4d6 ⇒ (6, 2, 3, 6) = 17
Energy Type is Sonic, DC: 20 Reflex save for half
Seeing his teammates engage with one of the Iron Cobras, Koro will use Defender's Oath on it, to dissuade it from attacking anyone else.
Swift Action: Defender's Oath (on Iron Cobra attacked by allies)
Enemy takes a -3 penalty to attack rolls and saving throw DCs against anything that doesn't include me as a target.
GM_Almonihah |
Apologies if any of this doesn't make sense--I hadn't been following you guys' combat, so picking it up in the middle here may be a bit rocky.
Bash notices that the human he's bashing seems a bit... broken after the pounding. Swearing, the fighter lets Nikolsi slip away and goes after the horrible... ogre-y... thing.
Attack: 1d20 + 24 ⇒ (14) + 24 = 38
Damage: 3d6 + 12 ⇒ (6, 3, 3) + 12 = 24
His blade bites into Bash, but not as deep as he'd hoped.
The mage doesn't like the idea of Nikolsi recovering and so fires a barrage of scorching rays at him.
Ray(Touch attack): 1d20 + 8 ⇒ (17) + 8 = 25
Ray(Touch attack): 1d20 + 8 ⇒ (16) + 8 = 24
Ray(Touch attack): 1d20 + 8 ⇒ (5) + 8 = 13
Maximized, so each ray that hits is 24 fire damage
The priest casts a spell to counter Scrivener's invisibility, positioning himself so as to cover the area around his allies.
35' radius invisibility purge around the priest
All PC's may now post. Scrivener, assume that if you get in melee you're visible, but if you're doing something from a range you can manage to be out of the invisibility purge
Bash!! |
CMB: 1d20 + 26 ⇒ (5) + 26 = 31 basically not a 1, as I am assuming the monk is unconscious
Bash sees the fighter come running at him. As the fighter swings toward Bash, Bash swings the now limp body in his hand at the fighter. The fighter's sword cuts into the monk.
Bash then takes a step back and throws the monk's body at the fighter.
dmg: 2d6 + 29 ⇒ (1, 3) + 29 = 33
Nikolsi |
Nikolsi charges back into the fray towards the fighter, ducking and weaving between the fiery blasts, having taken a temporary breather and feeling much better for it.
AC 32, 104/132 HP TAC 29
Charge Attack: 1d20 + 27 ⇒ (9) + 27 = 361d6 + 5d6 + 7 + 10 - 14 ⇒ (4) + (6, 2, 3, 5, 5) + 7 + 10 - 14 = 28 Edited for half damage on 5d6+7, targeting SF1
Performance Check: 1d20 + 14 ⇒ (11) + 14 = 25 DC 20
Intimidation Check: 10 + 25 = 35 Taking 10 with Skill Mastery
All enemies in 30' must check their 10+HD + WIS or 10+HD + Sense Motive vs DC 35 or be shaken, taking -3 penalty on attacks and saves and -5 penalty vs Nikolsi.
Lehkazeran |
Content to continue sliding and dicing, and assuming Koro will handle himself, Lehkazeran summons forth another cloud of slivers.
10d6 ⇒ (2, 6, 4, 6, 6, 3, 2, 5, 6, 5) = 45
20' cone of magical slashing damage, counts as adamantine and cold iron. Ref DC 22 for half. -4 penalty to saves for all creatures w/in 20' of me, which should be everyone i can hit as it is...a 20' cone.
Scrivener |
Scrivener takes a shot at the giant priest, seeking to rip away his active spells.
spellcraft vs invis purge: 1d20 + 23 ⇒ (4) + 23 = 27
Vital Strike, Energy Blade, Trick Arrows (Flashbangs)
attack: 1d20 + 23 ⇒ (4) + 23 = 27
damage +2 B/P: 12d6 + 2 ⇒ (1, 5, 3, 4, 5, 1, 1, 4, 4, 5, 4, 1) + 2 = 40 plus
sonic: 7d4 ⇒ (3, 1, 1, 4, 3, 3, 1) = 16 plus
damage B/S/P: 1d8 ⇒ 5
Flashbangs: DC 29 Fort save or be blinded and deafened for 1d4+1 rounds and be subject to Dispelling Detonations, so the target of this shot is also hit by a targeted Greater Dispel, CL 14, so up to three spells can be stripped
swift action: reload weapon.
move action: move
dispel CL check: 1d20 + 14 ⇒ (4) + 14 = 18
dispel CL check: 1d20 + 14 ⇒ (16) + 14 = 30
dispel CL check: 1d20 + 14 ⇒ (19) + 14 = 33
what's with all these f!$~in 4s? dice bot is broken
GM_Almonihah |
The fighter curses at Bash as he mistreats his friend('s corpse), but the clumsy throw doesn't even get near to hitting him. Nikolsi's blow, on the other hand, is much more effective, both physically and in attacking their morale.
1d20 ⇒ 12
The cleric remains large, but he slows down as Scrivener fades from view again. He casts a quick spell to heal himself of his blindness.
The fighter follows Bash as he steps back and unleashes a flurry of attacks.
Attack roll: 1d20 + 24 ⇒ (14) + 24 = 38
Damage: 3d6 + 10 ⇒ (6, 4, 3) + 10 = 23
Attack roll: 1d20 + 24 ⇒ (11) + 24 = 35
Damage: 3d6 + 10 ⇒ (6, 3, 4) + 10 = 23
Attack roll: 1d20 + 24 ⇒ (13) + 24 = 37
Damage: 3d6 + 10 ⇒ (5, 4, 3) + 10 = 22
Attack roll: 1d20 + 20 ⇒ (15) + 20 = 35
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Attack roll: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 1d6 + 6 ⇒ (5) + 6 = 11
The mage, tired of all of this, just decides to blow things up.
Maximized fireball hitting Nikolsi and Bash, as Scrivener's out of sight and too far away from them. DC 21 reflex for half of 60
Nikolsi |
Nikolsi's eyes widen as a massive ball of flame enters his view.
Reflex Save: 1d20 + 17 ⇒ (20) + 17 = 37 With evasion
The flames seem to wrap around him without harming him, as he gracefully spins in a circle and lets the swirling eddies of flame go by within a hairs breadth of hiimself.
Voice of Awesomeness |
Delve team round 2
Three of the cobras continue to attack Koro, biting at him.
1d20 + 19 ⇒ (8) + 19 = 27 Attack 1 for 4d6 + 19 ⇒ (6, 4, 1, 5) + 19 = 35
1d20 + 19 ⇒ (5) + 19 = 24 Attack 2 for 4d6 + 19 ⇒ (6, 3, 4, 5) + 19 = 37
1d20 + 19 ⇒ (9) + 19 = 28 Attack 1 for 4d6 + 19 ⇒ (5, 5, 6, 2) + 19 = 37
Bash!! |
Reflex: 1d20 + 7 + 4 ⇒ (10) + 7 + 4 = 21 whew
You just did 74 damage to me! :P
Bash raors in pain as he is sliced and charred. He swings both of his big hands at his slasher.
Claw: 1d20 + 19 + 2 ⇒ (17) + 19 + 2 = 38
dmg: 2d8 + 22 ⇒ (6, 3) + 22 = 31
Grab: 1d20 + 26 + 2 ⇒ (8) + 26 + 2 = 36
Claw: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36
dmg: 2d8 + 22 ⇒ (4, 3) + 22 = 29
Grab: 1d20 + 26 + 2 ⇒ (16) + 26 + 2 = 44
Koro Jigen, the Page Blade |
Koro dodges gracefully in battle, avoiding direct damage from all attacks. Thanks to his years of experience in combat and mastery over his physical movements, he's extremely adept at mitigating damage from blows that would otherwise incapacitate him. The bits and pieces of paper that perpetually float around him also move to block and dull the damage of every enemy attack, burning into cinders with each blow they mitigate. But still, in the midst of 5 enemies, it appears as though Koro Jigen remains relatively unharmed.
All 3 Cobra Attacks miss. Perhaps the other 2 cobras lying in wait will have more luck?
AC: 31, HP: 140/140, 33 Temp HP, 0/30 Delayed Damage, 30 Nonlethal damage, 9/12 Momentum.
Voice of Awesomeness |
As Nephre moves to kick one of the cobras, two of them snap at her with their deadly fangs.
1d20 + 19 ⇒ (15) + 19 = 34 for 4d6 + 19 ⇒ (2, 3, 5, 5) + 19 = 34
1d20 + 19 ⇒ (9) + 19 = 28 for 4d6 + 19 ⇒ (4, 2, 4, 2) + 19 = 31
Back to the normal round
The two cobras not attacking Koro turn their attention to Nephre.
1d20 + 26 ⇒ (13) + 26 = 39 Trip attempt.
1d20 + 19 ⇒ (8) + 19 = 27 Bite attack for 4d6 + 19 ⇒ (1, 3, 2, 3) + 19 = 28 If this hits, it attempts a grapple as a free action via grab. 1d20 + 30 ⇒ (20) + 30 = 50 Grapple check.
Nephre, Sekhmet's Wrath |
Nephre laughs maniacally as the cobras attack her, knocking her to the ground and wrapping her in their coils. She'll go ahead and spend two of Koro's momentum to reduce damage
As the cobra wraps around her she thrashes such that she can aim a savage kick at the other cobra's head.
Kick: 1d20 + 20 - 4 - 2 + 7 + 1 ⇒ (20) + 20 - 4 - 2 + 7 + 1 = 42 Dumping all the tension she just got into this attack
Damage: 2d8 + 21 ⇒ (2, 2) + 21 = 25 If it hits, the cobra takies a -2 to CMD and a -3 to attack and damage for the next 8 rounds, counts as adamantine
Crit confirm: 1d20 + 20 - 4 - 2 + 7 + 1 ⇒ (14) + 20 - 4 - 2 + 7 + 1 = 36
Crit damage: 1d8 + 21 ⇒ (6) + 21 = 27
Ozzie Eighteen |
Tiny goblin Ozzie acrobatically jumps and hangs from a wall beside Nephre.
One of you want a magic boost? It'll give those biters a nasty surprise if they come in for a taste.
Stealth: 1d20 + 30 ⇒ (16) + 30 = 46 Fly 5'
Swift pull Caustic Blood infused Extract
Ready action: Toss/give to any ally who asks for it
Init:
Dymer: 21
Nephre: 13 (Already gone)
Koro: 32
Lehkazeran: 25
Cobra constructs: 25
Ozzie: 22