Into the Desolation

Game Master Zorblag

The Slumbering Tsar Saga

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Thanks, I didn't even notice that was a crit.

Crit Confirmation: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Critical Damage: 2d8 + 4 ⇒ (6, 6) + 4 = 16 +2 fire

The second attack from the Azer is a critical hit on Groff (so 20 blunt and 3 fire damage, with Groff's DR it should be 21 damage total from all the attacks.)

I also forgot to have Grimm roll the SR for the magic missile, so I'll do that now. In the future, all spells and spell-like abilities that would hit the Azers need to roll for spell resistance (1d20 + caster level by default.)

Grimm's Magic Missile attempt to overcome SR: 1d20 + 7 ⇒ (17) + 7 = 24 (overcomes the SR.)

The new creatures are Rasts, also outsiders from the plane of fire. They have a paralyzing gaze and have cold vulnerability.

Because we're dealing with a creature with a gaze attack (that you now know of,) everyone has three options you'll need to choose from on your turn each round.

1. Fight normally: if they are within 30 feet you'll roll a save for each one within 30 feet when your turn starts and for any gaze attacks they make.

2. Avert your eyes: gain a 50% chance to avoid the saves at the start of your turn and any gaze attacks made in exchange for the Rasts getting concealment from you (20% chance that any targeted attack misses, including attacks with weapons, targeted spells, spell like abilities and supernatural abilities as well as anything else that would need to target a creature.)

3. Close your eyes completely. You're immune to the gaze at the start of your turn and gaze attacks, but everything has total concealment (50% chance that any targeted attack misses, including attacks with weapons, targeted spells, spell like abilities and supernatural abilities as well as anything else that would need to target a creature. You also need to use perception to locate creatures.)

Just let me know which option you're using each round while the Rasts are still in the battle.

*edit* @Helgash, you'll need to determine what Coal is doing about the gaze as well. If Coal closes his eyes he will not be able to use AoO to aid another to boost your AC. If he's averting his eyes he will still be able to, though if a Rast is attacking he'll have a 20% chance to fail just like any other targeted attack.


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

Groff just speaks default languages, so common and dwarven. Looks like I've taken 9 damage. Correct me if I'm wrong.

Groff will attempt to dispatch the blue one on the map since they are threatening the squishies.

power attack (no buffs that I can see)
to hit: 1d20 + 12 ⇒ (15) + 12 = 27 damage: 1d10 + 17 ⇒ (2) + 17 = 19
to hit: 1d20 + 7 ⇒ (6) + 7 = 13 damage: 1d10 + 17 ⇒ (6) + 17 = 23


@Groff, I forgot to roll a confirmation for a critical, after that and DR you took 21 damage total.

You seem to have selected undercommon as your bonus language for intelligence on your character sheet.

You also have heroism and bless going (which will not help your second attack hit with that roll, but will hopefully help in the future!) *edit* And as both are morale bonuses, the heroism is the only one which will matter for you at this point.

Finally, you also need to decide what you're doing about the gaze attacks: attack normally; avert your gaze from the Rasts; or fight blind.


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Ahh FGG, home of insane difficulty encounters and blatant cheating on the GM's side... We are probably all dead here...
How high is the ceiling in here? If I put a pair of Ball Lightning spheres blocking the corridor in front of the Rasts, can they bypass them?


The ceilings are 10 feet high, but nothing in Ball Lightning would indicate that it would stop creatures from moving through a space it occupies. It can clearly occupy the same space as a creature (I even decided that two balls can,) and it must stop when it reaches a space containing one which is when it does damage, but it doesn't prevent movement by others.


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15
Zorblag wrote:
The ceilings are 10 feet high, but nothing in Ball Lightning would indicate that it would stop creatures from moving through a space it occupies. It can clearly occupy the same space as a creature (I even decided that two balls can,) and it must stop when it reaches a space containing one which is when it does damage, but it doesn't prevent movement by others.

Oh, you can move through them, but the question is are they willing to eat the pain to do so? Unfortunately, Rasts fly... so 5' high won't do it.


Ball Lightning does damage when it stops moving in the same space as a creature. That's the only time the spell indicates that it does damage. It does not damage creatures that move through its space.


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Ok, something came up by Private Message, "Blatant cheating is a pretty heavy accusation. What are you seeing that I'm not? "
I didn't say Zorblag is cheating, it's FGG that cheats on the rules. ("Ahh FGG, home of insane difficulty encounters and blatant cheating on the GM's side") We've got a summon monster spell trap that summoning Azers (which aren't on the SM list to begin with), with class levels added (with is another SM no-no). Which pop-in pre-briefed on the situation, without a summoner to control them ("It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions." There someone standing around to tell them what to do?), but somehow know how to release the rasts ... who undoubtedly "somehow" know that the Azers are their friends...


Zorblag, don't we need to avert our eyes only if we are actually fighting the Rasts?

As Khoran informs the others of the dread powers from the arriving creatures, Helgash decides to send Coal back in the backpack - "Stay hidden" - he grunts, even as his weapon brims with magic.

It is going to be unpopular with the Azer team, but since my Arcane Pool is actually for +2 effects, I am choosing Icy Burst (since the rapier is already +1, I can add fully a +2 ability, right? If not, I will add +1 and Frost) :P

Also using Combat Expertise.

Then he wades in on the same Azer Groff has just attacked.

Attacking Blue. If Groff dropped it, I attack yellow instead.

Adamantine Rapier +1, Frost: 1d20 + 9 ⇒ (17) + 9 = 26
Damage if it hits: 1d6 + 12 + 1d6 ⇒ (1) + 12 + (5) = 18 ( 5 are cold damage)

----------

AC: 30
HP: 58/58
Effects: Arcane Pool (Icy Burst), Mutagen, Shield, Bless


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

With that many saves per round he will close his eyes.

high is good (always go this way)
hit chance: 1d100 ⇒ 83


@Khoran, For what it's worth, you're assuming that it was a trap that was triggered that cast summon monster. That's not the case. It was, as I said some sort of summoning tied to the room, but it's not a summon monster spell and the Azers aren't tied to the sort of behavior that would come with that. Having said all that FGG does certainly throw difficult, unexpected encounters at you; finding them unfair doesn't seem too unreasonable to me but is hopefully part of the fun.

@Helgash, averting your eyes will only affect your ability to hit the Rasts, not the Azers, but will matter if the Rasts close and use their gaze as an attack before your next turn. You can use your arcane pool to add icy burst to the weapon.

@Groff, Because the Azer was attacking when you' hadn't acted yet during the combat you were still flat footed, so I was using your 24 FF AC. It looks like you figured that out and edited your post though?


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Did Blue go down with Helgash's attack?


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

Yeah, also figured if my eyes are closed, I'm down at 24 so I edited.


Ah, I should add that should you close your eyes to avoid the gaze altogether you will count as being blind for the round (so there's a -2 to AC and you can't count your dex bonus among other things.) That might or might not impact Groff's decision. For this round, because you didn't start within 30 feet of them, you only need to worry about gaze attacks they potentially target you with on their actions.

Groff and Helgash both attack the Azer that has been taking the hits thus far. Groff hits once and Helgash connects with an icy stab but the stout foe stays on it's feet for now.

8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.

Round One Initiative Order

Grimm - cast magic missile
Tristan - attacked Azer
Azers - attacked/moved
Rasts - arrived/oriented
Groff - Attacked, blind (perhaps)
Helgash - Attacked, averting eyes (perhaps)
Khoran

Round Two Initiative Order

Grimm
Tristan
Azers
Rasts
Khoran
Groff
Helgash


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Khoran blanches at the odds, and mutters a spell, hoping for the best...


Cast defensively, Murderous Command, on one of the front pair of Rasts... Using his rod of Extend on it.

Concentration: 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28 vs dc 17=(15 +2*1)

If successful, DC 15 will save for the Rast or it attacks it's friends for 2 rounds (2 because of extend)... Are Rasts immune to each other's gazes?

Is averting his eyes, but not closing them


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

Oh, ok if I'm not in 30' (didn't check), he won't close his eyes yet.


Creatures are typically immune to gaze attacks of others of their kind, so as far as you know the rasts' gaze will not affect the other rasts.

Because the rast is not within 30 feet yet you don't need to roll the miss percentage for this spell before averting your eyes for the rest of the round.

Khoran finds that the (green) rast is just within the range of his spell (40 feet away and 40 foot range) and casts Murderous Command.

Rast will save vs DC 15: 1d20 + 3 ⇒ (15) + 3 = 18

Unfortunately the floating, bulbous creature resists the urge to attack its companions.

8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.

Round One Initiative Order

Groff - Attacked, averting eyes
Helgash - Attacked, averting eyes (perhaps)
Khoran - Cast Murderous Command, averting eyes

Round Two Initiative Order

Grimm
Tristan
Azers
Rasts
Khoran
Groff
Helgash


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Tristan tries to finish off the resilient blue guy not averting eyes yet

Bless +1
Starknife 5bab +6Cha +1Starknife, (pa-2,+4)
attack #1: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
damage #1: 1d4 + 11 ⇒ (1) + 11 = 12

CRIT CONFattack #1: 1d20 + 10 ⇒ (7) + 10 = 17
EXTRA CRIT damage #1: 2d4 + 22 ⇒ (2, 1) + 22 = 25


Tristan's strike fails to hit a critical spot on his foe, but never the less finally brings down the Azer who falls to the ground. Its body does not vanish when it is defeated.


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Grimm will use silent image to place an illusory stone wall between the azers and rasts, on the edge of the room (DC 16 Will).


Grimm conjures up the illusion of a wall between the rasts and the rest of the battle, hoping to hold them at bay for at least a time.

The Azer's shift their position and concentrate their attacks on Groff whom all three can reach, hoping to take down the dwarven defender and move on to the rest of the party with their blazing hot hammers.

Green Azer attacks Groff: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18 miss
Damage B: 1d8 + 2 ⇒ (4) + 2 = 6 + 1 fire
Green Azer attacks Groff: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 miss
Damage B: 1d8 + 2 ⇒ (6) + 2 = 8 + 1 fire

Orange Azer attacks Groff: 1d20 + 12 ⇒ (14) + 12 = 26 miss
Damage B: 1d8 + 2 ⇒ (1) + 2 = 3 + 1 fire
Orange Azer attacks Groff: 1d20 + 7 ⇒ (4) + 7 = 11 miss
Damage B: 1d8 + 2 ⇒ (7) + 2 = 9 + 1 fire

Yellow Azer attacks Groff: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 miss
Damage B: 1d8 + 2 ⇒ (5) + 2 = 7 + 1 fire
Orange Azer attacks Groff: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 miss
Damage B: 1d8 + 2 ⇒ (6) + 2 = 8 + 1 fire

A combination of shield, armor and reflexes keeps Groff free from harm this round.

Meanwhile, hearing the sounds of the battle unimpeded by the "wall" and the light from the devices and spells the party uses leaking past into the dark that should be there if the wall were real, the rasts collectively looks suspiciously at the new closed surface of their room.

Blue Rast will save vs DC 16: 1d20 + 3 ⇒ (19) + 3 = 22
Green Rast will save vs DC 16: 1d20 + 3 ⇒ (13) + 3 = 16
Yellow Rast will save vs DC 16: 1d20 + 3 ⇒ (13) + 3 = 16
Brown Rast will save vs DC 16: 1d20 + 3 ⇒ (16) + 3 = 19

All four are apparently especially perceptive and see through the trick. They move to join the rest of the battle, and once there, each gazes at a different party member.

Helgash, Groff, Khoran and Tristan each need to make a DC 14 Fort save to avoid paralysis. All but Tristan get a 50% chance to avoid the effect because of averted gaze (on a 0 - 50 you do not avoid the gaze, but on 51-100 you do.) This is a supernatural gaze attack.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

fort: 1d20 + 8 ⇒ (20) + 8 = 28


Fort: 1d20 + 9 + 1d6 ⇒ (1) + 9 + (6) = 16

Zzzzzzzz, of course......Used 2 points of Inspiration for that save.


Remember that your mutagen lowers your Wis by 2, so you're probably at +8 rather than +9 right now. Silly me, for some reason I was thinking will saves so this doesn't apply. To help you you also would have gotten a miss chance. In any case no paralyzed Helgash for now.


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Miss chance: 1d100 ⇒ 50 high is good


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Fort Save: 1d20 + 2 + 2 + 1 + 3 ⇒ (6) + 2 + 2 + 1 + 3 = 14
+2 Shaman 7+2(Con) +1 resistance (ABP) +3 luck (four leaf clover+fates favored)


Groff attempts to avoid the Rast's gaze, or at least shrug off it's effects.

Miss Chance: 1d100 ⇒ 33 Gaze connects.
Groff Fort Save vs DC 14: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23

The sturdy dwarf does manage to shrug off the feeling of paralysis that threatens to overwhelm his body.

8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.

Round Two Initiative Order

Groff
Helgash
Khoran

Round Three Initiative Order

Grimm
Tristan
Azers
Rasts
Groff
Helgash
Khoran

The party may now act. To start your turn determine whether you'll fight normally, avert your eyes from the Rasts or fight blind.

If you fight normally or avert your eyes there will be 4 DC 14 Fort saves to roll for (except for Grimm who only has 3,) unless the situation has changed in some way before you take your turn. If you're averting your eyes each gaze has a 50% miss chance. If you have any question about how miss chances work for any of the three options don't hesitate to ask.


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

Weird, I did a post with the save and it must have been eaten. Made it on my attempt too.

Averting eyes from the rasts, he will engage the Azer to the west.

power attack, heroism
to hit: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 damage: 1d10 + 17 ⇒ (1) + 17 = 18
to hit: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 damage: 1d10 + 17 ⇒ (3) + 17 = 20


The forums can be frustrating sometimes with posts. If you're averting your eyes then you will need to roll the 4 saves (with miss chances) from the paralyzing gazes.


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

fort save: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
fort save: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
fort save: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
fort save: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16

Though from this rule: Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Given that I wasn't actually attacking them, and in fact attacking an enemy in the opposite direction, I figured I might be safe.


It goes on after that to say how to avoid looking directly at the creature.

Each opponent within range of a gaze attack must attempt a Saving Throw each round at the beginning of his or her turn in the Initiative order. Only looking directly at a Creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the Saving Throw by not looking at the Creature, in one of two ways: Averting Eyes or Wearing a Blindfold.

I'm allowing you to close your eyes for the round rather than wearing a blindfold (as it would be silly not to allow that,) but it's pretty clear that if you're within 30 feet (the range in this case,) you need to do one of those two not to have to roll the saving throws normally.

On the plus side for you the Azers will need to start dealing with the gazes this turn as well as they're now in range.


I am delaying until after the others, but... I am going to echo Groff here - right at the start of the rule it states: A gaze special attack takes effect when foes look at the attacking creature’s eyes.

I would assume all the rest is relevant only if you are actually fighting, or looking at the creature (as an archer would be for example, or a caster aiming a spell) from 30' away or less. Wouldn't that kinda make more sense? The avert eyes action seems to indicate one is still trying to follow the creature's movements and actions - instead looking at its body, watching its shadow, tracking it in a reflective surface, etc.. What if one is not even engaged with the 'gazer'? I would say Groff is not trying to do any of the above, right?


That interpretation might make sense, but keep in mind that Pathfinder abstracts some things out. The next sentence in the rules is really clear about the options available for opponents to not look at the creature (not just opponents looking in the direction of the creature with the gaze.) But, to be further convincing, here are two more pieces of evidence:

1. A Creature with a gaze attack can actively gaze as an attack Action by choosing a target within range. That opponent must attempt a Saving Throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature's gaze twice during the same round, once before the opponent's Action and once during the creature's turn.

The Rasts are going to be able to use their gaze as an attack on Groff this turn if they choose despite the fact that he's attacking an enemy on the other side and has his back to them. There's nothing in the ability that prevents that on their part.

2. Allies of a Creature with a gaze attack might be affected. All the creature's allies are considered to be averting their eyes from the Creature with the gaze attack, and have a 50% chance to not need to make a Saving Throw against the gaze attack each round.

Note the all there. Allies clearly aren't going to be engaging the creature and could obviously look where it isn't, but that's not given as an option for them either. They default to averting their gaze if they're in range of the effect.


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Averting his eyes, Grimm moves the illusory wall and places it directly next to Groff, blocking the rasts.

He then magic missiles the blue azir.

Magic Missile damage: 4d4 + 4 ⇒ (1, 4, 4, 4) + 4 = 17

Fort: 1d20 + 5 ⇒ (13) + 5 = 18
Fort: 1d20 + 5 ⇒ (11) + 5 = 16
Fort: 1d20 + 5 ⇒ (2) + 5 = 7


Hmm, I'm going to need to change that ruling I think because of the description of wearing a blindfold.

Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes) and does not have to make saving throws against the gaze. However, the creature with the gaze attack gains total concealment against the opponent.

I had been allowing shutting eyes as an option (which is right,) but turning one's back so that you can't see the creature at all is an option as well. I guess that if you're turning your back, since you're making sure that you can't see the creature, that would mean that you count as blind to it and everything behind you, so taking that option would come with the AC penalties that go along with that for the round. That must also be an option for allies for the creature, but that's workable.

@Groff, you've already rolled the saves, so you can decide if you're averting your eyes this turn no change, but gaze attacks could target you, or that you've turned our back and you're blind to the creatures behind you, i.e. the Rasts and the Yellow Azer, but cannot be the target of gazes from the Rasts.


@Grimm, you'll need to roll a miss chance for the gaze that hit (hopefully averting your eyes will protect you!), and a SR check for the magic missile against the Azer (assuming you weren't paralyzed.) Because everyone saw the rasts come through the wall silent image they've all had proof that it's not real, so although it's still there it now shows as a translucent outline of a wall and wouldn't stop gaze effects.


HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5

Tristan closes his eyes a begins Inspire Courage +1 (Standard action)

this encounter coulda been soooo much easier with a Cold Fireball...need to get Grimm one of those rods


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

Averting will work.


Sounds good Groff. Sorry for all the confusion on my end with the gaze ability; it's the first time I've run it (like most of what we've done thus far,) and I find it on the complicated side.


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

I'm hoping that Helgash can pull something out against Azer green, so I'm waiting for him...


Okok Khoran, I was expecting you and Grimm to blast them all into oblivion :P

Thank you Zorblag for keeping the communication channel open regarding the gaze attacks ;) So if I 'turn my back' and attack the green Azer like Groff did, purposefully ignoring the Rasts, I do not need to roll the saves, but I am more vulnerable to their attacks. Is that it?

Apologies for all the questions, but it is a tough decision...


If you turn your back on the rasts then you would be intentionally blinding yourself to everything in their direction which would be the rasts and the yellow azer in this case. Doing so you would get a -2 to AC and no Dex bonus against attacks they might make, but wouldn't need to worry about any of the gaze attacks for the round (unless a rast somehow made it to in front of you during it's turn with a move action I suppose, but they're not going to do that given the current situation.) I'm glad it's a tough (interesting?) decision to make instead of just an autofight perhaps?

Groff avoids the gaze of the rasts for now, hitting the Azer to his west once with a solid strike, though missing with the follow up blow. Tristan closes his eyes in the most inspiration way you've every imagined, filling everyone with courage! Meanwhile Grimm risks glancing in the direction of the Azer in the flanking position to zap it with his wand and finds his eyes drifting dangerously close to a Rast's gaze.

8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.

Round Two Initiative Order

Groff - Averting Eyes, Attacked

Round Three Initiative Order

Grimm - Needs to roll miss chance, then SR for the magic missile if not paralyzed
Tristan - Closed Eyes, Inspired Courage
Helgash
Khoran
Azers
Rasts
Groff


Zorblag wrote:
I'm glad it's a tough (interesting?) decision to make instead of just an autofight perhaps?

True that, though it has all the potential to end dramatically wrong :P Thank you for going through the details Zorblag.

Helgash makes the conscious decision of turning his back to the menacing creatures, and focus on the green Azer.

Rapier, Icy Burst: 1d20 + 13 ⇒ (7) + 13 = 20
Damage if it hits: 1d6 + 13 + 3 + 1d6 ⇒ (6) + 13 + 3 + (1) = 23

----------

AC: 30
HP: 58/58
Effects: Arcane Pool (Icy Burst), Mutagen, Shield, Bless, Inspire Courage, Studied Foe (Green Azer)


Because you used an immediate action for inspiration for your save this last turn you don't have a swift action to use studied combat on the Green Azer now, though I think you should still have +12 on your attack. +5 BAB, +7 Dex, +1 Inspire Courage, +1 Bless, -2 Power Attack (it's worth checking to see that I've got all that right, but I think that's it.) Sadly the attack will miss anyhow.

*Edited to include power attack which you're using for damage it looks like*


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Ok, I'm pretty sure I can't cast defensively while blind, so I have to do this using gaze averted. If I can cast defensively while blind, I will... Thus I am going to specify the targeting now, without looking at the map (so Zorblag gets to draw it)- the center intersection of the 4 rasts, which is to say 15' along the corridor, and 5' over...

Khoran shields himself as much as possible, and tries another spell...

Gaze averted, cast defensively, Burst of Radiance. Due to gaze miss chances and limited uses of Lucky Charm, this will be a multipost...

Gaze miss chance #1: 1d100 ⇒ 90 As always, high = good
Gaze miss chance #2: 1d100 ⇒ 38
Gaze miss chance #3: 1d100 ⇒ 31
Gaze miss chance #4: 1d100 ⇒ 94

Concentration Check, Defensive casting: 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19 vs dc19=15+2*2


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15

Save vs Paralysis: 1d20 + 2 + 2 + 1 + 3 ⇒ (20) + 2 + 2 + 1 + 3 = 28 vs dc 14
+2 Shaman 7+2(Con) +1 resistance (ABP) +3 luck (four leaf clover+fates favored)

Save vs Paralysis: 1d20 + 2 + 2 + 1 + 3 ⇒ (3) + 2 + 2 + 1 + 3 = 11 vs dc 14

Edit: Khoran is paralyzed, no spell...


I don't think there's any reason you wouldn't be able to cast defensively while blind. There's nothing in the description that indicates that and no penalties that would apply for not having sight.

For the Burst of Radiance, it looks like you'll be able to hit all the enemies except the green Azer without hitting any party members. Is there anything else you want to do for the round?

*edit* Oh, and you should roll to cast defensively before I figure out spell effects now that I think about it.


M Aasimar | HP 28/30| AC: 17, T: 12, FF:15 | Spd: 30ft | Shaman (unsworn) 3 | Init +2, Darkvision 60; Percept: +11, Sense Motive: +4 | Saves: F: +3, R: +3, W: +7 +2 vs compulsions| CMB +3 / CMD 15
Zorblag wrote:

...

*edit* Oh, and you should roll to cast defensively before I figure out spell effects now that I think about it.

I did, bottom of the first post... Assuming blind defensive casting.

Burst of Radiance damage: 5d4 ⇒ (2, 3, 4, 2, 2) = 13 to evil only
and a blindness rider reflex DC 16 for 1d4 rds, dazzled if save succeeds...


Helgash turns his back on the rasts and the Azer directly adjacent to him and attempts to stab the Azer to the west, but unfortunately his thrust glances off the Azer's ready shield.

Khoran closes his eyes and takes a defensive position while calling attempting to call forth a burst of brilliant light in the middle of the throng of foes. None seem to be damaged by the light, but all of them wince at its brightness.

Orange Azer Reflex save vs DC 16: 1d20 + 6 ⇒ (3) + 6 = 9 Blind
Duration: 1d4 ⇒ 4
Yellow Azer Reflex save vs DC 16: 1d20 + 6 ⇒ (5) + 6 = 11 Blind
Duration: 1d4 ⇒ 3
Blue Rast Reflex save vs DC 16: 1d20 + 6 ⇒ (19) + 6 = 25 Dazzled
Duration: 1d4 ⇒ 2
Yellow Rast Reflex save vs DC 16: 1d20 + 6 ⇒ (9) + 6 = 15 Blind
Duration: 1d4 ⇒ 1
Green Rast Reflex save vs DC 16: 1d20 + 6 ⇒ (19) + 6 = 25 Dazzled
Duration: 1d4 ⇒ 2
Brown Rast Reflex save vs DC 16: 1d20 + 6 ⇒ (20) + 6 = 26 Dazzled
Duration: 1d4 ⇒ 1

8:10 AM on Thingsdag, the seventh of Eostre, 3517 I.R.

Round Two Initiative Order

Groff - Averting Eyes, Attacked

Round Three Initiative Order

Grimm - Averted Eyes, Needs to roll miss chance, then SR for the magic missile if not paralyzed
Tristan - Closed Eyes, Inspired Courage
Helgash - Back turned, Attacked
Khoran - Closed Eyes, cast Burst of Radiance
Azers
Rasts
Groff


M Gnome Arcane Sorcerer 7; Perception +12; Init +13; AC 19 (w/mage armor); HP 37/57; Fort +5, Ref +6, Will +7; Crossbow +8 (1d6+1, 20x2)
Tracked Resources:
Spells: 6/8 4/7 3/5; Wands: 39/50 MM 50/50 PE

Miss Chance: 1d100 ⇒ 29; high is good

Paralyzed.

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