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Character Turn Emulation Drone's page
396 posts. Alias of Doug Hahn.
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1d20 + 27 ⇒ (14) + 27 = 41
Kiri aids Chim with a tale about the magic warriors entrusting an artifact to the another culture, and the Uzanjuti listen. Buying you a little more time.
\Both partied indiffernt thanks to a crit aid from Kiri.
You can turn the tides if you can make one mroe check…
Zad tried to aid:
Diplomacy: 1d20 + 18 ⇒ (6) + 18 = 24 Zad has no skills for this so this would have been his safest way to contribute against that DC
Autpoilot: 2d20 ⇒ (14, 10) = 24
Flurry 1: 1d20 + 27 - 1 ⇒ (3) + 27 - 1 = 29
dragon kick: 3d10 + 8 + 3 ⇒ (8, 9, 10) + 8 + 3 = 38
Flurry 2: 1d20 + 27 - 1 ⇒ (11) + 27 - 1 = 37
dragon kick: 3d10 + 8 + 3 ⇒ (3, 2, 1) + 8 + 3 = 17
Stunning Fist if opponent takes damage must Fort save vs DC33 or be Stun 1 (Stun3 on crit fail)
battle medicine DC 15: 1d20 + 19 - 1 ⇒ (9) + 19 - 1 = 27
healing: 4d8 ⇒ (4, 1, 7, 7) = 19
Botting graloch
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Coro touches Graloch, silencing the area. 4th lvl Silence He then moves out of the spells range and spreads out.
Wisps Ref: 1d20 + 25 ⇒ (15) + 25 = 40 Wisps still up…
Wisps Ref: 1d20 + 25 ⇒ (13) + 25 = 38 Zad still up…
Wisps fort vs aura: 1d20 + 23 ⇒ (13) + 23 = 36
Sonic dc 37: 6d6 ⇒ (2, 1, 6, 2, 1, 5) = 17
Zad fort vs aura: 1d20 + 25 ⇒ (2) + 25 = 27
Sonic dc 37: 6d6 ⇒ (1, 3, 3, 2, 6, 4) = 19 Doibled to 34
Kiri fort vs aura: 1d20 + 23 ⇒ (18) + 23 = 41
Sonic dc 37: 6d6 ⇒ (3, 1, 6, 5, 4, 5) = 24 CS
Wisps crit fails the reflex taking 100 damage. Left with 36 hp, soothe for 58. Now we need to take 6d6 ⇒ (2, 4, 1, 5, 3, 5) = 20 sonic at start of turn with a dc 37 fort 1d20 + 23 ⇒ (20) + 23 = 43 = net 78 hitpoints
Zad current hp 81
Aura: All resistances reduced by 10, 120' no save; at the start of your turns, creatures in the sonic aura take area takes 6d6 sonic damage with a DC 37 basic Fortitude save. Don't forget your fort saves from the aura at the start of your turn.
wisps fort: 1d20 + 23 ⇒ (5) + 23 = 28
Sonic: 6d6 ⇒ (2, 1, 3, 2, 2, 1) = 11
Kiri fort: 1d20 + 23 ⇒ (20) + 23 = 43
Sonic: 6d6 ⇒ (1, 4, 1, 6, 3, 1) = 16
Chim fort: 1d20 + 23 ⇒ (18) + 23 = 41
Sonic: 6d6 ⇒ (3, 6, 3, 2, 2, 1) = 17
Magnus, maintaining his dread marshal stance, steps away from the mook and tosses a magnetic bomb at the plate-wearing battle cleric:
+2 Alchemical Lodestone Bomb: 1d20 + 23 ⇒ (4) + 23 = 27
He tries again…
+2 Alchemical Bomb: 1d20 + 23 - 5 ⇒ (3) + 23 - 5 = 21
Boo
4 force splash I guess.
Coro shuts the door behind him to keep the murdering quiet.
He kicks up a dirges of doom and then guidances Hel.
Close Door, Dirge, Guidance
Magnus smiles, and whispers terrible dentistry secrets to the gorumite.
Dread Marshal Stance, DC 24: 1d20 + 18 ⇒ (14) + 18 = 32 Success, +1 status to damage per damage die, in aura crits = fright 1. I think the bombs count.
He Steps back then lobs a bomb around the corner:
Bottled Lightning, probably cover around the corner: 1d20 + 23 ⇒ (13) + 23 = 36
Electricity Damage, Marshal Stance: 3d6 + 2 + 3 ⇒ (2, 4, 2) + 2 + 3 = 13
Stance, Step Bomb
Bottled Lightning: 1d20 + 23 ⇒ (5) + 23 = 28
Electricity Damage: 3d6 + 2 ⇒ (1, 6, 6) + 2 = 15
Magnus steps around the corner ducks back. vs ff pops invisibility
The rest of the party should sneak across while invisibility lasts
1d20 ⇒ 9
Wisps casts an impossibly large web spell to add a drag net behind the ship, slowing it's slowed a touch so it can get under control!
Coro dirges the doomage then electrics the arcage.
Electric Arc, DC 33-1 basic reflex; yellow and black: 8d4 ⇒ (3, 1, 2, 3, 3, 4, 1, 2) = 19
Before they go invisible Zadiki casts heroism on Kiri.
Chimwemwe's Crafting (M): 1d20 + 26 ⇒ (8) + 26 = 34 Crafter’s Appraisal
Wisps's Nature (E): 1d20 + 21 ⇒ (14) + 21 = 35
Chimwemwe's Diplomacy (T): 1d20 + 15 ⇒ (4) + 15 = 19 CB/Uz Influence +1
Chimwemwe's Crafting (M): 1d20 + 25 ⇒ (13) + 25 = 38 Crafter’s Appraisal
Chim id's the club as a deflecting branch
Kiri's Nature (M): 1d20 + 20 ⇒ (16) + 20 = 36
Chimwemwe's Nature (E): 1d20 + 19 ⇒ (11) + 19 = 30
None of you can ID these strange blue worms, though they seem like fearsome foes indeed.
Chimwemwe's Religion (M): 1d20 + 21 ⇒ (15) + 21 = 36
Chim id's the undead as drenchdead. When great heroes or other powerful individuals encounter misfortune and die at sea or to other water-related accidents, the anguished soul sometimes clings to its corpse, creating a drenchdead. Drenchdead prefer to lurk in water and attack from ambush, giving victims the same deadly surprise that led to their own deaths. They can grapple and drag you down as forced movement. They want to drown victims and this is a tactic they will use mercilessly and bolster with magical abilities.
Kyrie attempts o escape.
Escape using unarmed mod: 1d20 + 29 ⇒ (13) + 29 = 42 Hoping this succeeds…
She then Steps and strikes at the arm holding Humble.
Longsword: 1d20 + 29 - 5 ⇒ (16) + 29 - 5 = 40
Slashing Damage: 3d8 + 12 ⇒ (3, 7, 1) + 12 = 23
Kiri flats: 2d20 ⇒ (6, 17) = 23
Akoril, soothed by his bard friend, snaps up his bow and scoots away, leery of another explosion.
Kiri 2nd true strike: 1d20 ⇒ 3
RK: 1d20 + 25 ⇒ (14) + 25 = 39
These are Iron Golems Or, Iron wardens as in new edition
They are immune to an array of things like many golems, including bleed, death effects, disease, doomed, drained, fatigued, fire, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void. They resist physiocal and magic 15 unless you have something tougher than iron, such as metals forged from ore found in meteors from the sky. adamantine There may be magics that the metallic creatures do not resist.
☀☀☀
Shrine of the Gods Round 1
Party Conditions: Inspired
Battlemap
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BOLD IS UP!:
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Wisps (50/140 HP)
Kiri (138/138 HP)
Akoril (164/164 HP)
Iron automaton 2 (-6 HP) │ Shield raised
Iron automaton 1 (-0 HP)
Iron automaton 3 (-19 HP)
➤ Chimwemwe (164/164 HP) │ 2 actions
Wisps's Bardic (T): 1d20 + 15 ⇒ (5) + 15 = 20 to aid
Using her bardic knowledge and Chim's astronomy lore, the two come to the conclusion that the strong religious iconography throughout this temple merges both the sun and the moon. They theorize that ancient and lost faith must have unified both light and dark.
Wisps's Religion (T): 1d20 + 19 ⇒ (2) + 19 = 21
2d20 ⇒ (1, 1) = 2
Kyrie steikes qnd steikes, but ger footing is uncertain. She raises her shield…
Wisps' ref: 1d20 + 21 - 1 ⇒ (20) + 21 - 1 = 40
Kiri haste bzzzt: 1d20 ⇒ 5
Kyrie continues to wallop her flanked target…
Shield Strike: 1d20 + 25 ⇒ (4) + 25 = 29
Shield Damage: 3d8 + 9 ⇒ (8, 8, 2) + 9 = 27
Everstand Strike(map): 1d20 + 25 - 5 ⇒ (18) + 25 - 5 = 38
Everstand Damage: 3d8 + 9 ⇒ (1, 4, 3) + 9 = 17
Shield Strike: 1d20 + 25 - 10 ⇒ (4) + 25 - 10 = 19
Shield Damage: 3d8 + 9 ⇒ (6, 1, 7) + 9 = 23
Eleanor's Religion (T): 1d20 + 12 ⇒ (19) + 12 = 31
Zephrena's Religion (T): 1d20 + 6 ⇒ (18) + 6 = 24
Eleanor notes that several sets of old vestments that are black with silver highlights.
These are almost certainly the vestments that one of Ahriman’s faithful would wear for a ritual or service back when this was a temple instead of a theater.
bot flat checks for players: 2d20 ⇒ (1, 6) = 7
Zeph raises her trusty shield, Strides forward and flicks the mace at the huge janni.
trip Holly: 1d20 + 10 ⇒ (16) + 10 = 26
B: 2d8 + 4 ⇒ (4, 4) + 4 = 12
Clonk.
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Performance: 1d20 + 13 ⇒ (19) + 13 = 32
Zeph not only concurs but lets you know these musical notations have the stylistic markings of the well-known composer Sefalia.
Basic Fortitude Save: 1d20 + 27 ⇒ (11) + 27 = 38 Juggernaut
Kyrie Steps forward.
Strike with Shield Boss: 1d20 + 25 ⇒ (13) + 25 = 38
Strike Damage: 3d8 + 9 ⇒ (7, 6, 2) + 9 = 24
Everstand Strike with Shield Boss: 1d20 + 25 ⇒ (19) + 25 = 44
Strike Damage: 3d8 + 9 ⇒ (6, 4, 1) + 9 = 20
Zeph raises her shield. She strides and strikes at the plant.
1d20 + 15 ⇒ (2) + 15 = 17
The leaves quiver… ready to last out but they don't. Clever players may know the creature's AC now.
Need to bot as this will affect my turn
Zephrena's Fortitude (E): 1d20 + 10 ⇒ (11) + 10 = 21 Believe this should be +12 F
Zephrena fails to resist the damage, but is still standing… barely…
Akoril's Reflex (E): 1d20 + 18 ⇒ (15) + 18 = 33
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Barker Inspires and then moves in for a better look, pushing through the difficult terrain then Leaping atop some barrels in the corner.
Don't forget your DC 5 flat check before rolling to Strike, Zephrena.
Zephrena Flat: 1d20 + 15 ⇒ (13) + 15 = 28
Iksha moves forward and tries to identify the undead, levaraging ancient folktales of the desert.
Folktales Lore (T): 1d20 + 10 ⇒ (13) + 10 = 23
She knows this is a Faithless Ecclesiarch, once a powerful religious Sarenrite in life who was personally blessed by the dawnflower and now corrupted in undeath… and working to corrupt others of the faith!
They can cast divine spells with focus points liek a cleric, and if you fail a saving throw against a spell cast by the faithless ecclesiarch they can refill their focus pool and stupify the target!
She spind a tale for the Champion: images of Shelyn overcoming the corruption of her lover's pious follower.
Song moves forward and plonks an arrow at the grey xulgath. I forgot what the yellow template is move back 1 if it's bad stuff, which is 2nd increment (-2)
Short bow+I.C.: 1d20 + 12 + 1 + 1 ⇒ (9) + 12 + 1 + 1 = 23
Piercing damage: 2d6 + 1 ⇒ (4, 6) + 1 = 11
Deadly?: 1d10 ⇒ 5
Iksha's Perception (E): 1d20 + 8 ⇒ (6) + 8 = 14
Iksha's Folktales Lore (T): 1d20 + 10 ⇒ (8) + 10 = 18 Can be used for any Recall Knowledge, Dubious Knowledge Feat applies
Iksha knows the tented roof of the building is relatively new and is a strange choice for supposed worshippers of a sun god.
Kyrie launches a three-hit combo at her foe again.
Shield Boss Strike 1: 1d20 + 25 ⇒ (11) + 25 = 36
Shield Boss Damage 1: 3d8 + 9 ⇒ (4, 5, 8) + 9 = 26
Everstand Strike (map): 1d20 + 25 - 5 ⇒ (5) + 25 - 5 = 25
Everstand Damage: 3d8 + 9 ⇒ (2, 1, 4) + 9 = 16
Shield Boss Strike 2 (map3): 1d20 + 25 - 10 ⇒ (12) + 25 - 10 = 27
Shield Boss Damage 2: 3d8 + 9 ⇒ (4, 6, 5) + 9 = 24
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