AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Erond will inspire the group, reminding them how we have overcome much worse. +4 morale bonus on saving throws against charm and fear effects and a +4 competence bonus on attack and weapon damage rolls Then he will take a shot with a blunt arrow on blue. Attack DA: 1d20 + 16 - 2 + 4 ⇒ (20) + 16 - 2 + 4 = 38 Halkeye
Attack DA: 1d20 + 16 - 2 + 4 ⇒ (11) + 16 - 2 + 4 = 29
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Erond will attack the hill giant (purple), trying to finish it off. Attack Many shot: 1d20 + 14 ⇒ (20) + 14 = 342d8 + 4 + 8 + 8 + 2d6 ⇒ (6, 8) + 4 + 8 + 8 + (6, 4) = 44
Attack Many shot confirmation: 1d20 + 14 ⇒ (6) + 14 = 203d8 + 6 + 12 + 12 + 2d6 + 1d8 + 10 ⇒ (3, 2, 2) + 6 + 12 + 12 + (6, 4) + (2) + 10 = 59
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Thanks for the concern GM. I picked up a second job and had a hard time balancing my new 60+ hour weeks. Thanks to the team for keeping things going. Attack Many shot: 1d20 + 12 + 1 - 2 - 2 + 4 + 1 ⇒ (4) + 12 + 1 - 2 - 2 + 4 + 1 = 182d8 + 4 + 8 + 8 + 2d6 ⇒ (3, 8) + 4 + 8 + 8 + (2, 2) = 35
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
DM Carbide wrote: Erond, how are you accessing a druid subdomain? This was okayed by the previous GM under the rule under this rule. "Other nature-themed classes with access to domains may select an animal or terrain domain in place of a regular domain."
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
"Go forth bravely. I will cover you." Inspire the group +4/+4 attack and damage as well as +4 morale bonus on saving throws against charm and fear effects and a move action. Erond will cast overland flight. [b]"Bless me."[b]
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Spellcraft: 1d20 + 15 ⇒ (2) + 15 = 17 No Nat 20 "Maybe there is a manual somewhere? I think this is in my reach, though it is at my very limit. I will take some notes and try to put some time each day into deciphering the magic."
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Attack: 1d20 + 12 + 1 - 2 - 2 + 4 + 3 ⇒ (5) + 12 + 1 - 2 - 2 + 4 + 3 = 211d8 + 2 + 4 + 4 + 1d6 ⇒ (2) + 2 + 4 + 4 + (2) = 14 Hawkeye
Erond bites his tongue to keep his composure and starts firing.
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Erond had to double-move when coming back so he now restarts his song and shots
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Sorry, I had two posts up and somehow hit submit on the stupid one. Erond moves one small step north and shoots, sees the creature and feels Will: 1d20 + 10 + 4 ⇒ (3) + 10 + 4 = 17 That's what I get screwing up the post. I had good rolls on the one I screwed up. C'est la vie.
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Erond Niroden wrote:
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Erond is too far back to see he will inspire the group and then move to be in position for the next turn. Inspire the group +4/+4 attack and damage as well as +4 morale bonus on saving throws against charm and fear effects and a move action. Imp stays close on Erond's heels.
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
"If we really want the weapon, I can summon a water elemental that may be able to get to the bottom and back in time. Or I can give someone water breathing. It will take 15 minutes of prayer before I have these blessings."
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
DM Carbide wrote: Erond, I believe that inspire courage only takes you a move action. I'll assume you want to take a shot with your standard action. Great idea, I'm glad I thought of it. ;) Attack: 1d20 + 12 + 1 - 2 + 4 ⇒ (6) + 12 + 1 - 2 + 4 = 211d8 + 2 + 4 + 4 + 1d6 ⇒ (6) + 2 + 4 + 4 + (6) = 22
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Erond will fire a few arrows. He will start with red and moving on to blue if red falls. Attack: 1d20 + 12 + 1 - 2 - 2 + 4 ⇒ (1) + 12 + 1 - 2 - 2 + 4 = 141d8 + 2 + 4 + 4 + 1d6 ⇒ (6) + 2 + 4 + 4 + (2) = 18
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Erond fires more cold iron arrows. Attack: 1d20 + 12 + 1 - 2 - 2 + 4 + 3 ⇒ (7) + 12 + 1 - 2 - 2 + 4 + 3 = 231d8 + 2 + 4 + 4 + 1d6 ⇒ (7) + 2 + 4 + 4 + (1) = 18 Hawkeye
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Erond fires more cold iron arrows. Attack: 1d20 + 12 + 1 - 2 - 2 + 4 ⇒ (11) + 12 + 1 - 2 - 2 + 4 = 241d8 + 2 + 4 + 4 + 1d6 ⇒ (4) + 2 + 4 + 4 + (5) = 19
Confrim Attack RS: 1d20 + 12 + 1 - 2 - 2 + 4 ⇒ (1) + 12 + 1 - 2 - 2 + 4 = 14
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Erond, it was the cold iron arrows that got through its DR, not adamantine. Sorry misunderstood Erond fires cold iron arrows. Attack: 1d20 + 12 + 1 - 2 - 2 + 4 ⇒ (19) + 12 + 1 - 2 - 2 + 4 = 321d8 + 2 + 4 + 4 + 1d6 ⇒ (8) + 2 + 4 + 4 + (6) = 24
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Erond tells the team that the adamantine arrows work, then fires three. Attack: 1d20 + 12 + 1 - 2 - 2 + 4 + 4 ⇒ (5) + 12 + 1 - 2 - 2 + 4 + 4 = 221d8 + 2 + 4 + 4 + 1d6 ⇒ (4) + 2 + 4 + 4 + (4) = 18 Hawkeye to add +4
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
DM Carbide wrote:
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
DM Carbide wrote:
Durable cold iron, if they don't seem to be as effective as they should be I cycle up in expense silver then adamantine. SR: 1d20 + 8 ⇒ (1) + 8 = 9
AC:21 T:13 F:14 | HP70/70 | CMD:22 | F:+8 R:+8 W:+10| Init:+5 | Perc: +17 Sheet Imp Notes
Erond has the spiritual weapon keep attacking and now that there is a target above the water with his bow.
Attack: 1d20 + 12 + 1 - 2 - 2 + 4 ⇒ (6) + 12 + 1 - 2 - 2 + 4 = 191d8 + 2 + 4 + 1 + 4 ⇒ (8) + 2 + 4 + 1 + 4 = 19
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