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Hancock the Angry's page
849 posts. Organized Play character for miteke.
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N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
perception: 1d20 + 11 ⇒ (17) + 11 = 28
Sniffing the books and touching the ones that smell odd, Hancock gores through the library and picks a few out muttering "Smlsodd".
Searching desk he finds a nice ring that he plops on top of it.
I left the discovery of the letters for Ahzeem or someone else to reveal and I left it for someone with detect magic to inform us why the books smell odd.
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N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock thumps him again. There, problem solved.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
No, Hancock did not heal the possessed guy. Yea, my vote is to search the final room. Hate losing treasure bundles.

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock has Ward Medic, continual recovery, and assurance which will allow him to do 6 auto success expert treat wounds in an hour on two PCs at the same time, totaling 12 auto successes. Combined with the Battle Medicine from Flory that gives us...
Hancock 8/106
expert treat wounds: 2d8 + 10 ⇒ (4, 4) + 10 = 18: 26 HP
expert treat wounds: 2d8 + 10 ⇒ (4, 8) + 10 = 22: 48 HP
expert treat wounds: 2d8 + 10 ⇒ (7, 1) + 10 = 18: 66 HP
expert treat wounds: 2d8 + 10 ⇒ (8, 8) + 10 = 26: 92 HP
expert treat wounds: 2d8 + 10 ⇒ (6, 8) + 10 = 24; Max HP
Folmyr 54/81
expert treat wounds: 2d8 + 10 ⇒ (5, 7) + 10 = 22; 76 HP
expert treat wounds: 2d8 + 10 ⇒ (3, 5) + 10 = 18: Max HP
Ahzeem 25/48
expert treat wounds: 2d8 + 10 ⇒ (6, 5) + 10 = 21: 46 HP
Flory 24/32
expert treat wounds: 2d8 + 10 ⇒ (6, 7) + 10 = 23: Max HP
Swayaah 15/53
expert treat wounds: 2d8 + 10 ⇒ (1, 6) + 10 = 17: 32 HP
expert treat wounds: 2d8 + 10 ⇒ (6, 1) + 10 = 17: 49 HP
Nice, huh!
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock seems a bit surprised/disappointed to still be alive, but ne gets over it quickly with a shrug.
Then he gets busy healing folks before anyone moves on. Except Jaxon. Best to leave him as is.
Once everyone is healed he mumbles,
"Timto lrum."
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Depends on whether the thing hops from Jason to someone else. Not sure how the spell works or if it can do it multiple times.

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock decides it would be better to just pummel Jaxon. The whold grappling thing does not seem to be all that effective.
to hit maul, non-lethal: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 23
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (1, 2) + 8 = 11
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
to hit maul, non-lethal, map -5: 1d20 + 15 - 2 - 5 ⇒ (14) + 15 - 2 - 5 = 22
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (5, 4) + 8 = 17
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
If that does not work he goes ahead and attempts the grapple.
grapple: 1d20 + 14 - 10 ⇒ (6) + 14 - 10 = 10
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
legal lore downtime: 1d20 + 10 ⇒ (1) + 10 = 11
I think Ahzeem and Hancock just went partying instead, to celebrate surviving, at the encouragement of Bruce. We both had crit fails and that seems like a good excuse.

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock is a little tired but he does his best to take Red out.
to hit maul: 1d20 + 15 ⇒ (5) + 15 = 20
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (5, 5) + 8 = 18
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
to hit maul, map -5: 1d20 + 15 - 5 ⇒ (9) + 15 - 5 = 19
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (12, 1) + 8 = 21
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
to hit maul, map -10: 1d20 + 15 - 10 ⇒ (17) + 15 - 10 = 22
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (7, 6) + 8 = 21
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
GM Tiger wrote: Hancock's first shot reduces Pink's head to jam. He then moves up to the others and strikes Jaxon, though with less force. Hancock is rather disappointed that his new opponent falls so quickly. So he rushes up to red (not Jaxon) and pummels him now that the wimp next to him has fallen. Usually he goes after the leader, but it is disconcerting when it is possessing the body of a friend.

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
With a grin that looks a lot like a snarl - or is it the other way around? - Hancock goes berserk on the poor fellow proving that it was NOT a good idea to provoke Hancock.
to hit maul: 1d20 + 15 ⇒ (20) + 15 = 35
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (2, 1) + 8 = 11
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
Ooooh! A crit! Prone and off guard for a while if he misses the save.
to hit maul, map -5: 1d20 + 15 - 5 ⇒ (16) + 15 - 5 = 26
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (11, 9) + 8 = 28
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
Ironic that this hit probably does more damage than the crit.
to hit maul, map -10: 1d20 + 15 - 10 ⇒ (12) + 15 - 10 = 17
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (10, 2) + 8 = 20
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
Reactive Strike if needed
to hit maul: 1d20 + 15 ⇒ (2) + 15 = 17
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (4, 10) + 8 = 22
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock, on the other hand, seems to be relishing the competition.
to hit maul on white: 1d20 + 15 ⇒ (11) + 15 = 26
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (7, 6) + 8 = 21
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
to hit maul on blue: 1d20 + 15 - 5 ⇒ (13) + 15 - 5 = 23
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (1, 6) + 8 = 15
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
to hit maul on Pink: 1d20 + 15 - 10 ⇒ (14) + 15 - 10 = 19
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (2, 8) + 8 = 18
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
Targets are assuming that white and blue go down when hit.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Yea, that would have been bad, but he does have a 25% chance to make the save and a boon that would end it if he does. Folmyr would have been bad too though she is pretty beat up and barely hanging on.

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
GM Tiger wrote: Actually, the part I forgot to mention is that the demon itself (when not possessing anyone) is incorporeal, which explains why it has a resistance to certain kinds of damage. The possession spell in this adventure is a slightly modified version (range of touch, otherwise I would have tried to get someone long ago).
You can either do a dispel counteract (unlikely since the DC is quite high) or Jaxon goes on a hot streak and succeeds each round with the Will Save. If Jaxon Critically succeeds, the demon gets kicked out.
When I played this, I got lucky and made the save, which made the demon an unwanted passenger instead of getting controlled...
Good thing Hancock's weapon has ghost touch. Then again it might never appear again.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Yellow going down is huge. I feel like we have a good chance now. Hopefully blue goes down too.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Due to yellow being taken out, Hancock shifts his attention to blue, trying to avoid being flanked by standing in the corner. If he goes down with the first blow, Hancock will use his healer's gloves to heal 2d6 + 7 ⇒ (3, 5) + 7 = 15
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
It is not looking good, is it. These guys are hard hitters, got damage resistance, and numerous. Not a good combo. I've really been wondering about the balance here.

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock will thwap yellow and step into the corner, tired of being flanked. Unfortunately he does not have a decent weapon that does anything other than blunt damage.
These are worthy opponents. I will be honored to fall to them.
to hit yellow maul: 1d20 + 15 ⇒ (9) + 15 = 24
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (12, 9) + 8 = 29
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
to hit yellow maul, map -5: 1d20 + 15 - 5 ⇒ (13) + 15 - 5 = 23
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (1, 4) + 8 = 13
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
Reactive Strike if called for
to hit maul: 1d20 + 15 ⇒ (18) + 15 = 33
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (5, 2) + 8 = 15
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
@GM Tiger
As per this post, yellow should have been in the corner. He can still move into a flank, but I believe that would have needed a stride action and triggered the reactive strike which would have hit.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Does Jaxon need to make two saves? Daze and Possession?
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
GM Tiger wrote: Just think what would have happened if the target had been Hancock... :) Bad idea! Bad!
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Yes. Saw your post in Cottonseed and responded there too.

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock tries to pin yellow in the corner a shove then advances to sandwich blue and, of course, smacks yellow a couple of times. Or at least tries.
athletics to shove with maul: 1d20 + 14 ⇒ (12) + 14 = 26 vs. Fort DC
to hit maul, map -5: 1d20 + 15 - 5 ⇒ (9) + 15 - 5 = 19
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (5, 9) + 8 = 22
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
to hit maul, map -10: 1d20 + 15 - 5 ⇒ (3) + 15 - 5 = 13
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (6, 4) + 8 = 18
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
reactive strike:
to hit maul, map -5: 1d20 + 15 ⇒ (16) + 15 = 31
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (3, 9) + 8 = 20
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Speaking of crits, Hancock was healed of his 5 damage by Ahmeer, but he was critted so he should have taken 30, not 15, so I'm thinking he should be at -30, not -20.
A lot to keep track of!
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Double ouch. So glad Hancock was out off the area because that is a tough DC.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Regarding...
DC 26 Will/Reflex vs 38 Force: Folmyr, Hancock, Flory, Sir Miles
This the same blast that missed Hancock?

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock straightens up, his slouch gone, as a maniacal grin, eerily similar to the demon's, stretches his face and the rage takes over and he moves into the thick of things.
Whoosh, whoosh goes the maul.
to hit maul: 1d20 + 15 ⇒ (18) + 15 = 33
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (7, 5) + 8 = 20
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
to hit maul, map -5: 1d20 + 15 - 5 ⇒ (9) + 15 - 5 = 19
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (6, 9) + 8 = 23
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
*move
*strike
*strike
reactive strike on white if he gets a chance.
to hit maul: 1d20 + 15 ⇒ (12) + 15 = 27
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (8, 4) + 8 = 20
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Magenta is good. We are all healed up and ready to move on one way or another.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock will take a moment to tend to his wounds, pretty much answering Jaxon's question.
treat wounds, assurance, expert: 2d8 + 10 ⇒ (4, 5) + 10 = 19

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
reflex: 1d20 + 10 ⇒ (4) + 10 = 14; f1re resistance 3 reduces the damage
Hancock loves a cocky enemy. And getting smoked is just part of the fun. Stepping forward, Hancock sees if he can take the guy down.
to hit maul: 1d20 + 15 ⇒ (14) + 15 = 29
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (10, 11) + 8 = 29
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
If the fellow triggers reactive strike...
to hit maul, reactive strike: 1d20 + 15 ⇒ (12) + 15 = 27
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (7, 4) + 8 = 19
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Even slowed, Hancock is quick to rush the demonologist and take a swing, blocking his escape route.
to hit maul: 1d20 + 15 ⇒ (8) + 15 = 23
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (10, 12) + 8 = 30
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
If the fellow tries to get away or so much as flinches wrong he will use reactive strike.
to hit maul, reactive strike: 1d20 + 15 ⇒ (12) + 15 = 27
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (2, 3) + 8 = 13
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
DC 17 fort save vs. venom: 1d20 + 14 ⇒ (14) + 14 = 28
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
DC 26 fort save vs slow: 1d20 + 14 ⇒ (15) + 14 = 29
It does not seem like the raging dwarf will be slowed down for long.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
GM Tiger wrote: Hancock, who'd you go after? Black? Yes, Black, the leader. Hancock always goes directly for the leader if he can get there. With what I suspect are bookshelves he was inaccessible unless the bookshelf was knocked down. I moved Hancock's icon on top of the bookshelf and next to black. I'm also assuming that knocking down the bookshelf and moving next to him takes three actions. Correct me if any of those assumptions were wrong.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock is quite annoyed that the little flying dudes are in his way. He rushes forward and throws the bookcase in his way to the ground and jumps on top of it.
athletics: 1d20 + 15 ⇒ (10) + 15 = 25
If the rude fellow gives him a chance he uses reactive strike.
to hit maul, reactive strike: 1d20 + 15 ⇒ (2) + 15 = 17
reroll
to hit maul, reactive strike: 1d20 + 15 ⇒ (13) + 15 = 28
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (11, 5) + 8 = 24
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
It is quite the pain in the butt. And resolving can be messy too if there is a lot of opponents.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Jaxon Richter wrote: I think we were headed southwest to Cyan Yea, that was the room Hancock suggested with his nod, but GM Tiger is asking which entrance we will use. The entrance to the south looks closer, so how about that one.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock pokes the machine one more time before gesturing southwest with an implied question after the gesture.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Shrugging, no longer waiting, Hancock rages and moves in to destroy the contraption.
to hit maul: 1d20 + 15 ⇒ (19) + 15 = 34
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (1, 1) + 8 = 10
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
to hit maul, map -5: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 22
bludgeoning/force damage - cold iron, ghost touch, draconic rage: 2d12 + 8 ⇒ (4, 8) + 8 = 20
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock will delay until folks are done trying to shut the thing done. He's a little curious why Ahzeem seems to think his spirit spell might shut it down, but then Hancock is not known for his innovative thinking.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Flory Buntzer wrote: GM Tiger wrote: Flory and Ahzeem, what are you up to. You can also disable it the other way... the Hancock way Ah, didn’t realize that was an option, since Hancock wasn’t using the Hancock way ;-) He would have, once he realized nobody had the skill to disarm it another way. Right now Flory is still trying and it would be rude, just plain rude, to smack it while she is trying.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
During the 10 minute wait Ahzeem Kazzahd requested, Hancock heals himself using assurance.
treat wounds: 2d8 + 10 ⇒ (8, 4) + 10 = 22
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
GM Tiger wrote: Swayaah tinkers with the orrery and manages to stop it spinning. You sure? You posted that it requires expert and I think she is only at trained.

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock grunts in approval as the knight goes down, giving Jaxon a nod. Since the swarm is right there, he starts pummeling it (blue) instead.
to hit maul: 1d20 + 15 ⇒ (2) + 15 = 17
bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (2, 11) + 8 = 21
4 of the damage is force damage
to hit maul, map -5: 1d20 + 15 - 5 ⇒ (14) + 15 - 5 = 24
bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (9, 1) + 8 = 18
4 of the damage is force damage
to hit maul, map -10: 1d20 + 15 - 10 ⇒ (13) + 15 - 10 = 18
bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (7, 8) + 8 = 23
4 of the damage is force damage

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock smiles. A real smile. Not the nervous, self conscious, half irritated smiles he usually sports, but a real one as he smashes the knight.
to hit maul: 1d20 + 15 ⇒ (16) + 15 = 31; off guard
bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (12, 7) + 8 = 27
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
to hit maul, map -5: 1d20 + 15 - 5 ⇒ (7) + 15 - 5 = 17
bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (4, 2) + 8 = 14
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
*move
*strike
*strike

N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock pops back up and tries to return the favor, but alas, no critical.
to hit maul: 1d20 + 15 ⇒ (14) + 15 = 29
bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (11, 11) + 8 = 30
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
to hit maul, map -5: 1d20 + 15 - 5 ⇒ (11) + 15 - 5 = 21
bludgeoning/force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (5, 4) + 8 = 17
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
I think Hancock is at 85 HP. Ge was at 98 and took 13.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
DC 22 reflex: 1d20 + 10 ⇒ (8) + 10 = 18
DC 22 reflex: 1d20 + 10 ⇒ (13) + 10 = 23
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
I adjusted to the new map if that is the one to be used. Hancock uses his sudden charge ability to engage after a double move. Same rolls though.
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