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49 posts. Alias of Eragar.


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Reflex: 1d20 + 11 ⇒ (4) + 11 = 15


ROUND 2

Five-foot step, full attack D1. Using BoF for +2 AC

Stats:

Bite: 1d20 + 22 ⇒ (9) + 22 = 31
Damage: 1d8 + 28 ⇒ (3) + 28 = 31 plus 1d6 ⇒ 6 electric.

Claw: 1d20 + 23 ⇒ (7) + 23 = 30
Damage: 2d6 + 19 ⇒ (2, 5) + 19 = 26 plus 1d6 ⇒ 4 electric.

Claw: 1d20 + 23 ⇒ (14) + 23 = 37
Damage: 2d6 + 19 ⇒ (6, 5) + 19 = 30 plus 1d6 ⇒ 4 electric.

Claw: 1d20 + 23 ⇒ (7) + 23 = 30
Damage: 2d6 + 19 ⇒ (2, 4) + 19 = 25 plus 1d6 ⇒ 6 electric.

Claw: 1d20 + 23 ⇒ (1) + 23 = 24


ROUND 2

Eidolon will delay (Assuming Shakros is going to dispel the darkness)

Note: Eidolon will live until the beginning of round 14, and then will return to his home plane.


Trying to cast Evolution Surge on my eidolon.
(High means I hit): 1d100 ⇒ 16

Well, that's going to make things difficult.

Eidolon will take the total defense action.


Init: 1d20 + 4 ⇒ (10) + 4 = 14


Fort: 1d20 + 5 ⇒ (2) + 5 = 7


Eidolon fort: 1d20 + 15 ⇒ (3) + 15 = 18

Looks like I'm out of the fight


ROUND 2

How are you getting three hits on the eidolon from the chernobue? Only the 35 hits an AC of 32, and none of those crit.

Anyway, fort for eidolon against bite: 1d20 + 15 ⇒ (14) + 15 = 29

Darrt: Casting barkskin on eidolon. Using BoF for +2 AC.

Eidlon: Five-foot step forward, full attack on the chernobue (Switching to GC when the the chernobue dies). Using BoF for +2 AC

Attacks:

Bite: 1d20 + 22 ⇒ (19) + 22 = 41
Damage: 1d8 + 28 - 10 ⇒ (1) + 28 - 10 = 19

Claw: 1d20 + 23 ⇒ (10) + 23 = 33
Damage: 2d6 + 19 - 10 ⇒ (1, 4) + 19 - 10 = 14

Claw: 1d20 + 23 ⇒ (9) + 23 = 32
Damage: 2d6 + 19 - 10 ⇒ (1, 2) + 19 - 10 = 12

Claw: 1d20 + 23 ⇒ (18) + 23 = 41
Damage: 2d6 + 19 - 10 ⇒ (1, 1) + 19 - 10 = 11

Claw: 1d20 + 23 ⇒ (16) + 23 = 39
Damage: 2d6 + 19 - 10 ⇒ (6, 1) + 19 - 10 = 16

Assuming it's a normal chernobue, it will die on the second claw, leaving two for CG (47 damage)


Right. It's been a while since I've dealt with poison.
Fort: 1d20 + 5 ⇒ (3) + 5 = 8


Sorry about the delay guys, school has been eating my time. Just assume that I delayed until where I am now.

Fort: 1d20 + 6 ⇒ (15) + 6 = 21

Darrt: Five-foot step to C20, defensively cast invisibility.
Concentration (DC 19): 1d20 + 15 ⇒ (20) + 15 = 35. Use BoF for +2 AC.

Eidolon: Full attack chernobue. Using BoF for +2 AC

Attacks:

Bite: 1d20 + 22 ⇒ (20) + 22 = 42
Confirm: 1d20 + 22 ⇒ (12) + 22 = 34
Damage: 2d8 + 56 ⇒ (4, 7) + 56 = 67; Electric: 2d6 - 10 ⇒ (3, 3) - 10 = -4

Claw: 1d20 + 23 ⇒ (8) + 23 = 31
Damage: 2d6 + 19 ⇒ (4, 4) + 19 = 27

Claw: 1d20 + 23 ⇒ (12) + 23 = 35
Damage: 2d6 + 19 ⇒ (6, 4) + 19 = 29

Claw: 1d20 + 23 ⇒ (5) + 23 = 28
Damage: 2d6 + 19 ⇒ (3, 3) + 19 = 25

Claw: 1d20 + 23 ⇒ (2) + 23 = 25

Total Damage (after DR): 67 + 27 + 29 + 25 - 40 = 108


Init: 1d20 + 4 ⇒ (12) + 4 = 16


Darrt: 1d20 + 2 ⇒ (7) + 2 = 9

Eidolon: 1d20 + 15 ⇒ (6) + 15 = 21

The drow drops to the ground, his eidolon looks at his body for a brief second before vanishing back to its home plane.

Good luck to those remaining.


Will: 1d20 + 8 ⇒ (10) + 8 = 18


Shakros is correct here. My eidolon now has the ability to take on an incorporeal form for 13/day, but he has not yet used that ability and as such is still physical. I simply added the evolution now so that I don't have to waste a second turn casting when I could be doing something else.


Round 3
Eidolon AoO on Le 1:
Attack: 1d20 + 21 ⇒ (1) + 21 = 22

Darrt:
Casts greater evolution surge on eidolon (Taking Fly and Incorporeal Form), loads crossbow.

Eidolon:
Using BoF for +2 AC
Charge Le 1 and attempt to grapple (provoking AoO).
Grapple (DC 32): 1d20 + 30 ⇒ (1) + 30 = 31

Figures. :P I think this is the fight where we lose.


Shakros wrote:
The Eidolon does have magic attacks, so that needs to be rolled.

That evolution makes the eidolon's attacks count as magic for damage reduction, but not for anything else. They aren't actually magic.

Watcher Uatu wrote:

AoO for the eidolon:1d20 + 20 ⇒ (6) + 20 = 26

Damage:1d8 + 28 + 1d6 ⇒ (2) + 28 + (3) = 33

My eidolon shouldn't have provoked any attacks of opportunity, it didn't move through any threatened spaces.


Round 2

Eidolon charges at Le1 (10-foot reach so I should be able to hit him)
Bite: 1d20 + 23 ⇒ (3) + 23 = 26
Damage (After DR): 1d8 + 28 - 10 ⇒ (1) + 28 - 10 = 19
(Using BoF for +2 AC)

Darrt Defensively casts extended invisibility on himself.
DC 19 Concentration: 1d20 + 15 ⇒ (16) + 15 = 31
Moving to P12.

Where is the safehouse on this map?


Round 1

Moving to I14 and casting an extended Haste on everyone. Eidolon moving to O10-N11, taking total defense action (using BoF for +2 AC).

I feel a little bit useless against these incorporeals. Definitely a hole in my design that needs fixing.

Current eidolon AC: 39 (21 touch).


Initiative for fight 4: 1d20 + 4 ⇒ (14) + 4 = 18


Posting now since I'll be busy for the rest of today.

Round 3

Moving to J14, shooting bhuta, provoking from Agh 2 (using BoF for +2 to hit)
Attack: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 1d8 + 1d6 ⇒ (2) + (5) = 7/2=3

eidolon full attacks Agh 2, BoF for +2 to hit
Bite: 1d20 + 23 ⇒ (17) + 23 = 40
Damage: 1d8 + 28 ⇒ (5) + 28 = 33

Bite: 1d20 + 23 ⇒ (13) + 23 = 36
Damage: 1d8 + 28 ⇒ (4) + 28 = 32

Claw: 1d20 + 22 ⇒ (9) + 22 = 31
Damage: 2d6 + 19 ⇒ (2, 4) + 19 = 25

Claw: 1d20 + 22 ⇒ (12) + 22 = 34
Damage: 2d6 + 19 ⇒ (2, 6) + 19 = 27

Claw: 1d20 + 22 ⇒ (6) + 22 = 28
Damage: 2d6 + 19 ⇒ (6, 3) + 19 = 28

Total Damage (After DR): 112

Claw: 1d20 + 22 ⇒ (12) + 22 = 34
Damage: 2d6 + 19 ⇒ (5, 3) + 19 = 27


Watcher Uatu wrote:
Darrt wrote:

Casting extended Barkskin on eidolon.

Eidolon steps up to Agh 2 (takes AoO for moving through its reach.) Using BoF for +2 AC.

Bite: 1d20 + 21
Damage (After DR): 1d8 + 28 - 10

Eidolon AC: 38, 15, 32

Is this your round 2 action. Earlier you mentioned giving everyone an extended haste.

Yes. My mistake. I'll do better posting round number.


Casting extended Barkskin on eidolon.

Eidolon steps up to Agh 2 (takes AoO for moving through its reach.) Using BoF for +2 AC.

Bite: 1d20 + 21 ⇒ (6) + 21 = 27
Damage (After DR): 1d8 + 28 - 10 ⇒ (4) + 28 - 10 = 22

Eidolon AC: 38, 15, 32


Watcher Uatu wrote:
** spoiler omitted **

Looking at it again, I have to use a standard action to lower it, so I guess I'll have to keep it up.

Edit: Bolerin mentioned that already.


Watcher Uatu wrote:
Is the entire party waiting for BoF?

Probably.

"That cleric type over there looks like one of my kin. You should be warned that us drow are resistant to magic. Sort of."


Init: 1d20 + 4 ⇒ (19) + 4 = 23
Delay until Mlungisi goes.


There isn't a whole lot I can do against the incorporeal guys, so I'll just stand next to the rest of you so you have a +2 to AC.

Darrt's Actions: Full move into the safe house.

Eidolon: BoF for +2 AC. Move to Q16. Total defense action.

Stats:

Darrt: Irrelevant. He's in the safe house.

Eidolon
AC: 38, 20, 17
hp: 95 +13 temp
Conditions Witchfire, Enlarge person

Again, anyone standing next to the eidolon gets a +2 shield bonus to AC and +2 to saving throws.


Will 1d20 + 8 ⇒ (11) + 8 = 19

How long am I blind?


Round 2
Darrt gasps in pain as his friend crashes to the ground and wounds open up on his own chest. Finding himself subsequently blinded he shouts in anger and stumbles forward with the intent to heal the eidolon.
Feeling Mlungisi's healing wash over him, he quickly shifts to a different chant.
"Thank you Oracle. It's time to show these fools what they're really up against."

Darrt's Action: Five foot step to K16, cast Greater rejuvenate eidolon
Healing: 5d10 + 13 ⇒ (3, 3, 7, 9, 3) + 13 = 38
Move action to load crossbow.
BoF used for +2 AC

Eidolon action: Use BoF to stand up as swift without provoking. Five foot step to N17, full attack on Clock 2

Attacks:
Bite: 1d20 + 18 ⇒ (13) + 18 = 31
Damage: 2d6 + 27 ⇒ (2, 1) + 27 = 30

Claw: 1d20 + 19 ⇒ (10) + 19 = 29
Damage: 3d6 + 17 ⇒ (6, 2, 3) + 17 = 28

Claw: 1d20 + 19 ⇒ (3) + 19 = 22
Damage: 3d6 + 17 ⇒ (3, 2, 3) + 17 = 25

Claw: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 3d6 + 17 ⇒ (5, 6, 2) + 17 = 30

Claw: 1d20 + 19 ⇒ (3) + 19 = 22
Damage: 3d6 + 17 ⇒ (5, 1, 4) + 17 = 27
Electric Damage: 5d6 ⇒ (2, 6, 4, 4, 3) = 19 *1.5=24
Total Damage (After DR): 24 + 30 + 25 + 28 + 30 + 27 - 25 = 139

Stats:

Darrt
AC: 17, 8, 17
Conditions: BoF, Blinded

Eidolon
AC: 30, 12, 27
hp: 40
Conditions: Enlarge person, witchflame (faerie fire, sickened, fire vulnerability)


AoO against Clock 1: 1d20 + 19 ⇒ (20) + 19 = 39
Confirmation: 1d20 + 19 ⇒ (19) + 19 = 38
Damage (after DR): 6d6 + 40 - 5 ⇒ (1, 6, 6, 4, 2, 6) + 40 - 5 = 60
Electricity Damage: 2d6 ⇒ (2, 2) = 4 * 1.5=6

Will saves:
1: 1d20 + 14 ⇒ (7) + 14 = 21
2: 1d20 + 14 ⇒ (12) + 14 = 26

Fort saves:
Darrt: 1d20 + 6 ⇒ (13) + 6 = 19
Eidolon: 1d20 + 15 ⇒ (17) + 15 = 32

Stats:

Darrt
AC: 17, 8, 17
hp: 52
Conditions: Blinded

Eidolon
AC: 17, 5, 17
hp: -16
Conditions Unconscious, witchfire, prone

Constructs are subject to critical hits.


"Are they immune to to getting smashed by giant creatures?"

Darrt's Action: Cast extended Enlarge person on eidolon, move forward to J16
I hope you don't mind being small for now Caarl. I want to see how effective it is and I figure it's safer to do in one of the earlier fights than the later ones.

Eidolon's Action: Move to M16 (center square) using Blessing of fervor, standard to attack Clock 3 (+2 AC due to partial cover).
Claw: 1d20 + 20 ⇒ (11) + 20 = 31
Damage (after DR): 3d6 + 20 - 5 ⇒ (3, 3, 4) + 20 - 5 = 25
Electricity Damage: 1d6 ⇒ 2 * 1.5 = 3

Stats:

Eidolon
AC: 30, 12, 27
Conditions: Enlarge person, Blessing of fervor.


Huuurk wrote:
Huuurk is on the map, ready to rumble.

I don't see you.

Also, is the safe house usable every battle, or just the one's where it is on the map?


Init: 1d20 + 4 ⇒ (12) + 4 = 16


Seeing several more of the devils go down, Darrt takes the opportunity and quickly steps forward, touching the oracle as he does so.
As soon as his fingers make contact, the blind man vanishes, only empty space occupying where he stood a moment before.

Darrt's Action: move to J15, cast extended invisibility on Mlungisi.

angered by the prospect of missing out on so much of the fighting, the large outsider shifts forward raining blows down on the remaining opponent.

Eidolon Action: Five foot step; full attack on Devil 5

Attacks:

Bite: 1d20 + 20 ⇒ (19) + 20 = 39
Damage: 1d8 + 28 + 1d6 ⇒ (6) + 28 + (1) = 35

Claw: 1d20 + 21 ⇒ (16) + 21 = 37
Damage: 2d6 + 19 + 1d6 ⇒ (2, 2) + 19 + (6) = 29

Claw: 1d20 + 21 ⇒ (9) + 21 = 30
Damage:2d6 + 19 + 1d6 ⇒ (2, 2) + 19 + (2) = 25

Claw: 1d20 + 21 ⇒ (5) + 21 = 26
Damage:2d6 + 19 + 1d6 ⇒ (3, 5) + 19 + (4) = 31

Claw: 1d20 + 21 ⇒ (1) + 21 = 22

Claw: 1d20 + 21 ⇒ (10) + 21 = 31
Damage:2d6 + 19 + 1d6 ⇒ (3, 1) + 19 + (4) = 27

Total Damage (after DR): 27 + 31 + 35 + 29 + 25 - 50 = 97

Stats:

Darrt
AC: 22, 13, 20
hp: 74
Conditions: Dazzled, Blessing of fervor
Current spells: Enlarge person (Caarl) (258 r.), Barkskin (Eidolon) (2599 r.), Invisibility (Mlungisi) (260 r.)

Eidolon
AC: 35, 12, 32
hp: 95
Conditions: Blessing of fervor, Barkskin


Chanting again, Darrt touches his large outsider friend, his spell thickening and toughening its skin. He then moves forward to protect Mlungisi.

Darrt's Action: Cast extended Barksin on eidolon. Move to D16.

With a roar the wolf-like creature rushes forward, closing the gap between it and one of the few remaining monsters.

Eidolon Action: Double move to M16,17;N16,17

Stats:

Darrt/b]
[b]AC:
22, 13, 19
hp: 74
Conditions: Dazzled, Blessing of fervor (12 rounds remaining)
Currect Spells: Enlarge person (Caarl) (259 rounds), Barkskin (Eidolon) (2600 rounds)

Eidolon
AC: 37, 14, 32
hp: 95
Conditions: Blessing of fervor (12 rounds), Barkskin (2600 rounds)


I did indeed delay to initiative 4. The devils are supposed to act next.
My eidolon still has a prepared action to attack any devil that comes into reach as well.


I'll make sure it happens; soon as it's time.


I think Shakros was posting his second round action early because he wasn't sure if he would be available later--So the summoned monster should be there by then.
As far as the bladed dash being a standard action, you forget that magi can cast a spell and take a full attack as a full round action:

Spell Combat wrote:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Has everyone taken their first turn now?


With Mlungisi's blessing filling him with power, the dark elf begins to chant swiftly in his native tongue. After a moment a cloud of black energy crackles around Caarl, causing the man to grow to nearly twice his previous height.
"Let's see how badly those devils want to play this game, shall we?"

Darrt: Cast extended Enlarge Person on Caarl, draw crossbow.

Stats:

Darrt
AC: 26, 17, 23
hp: 74
Conditions: Dazzled, Blessing of fervor (13 rounds remaining)
Current spells: Extended enlarge person (Caarl) (260 rounds remaining)

Eidolon
AC: 30, 12, 27
hp: 95
Conditions: Blessing of fervor

It's worth noting that anyone standing next to my eidolon gets a +2 shield bonus to AC and a +2 circumstance bonus to saving throws.


Unless you're using another house rule that I missed, I should go before Huuurk with an initiative bonus of +4 to his +3, although it won't really matter as I'm delaying until Mlugisi gets his spell off.

Darrt blinks rapidly as he waits for his eyes to adjust to the sunlight. The large creature beside him moves forward slightly, crouching in a defensive position in front of its master.

Darrt: delay to Initiative 5.
Eidolon: Step forward and ready an action to attack anything that comes in reach (Will then delay to Init 5 next round to keep things simple).

Stats:

Darrt
AC: 19, 8, 19
hp: 74
Conditions: Blinded

Eidolon
AC: 30, 12, 27
hp: 95

Caarl, I'm placing you next to me like you said you are. Go ahead and move yourself if you want to be on the other side.


Darrt strides confidently forward onto the field, a furred, multi-limbed creature standing next to him.

Initiative: 1d20 + 4 ⇒ (14) + 4 = 18


I can definitely give Caarl an enlarge and Mlungisi an invisibility right after.


I think we're about ready to start--At least as soon as you are, Watcher Uatu.


If no one else is going to claim one of Mlungisi's rings then I will happily take one. With my using it, it won't come into play until my eidolon starts taking fatal blows and I take the damage off of him--That should give Mlungisi a little bit more breathing room throughout the fight so he doesn't need to constantly heal himself as well.


Just remembered pounce is quadruped only... Fixing it.


Making a slight adjustment to my eidolon's evolutions (trading the resistances for magic attacks and pounce). Just heads up.


Looks like there will be four of us then?


Eragar is Done. Stat blocks on profile.


I'll do equipment at the stats for my eidolon tomorrow, but there's me.


Here is Eragar's rogue (Or here it will be soon--My computer just deleted my whole stat block so I gotta do it over again...).

Like Merck, I don't really know anything about Greyhawk. I'll see if I can't look it up at some point or another.

EDIT: There we go. I'll get a backstory after I've looked up some of the lore.