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
Claw: 1d20 + 23 ⇒ (14) + 23 = 37
Claw: 1d20 + 23 ⇒ (7) + 23 = 30
Claw: 1d20 + 23 ⇒ (1) + 23 = 24
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
Claw: 1d20 + 23 ⇒ (9) + 23 = 32
Claw: 1d20 + 23 ⇒ (18) + 23 = 41
Claw: 1d20 + 23 ⇒ (16) + 23 = 39
Assuming it's a normal chernobue, it will die on the second claw, leaving two for CG (47 damage)
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.
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
Claw: 1d20 + 23 ⇒ (12) + 23 = 35
Claw: 1d20 + 23 ⇒ (5) + 23 = 28
Claw: 1d20 + 23 ⇒ (2) + 23 = 25 Total Damage (after DR): 67 + 27 + 29 + 25 - 40 = 108
Round 3
Darrt:
Eidolon:
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:
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)
Darrt Defensively casts extended invisibility on himself.
Where is the safehouse on this map?
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)
eidolon full attacks Agh 2, BoF for +2 to hit
Bite: 1d20 + 23 ⇒ (13) + 23 = 36
Claw: 1d20 + 22 ⇒ (9) + 22 = 31
Claw: 1d20 + 22 ⇒ (12) + 22 = 34
Claw: 1d20 + 22 ⇒ (6) + 22 = 28
Total Damage (After DR): 112 Claw: 1d20 + 22 ⇒ (12) + 22 = 34
Watcher Uatu wrote:
Yes. My mistake. I'll do better posting round number.
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
Again, anyone standing next to the eidolon gets a +2 shield bonus to AC and +2 to saving throws.
Round 2
Darrt's Action: Five foot step to K16, cast Greater rejuvenate eidolon
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
Claw: 1d20 + 19 ⇒ (3) + 19 = 22
Claw: 1d20 + 19 ⇒ (2) + 19 = 21
Claw: 1d20 + 19 ⇒ (3) + 19 = 22
Stats: Darrt AC: 17, 8, 17 Conditions: BoF, Blinded Eidolon
AoO against Clock 1: 1d20 + 19 ⇒ (20) + 19 = 39
Will saves:
Fort saves:
Stats:
Darrt AC: 17, 8, 17 hp: 52 Conditions: Blinded Eidolon
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
Eidolon's Action: Move to M16 (center square) using Blessing of fervor, standard to attack Clock 3 (+2 AC due to partial cover).
Stats: Eidolon AC: 30, 12, 27 Conditions: Enlarge person, Blessing of fervor.
Seeing several more of the devils go down, Darrt takes the opportunity and quickly steps forward, touching the oracle as he does so.
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
Claw: 1d20 + 21 ⇒ (9) + 21 = 30
Claw: 1d20 + 21 ⇒ (5) + 21 = 26
Claw: 1d20 + 21 ⇒ (1) + 21 = 22 Claw: 1d20 + 21 ⇒ (10) + 21 = 31
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
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
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.
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.
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
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.
Stats:
Darrt AC: 19, 8, 19 hp: 74 Conditions: Blinded Eidolon
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.
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.
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. |