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Vital: Dragonkin Eldritch Guardian 3
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20 ![]() Lectrum would be happy with the ring, but he loves the weapons he already has. He would also love to sleep until noon, preferably on a pile of gold, but he's not there yet. ![]()
Vital: Dragonkin Eldritch Guardian 3
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20 ![]() When the magic missiles start flying in Round 8 Lectrum drops to the ground. Sly's protection and the fact that he is a non-combatant are his only remaining defenses. His Fast Healing 2 will have him back by Round 11 if the missiles are going elsewhere and he gladly accepts Imrik's enhanced ministrations. "I killed as many as I could, but there was so much evil and magic...this must be the most horrific place in all the world." ![]()
Vital: Dragonkin Eldritch Guardian 3
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20 ![]() I'm back. Sorry about that. Lectrum swings repeatedly at the nearest ghost until it dies (again.) The last d6 is always acid. Then he moves to the next ghost. Round 1
Round 2 (hopefully on the next opponent)
Round 3
Round 4
Round 5
Round 6
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Vital: Dragonkin Eldritch Guardian 3
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20 ![]() Lectrum chooses the adamantine weapon for fighting chains and swings until they stop swinging. :-) Round 1 Adamantine Horsechopper: 1d20 + 9 ⇒ (8) + 9 = 17 Round 2 Adamantine Horsechopper: 1d20 + 9 ⇒ (19) + 9 = 28 ![]()
Vital: Dragonkin Eldritch Guardian 3
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20 ![]() Round 2: Lectrum flinches mightily as the hideous sounds assault his ears.
"Annoying" is all he says as he swings again at the ghost. Ghost Touch Axe: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 6 + 1d6 ⇒ (7) + 6 + (2) = 15 (Two of that is acid.) ![]()
Vital: Dragonkin Eldritch Guardian 3
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20 ![]() Lectrum has reach, so he should be able to stop moving before he provokes from the Medium-Sized ghost. (I hope) Ghost Touch Damage: 1d8 + 6 ⇒ (4) + 6 = 10 ![]()
Vital: Dragonkin Eldritch Guardian 3
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20 ![]() It looks like Lectrum can move along the back wall behind the party-members that are already in melee. Please tell me if that's wrong and I will edit. Lectrum knows that he is the only one that can hurt the ghost, so he must hurry over to save Calin with the +1 ghost touch weapon. Decap Caspar: 1d20 + 9 ⇒ (14) + 9 = 23 ![]()
Vital: Dragonkin Eldritch Guardian 3
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20 ![]() Lectrum kicks another putrid corpse out of the way and steps forward to challenge pink."Sly, you're missing the fun out here!" Carnage: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 172d8 + 5 ⇒ (4, 3) + 5 = 121d6 ⇒ 5
Is Lectrum close enough to Calin to envelop him in his aura of healing? ![]()
Vital: Dragonkin Eldritch Guardian 3
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20 ![]() When I moved Lectrum, his avatar disappeared under the zombie, hence the below... Lectrum hurries into the room, stepping on a zombie leg and booting the head a few feet away. He then remembers his tactical training and attacks with flanking on lime green.
The total is 4+8+9+15 and 4 acid = 40 Lectrum hopes this zombie head travels even farther. ![]()
Vital: Dragonkin Eldritch Guardian 3
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20 ![]() Valiard Tessar wrote: "I recommend we quickly investigate these new towers before we press on into the prison to try and pillory some poltergeists." "Sure. It's not like they will be haunted or anything." Lectrum is clearly going to be nightmarishly grouchy all day. (Unless he gets a nap, maybe.) ![]()
Vital: Dragonkin Eldritch Guardian 3
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20 ![]() Lectrum had the handaxe and had tried multiple times to clean it with no success. Perhaps he left it lying on the table when he went to look for food and Ragnar picked it up. (From the kitchen) "What's all the noise? Is Ramada rambling again? He'll stop soon enough..." ![]()
Vital: Dragonkin Eldritch Guardian 3
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20 ![]() The gloves not working quickly enough for Lectrum's needs, he draws the magical adamantine horsechopper and tries to eviscerate the door. Adamantine Dream: 1d20 + 10 ⇒ (4) + 10 = 145d6 + 6 ⇒ (1, 6, 4, 1, 1) + 6 = 19 ignoring hardness. Sure, three ones is what we were all hoping for in the damage roll... ![]()
Vital: Dragonkin Eldritch Guardian 3
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20 ![]() Lectrum is perplexed by the orders, but he is an experienced soldier. He quickly uses the acid from his gloves on the door lock, if it's visible, or the hinges/latch if it's not. Acid: 2d6 ⇒ (4, 5) = 9
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