

Hisao of the Yellow Reeds wrote: Round One
Hisao, after having made himself invisible, makes it up to the deck.
Round Two
Seeing the monster Hisao rushes to flank with one of the others surrounding the sea creature and charges into it with VenomFang
[dice=VenomFang Flank Attack on FlatFooted Drake while Invisible and charging]1d20+8+2+2+2;1d6+2+1d6+2d6
[dice=Confirm Crit]1d20+8+2+2+2
[dice=Crit Damage]1d6+2+1d6
Taking advantage of the confusion Hisao rushes the monster and flips neatly onto its distracted back sinking his new weapon deep into the scaly hide with the same motion. The acid from VenomFang helps him slice through the beast's natural armor and leave a burning wound behind. Ripping the blade back with a cruel final yank Hisao somersaults away from the thrashing foe and lands a bit off balance.
AC 15 for this round. 5 of the 25 total damage is acid
The ninja suddenly appears on the sea drake's back, Venomfang sinking deep into the back of its neck! With a ragged roar, the beast collapses on the deck, thrashing wildly in its death throes for a moment!
AAARRRRRRGGGHH!!! ..... Hissssss.....
Staggered by Kiyu's hex, the sea drake can only take a single action in round 2....
The sea drake snaps at Alphonse 1d20 + 12 ⇒ (2) + 12 = 14, clamping its jaws on the gilded haft of Foereaper instead of the paladin's arms!
Kyleon wrote: Not completely dissuaded by his first shot, Kyleon fires again. This time, he was more prepared.
[dice=HRC]1d20 + 9 [dice=Damage]1d10 + 5
The bolt takes the beast in its neck and it tears back, snarling in pain....
GRRRRRR!!!!
Brinegullet's breath weapon recharges in 1d6 ⇒ 3 rounds.... And it is apparently staggered by Kiyu's hex....
Paddy wrote: note Paddy has electric resistance 5...
I think we can make a good stem out of this one when we are done with him....guppy stew!!
[dice=attack] 1d20+9+2; 1d6+5; 2d6
I will put the injury on his attack rolls...so -2 for him
current hp 17/31
Paddy's swift thrust deals the sea drake another 20 piercing damage!
RRAAAAARRRRGGG!!!
Paddy wrote: [dice=reflex] 1d20+8
Well, so much for a nice quiet trip...
Paddy looks for a weak spot in the creature's defenses.
trying to flank with someone...will add flank and roll sneak attack, if they dont apply, disregard them
[dice=attack]1d20+9+2; 1d6+1; 2d6
Paddy sinks his short sword into the drake's hide for 15 piercing damage, getting a flank with Kyleon....
RRAAAARRRRR!!!

Hoenheim Dobberkau *Nacht* wrote: Alright...we have the proper sequence of order here. First Nacht saw it and cast a spell. It jumped on Board, then Kyleon missed. Actual Init starts, Paddy goes and trues to stab, it would AoO him. Thus that damage goes to him not Nacht ( You might want to roll Acrobatics). Then Nacht Flies down behind him likely giving Paddy the Flanking he needs. Alphonse moves up and misses. It gets more AoO's if it has Combat Reflexes (Likely does not). Then it goes to which it breaths which now would hit everyone but would have to target either Paddy or Alphonse on the ground instead. Then the rest have their turn after making saves. Alright then that has been clarified.
Now on to Paddy.. One Paddy you are an Unchained Rouge, You placed your training on Shortswords which means you get Dex to damage with Shortswords. You to our knowledge are wielding Greenthorn which means you should be doing 1d6+5 plus SA. When you get a SA you can apply an Injury, it can be a -2 to Attacks, AC or movement lockdown.
Without further Ado I shall take Nacht's actual turn
Nacht tries to cut up the Drake like so much fine sushi.
[dice=Multi Flanking Keenstar]1d20+7; 1d8+4
[dice=Multi Flanking Gladius]1d20+6; 1d6+3
[dice=Multi Flanking Kukri]1d20+6; 1d4+3
[dice=Multi Flanking Kukri]1d20+6; 1d4+3
[dice=Confirm Multi Flanking Keenstar]1d20+7; 1d8+4
Nacht's first two swings slice Brinegullet's scaly green hide open for a total of 20 slashing damage!
GGGRRRRRRRR!!!
Kiyu Amunatus wrote: Kiyu pulls her reed as she moves and upon arriving now onto the deck sees the drake attacking the group.
Kiyu hisses at the Drake, before manifesting a wispy green cloud resembling an asp, that wraps around her body before flying towards the Drake.
Toxic Words (Misfortune Hex & Sleep Venom) DC14 Will, DC16 Fort (Roll Twice if failed Will(Taking the Lower))
Will save vs toxic words hex 1d20 + 5 ⇒ (6) + 5 = 11 fails.... Fortitude save vs sleep venom 1d20 + 9 ⇒ (5) + 9 = 14 or 1d20 + 9 ⇒ (7) + 9 = 16 fails, but sea drakes, like all dragons, are immune to sleep effects....
Retroactive changes: The sea drake's AoO would actually target Paddy, not Nacht, since Paddy reacts first....
AoO bite at Paddy 1d20 + 12 ⇒ (10) + 12 = 22 deals 1d8 + 6 ⇒ (8) + 6 = 14 bite damage plus 1d6 ⇒ 3 electricity damage!
Breath weapon still targets Nacht, then Paddy (who evades), then Kyleon, then Ferryman Roger (who is fried to a crisp)!
The sea drake snaps at Nacht as The Beetleman flies down toward its tail....
AoO bite 1d20 + 12 ⇒ (19) + 12 = 31 dealing 1d8 + 6 ⇒ (7) + 6 = 13 bite damage, plus 1d6 ⇒ 5 electricity damage!
Ball lightning breath on Nacht, arcing to Alphonse, Kyleon, Paddy, and Ferryman Roger! The ball of electricity deals 6d6 ⇒ (5, 4, 6, 6, 4, 6) = 31 electricity damage to those four characters, Reflex save DC 17 for half damage or evasion....
Initiative 1d20 + 6 ⇒ (13) + 6 = 19
Hoenheim Dobberkau *Nacht* wrote: Nacht looks to the dark-being an nodded.
" Nun gut. Denn nun werde ich .. Hilfe. I ermöglicht es Ihnen, mehr zu sprechen .. jetzt hungern ich. "
** spoiler omitted **
Later on the Boat
[dice=Perception]1d20+12
Nacht looks over the water a scene plays out in his mind one of darkness.. then screaming.. running on two legs but with much different Garb.. the feeling of a grin, leaping into the water..
His attention returns to reality as he notes the beings. Scurrying around like so many animals.. as such he focuses on every one.
Nacht's insect-like eyes pierce the water below, and note the approach of something large bolting up from the blue depths.... Something serpentine with fin-like wings....
Piercing the water of the English Channel like a green, scaly arrow, the sea drake Brinegullet perceives the keel of The Mermaid crossing overhead, and decides to take a look to see if an easy meal might be had....
Stealth 1d20 + 11 ⇒ (15) + 11 = 26
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