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NG Dwarf Barbarian 9 / Fighter 1
![]() That takes Sithiss down to -10! Knowing it will not be very useful, Sickly drops his longhammer onto the ground (it immediately shrinks back to its normal size) and goes to try to help Selter from getting whatever it is that bad tentacles do. Its some sort of manga comic! With the squid grappled, he has a much easier time getting in close, flying above the water this time, thanks to Wembly, then taking a deep breath, and diving in at the last minute, quickly submerging. He draws a dagger as he goes, the weapon looking impossibly small compared to the size of its target. Swim check, if needed: 1d20 + 10 + 1 - 3 ⇒ (12) + 10 + 1 - 3 = 20 enlarged cold iron dagger, rage, PA: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24, for 1d6 + 5 + 6 + 2 ⇒ (1) + 5 + 6 + 2 = 14 damage. ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Um, the squid moved 15'? Is that due to the water 'sucking' it back? And cursed DR... didn't know about it when I started. =) I did what? 3 points of damage? Ha! oh, and if it matters, Sickly still has 20 points of damage from prior fights Sickly tries not to get pulled out with the tide, not at all wanting to follow the thing into deeper water! Swim: 1d20 + 10 - 3 + 2 ⇒ (15) + 10 - 3 + 2 = 24 ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Oops, the thread stopped updating! Glad I looked! Was hoping to approach without provoking due to the grapple... wasn't expecting Selter to let go =) Sickly steps tentatively forward, then with a small distressed wail, steps into the water, sinking right to the bottom of the shallower section, his beard lapping at the surface, as he holds his hammer over his head, trying to fend off the tentacles as he approaches. Defensive, single move forward, first step on dry land, second into the water.
If not grabbed:
The enlarged dwarf... with his even-longer hammer, lets out a strangled cry, and slams it down at the parts of the squid-like creature near the surface, though the weapon is far less effective due attacking into water.
rage, attack with reach +1 adamantine long hammer, PA, rage, enlarge, underwater penalty, defensive: 1d20 + 12 + 2 - 2 - 4 ⇒ (12) + 12 + 2 - 2 - 4 = 20, for 3d6 + 14 + 3 + 2 ⇒ (3, 1, 4) + 14 + 3 + 2 = 27/2 = 13 damage (blunt, magic, adamantine) If grabbed:
Unfortunately, he does not get far, before the lashing tentacles wrap around him, pulling him into the deeper section, far closer than he wanted to be!
He lets out a surprised cry, as releases one hand from his long(er) hammer, and desperately punches at the thing with the spikes welded to the back of the gauntlet on that free hand. Still holding the hammer, one-handed, rage and punching with cold iron spiked gauntlet (piercing!) at the squid-face/tentacle/whatever is in reach cold iron spiked gauntet, PA, rage, enlarge, defensive: 1d20 + 14 - 3 + 2 - 4 ⇒ (11) + 14 - 3 + 2 - 4 = 20, for 1d6 + 5 + 6 + 2 ⇒ (3) + 5 + 6 + 2 = 16 damage (piercing, cold iron) Current AC: 23 on move (21 after move)
edit: changed the 1d4, in the second spoiler, to a 1d6 to acount for size increase ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() What rules apply here. Are we doing half-damage for attacking underwater (if using non-piercing weapons). Do cover penalties, for being partially submerged apply to the squid if we attack it from above the waterline? If the shallower water is 7' deep, that's going to be chest high on an enlarged Sickly... so am assuming yes to the questions above. Ick. What sort of movement penalty for the shallower bit?
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NG Dwarf Barbarian 9 / Fighter 1
![]() Was going to ask if the squid was taking the -2 on its attacks for being grappled... but wouldn't have mattered anyway. =) I know that Wembly Trying to figure out how much reach I have with a large reach weapon... don't want to have to step in the water ... 8( ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() "Uh... that one's bigger." Sickly notes, with a worried frown. He fumbles at his belt for a moment, pulling out a small vial, and popping the cork off. He then takes a moment to wipe the rim thoroughly with his sleeve, then drinks it in one quick swallow. As he finishes it, his form starts to grow, until he is nearly twice the height he was a moment before, his long hammer, even longer! He steps tentatively towards the water, hammer at the ready. Move, pull out potion of enlarge person, standard drink it!, 5' step. How deep does the water here look? Based on coloring, it appears to have two different depth ranges. ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() "Swim? In that?" Sickly mutters unbelievably, at Selter's comments. He couldn't think of a single reason why he'd ever consider that... the place looked ripe with bacteria! Still, he moves in closer, trying to figure out what the purpose of the cavern is. Certainly not for bringing in ships, as those were all back at the dock. Perception: 1d20 + 14 ⇒ (12) + 14 = 26 (+2 if stone related) ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Sickly does not seem comfortable in the presence of the elf woman, and excuses himself, to go to the back of the room, to see what's through the adjoining door... in case more dangers wait there. Of course, he never looks comfortable in anyone's presence, so it is not that unusual. Seems just the one area on the north side of the room, and the spiral stairs going down on the ground floor, left to explore. ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() As the opponents fall, Sickly staggers back a few steps, to lean against the far wall, his breath coming in gasping wheezes as he tries to draw it. He pulls out a small wand, and tries to get it to work, though seems to be having some trouble, only getting it to activate once, as it heals some of the damage from the shiv to the ribs. UMD @ +1: 5d20 ⇒ (15, 15, 20, 17, 6) = 73 heh, one out of 5. I'll take it! =)
Hey, still had 25 damage from the earlier fight(s)... so now have 38 damage ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() With a howl of anger, Sickly brings his giant hammer back around, trying to knock down the half-orc with the shivs. Continuing to swing until he falls over, then turning his attention to the mean elf lady. Full attack, starting on the half-orc, but if he falls over, then 5' stepping, and the rest on the elf woman (with flanking (add +2 to attacks). Either way, 5' step at the end of it to be flanking with Dailung (+1 haste, +1 battle cry, +2 rage)
confirm iterative?: 1d20 + 7 + 1 + 1 + 2 ⇒ (2) + 7 + 1 + 1 + 2 = 13, for an additional 4d6 + 40 ⇒ (3, 5, 5, 2) + 40 = 55 damage.
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NG Dwarf Barbarian 9 / Fighter 1
![]() Have played it on the intrepid Captain Hamish Carmody O'Toole! And he did indeed gain the boon in question (though was a while back, in a Roll20 game... so don't quite recall what I did to earn it) ... The Captain does make enemies though, and is somewhat delusional, so such memory lapses are not uncommon. ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() DR will reduce the shiv damage to 20 Sickly's eyes go wide as he sees the black substance clinging to the half-orc's blades. He had a hard enough time with environmental threats that weren't introduced directly to his bloodstream! He is unable to knock the jab aside, and the poison works its way into his system. Fort vs poison: 1d20 + 9 + 3 ⇒ (6) + 9 + 3 = 18 (No clue what the DC is... hopefully that makes it) His face immediately starts to turn red, and blotchy, a strangled howl of anger working its way onto his lips, as he instinctively steps back from his attacker. "Get away!" He wails, as he brings his hammer smashing towards the man, over and over, trying to drive him back. 5' step backwards. Rage! Full attack the guy with the shivs!
primary, PA, haste, cry, rage: 1d20 + 12 + 1 + 1 + 2 ⇒ (15) + 12 + 1 + 1 + 2 = 31, for 2d6 + 17 + 3 ⇒ (5, 1) + 17 + 3 = 26 damage. 50% miss chance: 1d100 ⇒ 87
Current AC: 22 If the half-orc 5' steps anywhere, will use his 1/rage unexpected strike ability to get an AoO
If Triggered:
AoO: 1d20 + 16 ⇒ (19) + 16 = 35, for 2d6 + 20 ⇒ (2, 5) + 20 = 27 damage.50% miss chance: 1d100 ⇒ 86
confirm?: 1d20 + 16 ⇒ (16) + 16 = 32, for an additional 4d6 + 40 ⇒ (2, 1, 6, 6) + 40 = 55 damage. As for Eliot, he was a rare appearance even when we were going strong... with the unexpected break from the GM switch, who knows. ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Hearing the threatening tones from around the corner, Sickly moves into the room, his steps suddenly hastened by Wembly's magic. Not wanting to get too near the bed, he stops, and tentatively tries to knock the half-orc out of the way. melee, haste: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18, for 2d6 + 17 ⇒ (1, 3) + 17 = 21 damage. ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Sickly's in the right spot. (unless someone moved him after you mentioned that) The dwarf frowns slightly, more than happy to let Selter lead the way. This looked just the kind of place to have an unusually high perfume or cologne content... neither of which he reacted well to. ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Et tu XX?! Fine then He does it just the way he was taught, everything perfect, and the lock still proves well above his pay grade. He hangs his head in embarrassment, sniffling slightly, then just takes his hammer, and uses it like a battering ram on the right-hand door. Fine, adamantine hammer to break down the door! ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Sickly looks at both doors with a pitiful look on his face, like he's about to start crying. "I might be able to open them." He offers, pulling out some tools. Not a big chance, but a chance =) Disable Device: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 Ha! Take that, stupid door! ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Search the fellow first! As Dailung easily knocks the final foe unconscious, Sickly is quick to leave the room, his breath coming in loud rasps, eyes watering, as he tries to find a spot where there were not so many dogs. He goes back the way they came, to where the people were chained up. Not sure why they are imprisoned, he prepares to smash the chains loose from the floor with his hammer. Will use adamantine weapon to smash out the pins, or what have you... unless someone tells him not to. Otherwise up the staircase in the main hall seems the obvious way to go. Shrug. I just follow the others =) ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Just moving this out of gameplay. In regards to AoO's... GM Amsheagar wrote: The man has feats that allows multiple. Doesn't matter how many AoO's you can make a round, the elemental still only provokes once for its entire move... not once for each square it moves through that's threatened. Assuming that's what happened. ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() why three AoO's? Should just be 1 shouldn't it, for the movement? Spellcraft to ID spell: 1d20 + 3 ⇒ (15) + 3 = 18 (ID's up to a 3rd level spell) Sickly frowns, at the sight of all the chained up people, and chases after the woman (it's been a she and a he, not sure on gender). As he enters the next room, he points his weapon at her. "It's not nice to chain people up like that!" It sounds totally lame, but he doesn't seem to care, as his eye starts to twitch and swell shut again from the lingering aura of the dogs, that filled the room a short time before. With a pitiful wail, he brings his hammer up, and then down again, swinging it at the lady with the whip. +1 longhammer, PA, rage, haste: 1d20 + 15 - 3 + 2 + 1 ⇒ (20) + 15 - 3 + 2 + 1 = 35, for 2d6 + 17 + 3 ⇒ (5, 3) + 17 + 3 = 28 damage. confirm?: 1d20 + 15 ⇒ (12) + 15 = 27, for 4d6 + 40 ⇒ (1, 4, 3, 2) + 40 = 50 additional damage. Current AC 22 ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Just pulling this over to the right thread... Wembly Templeton wrote:
The dwarf wipes his running nose, and looks worriedly back the way they came. "No fungus this way." He says quietly, apparently just going this way to avoid the mushrooms that were summoned in the prior one. Now back to regularly scheduled puppy madness. He recoils from the sight of so many dogs in one place, his face already starting to turn blotchy and red. ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Sickly's only concerned with staying as far from the mushrooms as possible... so still gasping from his recent exertion, he goes out of the room to the east, and checks the rooms along the far side of the main floor, eventually circling around to the entry hall from the north. ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Sickly does not want to get any closer to the spore spouting mushrooms than he has to. But the distance doesn't help, as the caster lady gives him the stink eye from across the room. Wait, is this an actual hex? My bonus to saves doesn't apply to supernatural abilities, if so. (Add 5 to the following if it is a spell or spell-like) Will: 1d20 + 7 ⇒ (2) + 7 = 9 edit: nm... fail either way 8P He seems completely shaken by the look though, but takes a swing anyway. melee vs cyan: 1d20 + 15 - 3 + 2 - 4 ⇒ (4) + 15 - 3 + 2 - 4 = 14, for 2d6 + 8 + 9 + 3 ⇒ (4, 5) + 8 + 9 + 3 = 29 damage. Of course, his concerns over the fungi, and discomfort from the evil eye, make his swing have barely any heft behind it at all. It seems more like he's trying to swat futilely at bugs, than hit his actual target. now the dice gods are making up for those two crits =) ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Moved her up 5', as I assume she didn't have reach to touch me with. =) Sickly gives a dismayed yelp, as the woman steps forward and lays a hand on him. He can feel the dark malaise trying to take hold, but with an angry cry, fights if off, stepping away from the woman, and trying to beat her back with his longhammer. 5' step back, full attack the caster lady. melee vs cyan: 1d20 + 15 - 3 + 2 ⇒ (2) + 15 - 3 + 2 = 16, for 2d6 + 8 + 9 + 3 ⇒ (2, 2) + 8 + 9 + 3 = 24 damage.
Well, that was some poor attack rolling... 8P ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Shrug. No big deal, either way. Oh... and actually, just noticed this:
Confusion spell description wrote: Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). Unsure if the deckhand would have swung at me or not. ![]()
NG Dwarf Barbarian 9 / Fighter 1
![]() Cursed fog! My nemesis! Suddenly, unable to see more than a few feet in either direction, as the magical fog obscures everything... Sickly isn't sure which way to go. On the one hand, the enemy were in the room in front of him... but on the other, so were those foul looking mushroom things... and he was sure nothing good would come of those spores! Still, his friends were in trouble, and there was only one real way for him to deal with that at the moment. With a disconsolate sigh, he started to move forward, only to realize the fog did more than just obscure vision! Like wading through waste deep water, he pushed forward regardless, until he was suddenly at the edge of the cloud, with the deckhand on one side, the man with the gun in front of him, and the lady that had caused the mess across the room. And of course the mushrooms... the evil-looking mushrooms. Do the spores linger? Think I only fail on a 1, if so, though due to Sickly's paranoia about such things, he'd avoid stepping into it if possible Making sure his medical mask was firmly in place, he stepped out of the cloud, ignoring the two nearby, and started making his way through the intervening tables. Unsure if I can stand in the square with the chair (where he is now) ... going there if possible, if not, then 5' north. Either way, will swing at the gun guy His movement will provoke from both the orange deckhand, and the green guy with the gun. Hopefully the later is just holding on to a ranged weapon. Either way, 20% miss chance due to the fog.
Not sure which thing is worse, the spellcasting lady, the guy with the rifle, or the mushrooms, he gives a mournful wail, as he takes a swipe at the gunslinger. melee vs green, PA, rage: 1d20 + 15 - 3 + 2 ⇒ (19) + 15 - 3 + 2 = 33, for 2d6 + 8 + 9 + 3 ⇒ (2, 3) + 8 + 9 + 3 = 25 damage. edit:
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