Elvish Fighter

Tarwas, E’Sum Tel Myth Drannor's page

85 posts. Alias of Finkmilkana.


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Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Didn't we just talk about that in the Discussion and everyone agreed that we want to keep it? IF we want to follow that new rules change (which is ok by me) I'll have to at least somewhat rebuild the character.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Ah, size for demons is counted by their power, not by their current appearance.... (Yes, meant the glab. Somehow mixed up the sizes.^^)


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Why does she fall to the ground? Paralyzed creatures only fall if they are winged, not if they fly by magic. She might even still be able to fly around (purely mental, though rather clumsy. Flight skill with (effectively) dex 0 might be hard to do...).
You also forgot the unholy aura(str damage, Bariel might be encumbered and severely limited in his dex after one hit).
Also, what happened to the mirror images on her?

Tarwas keeps attacking the smaller demon.

Spoiler:

normal attack routine
sr: 1d20 + 18 ⇒ (16) + 18 = 34
sc vt sac bos: 1d20 + 27 ⇒ (2) + 27 = 29
1d8 + 17 + 2d6 + 2d6 + 9 + 3 + 42 ⇒ (1) + 17 + (2, 6) + (3, 5) + 9 + 3 + 42 = 88
1: 1d20 + 27 ⇒ (1) + 27 = 28miss

h: 1d20 + 27 ⇒ (5) + 27 = 32
1d8 + 17 + 2d6 + 2d6 + 9 + 3 ⇒ (7) + 17 + (3, 6) + (3, 1) + 9 + 3 = 49
2: 1d20 + 27 ⇒ (13) + 27 = 40
1d8 + 17 + 2d6 + 2d6 + 9 + 3 ⇒ (4) + 17 + (3, 6) + (2, 2) + 9 + 3 = 46
3: 1d20 + 22 ⇒ (7) + 22 = 29
1d8 + 17 + 2d6 + 2d6 + 9 + 3 ⇒ (7) + 17 + (1, 2) + (1, 5) + 9 + 3 = 45


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

I wrote bullshit earlier, the vamp touch isn't trippled after spending the arcana point if it goes off on that attack. Only the normal damage is (so the things I rolled are right).


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

To bad Ynaeve isn't the ocean...
How comes the Marilith pops an image despite having true seeing?
Actually, if Silk should not be able to waste his healing, assuming the Marilith stopped attacking Ynaeve once she was down, as Breath of Life can return a dead creature in the first round and she should at most be at most 14 under 0-con and she also seem to have Revivifying Contingency to heal her the first time she falls under 0 (meaning she might get hit a second time after that...)

Tarwas tries to finish the Glabrezu in front of him before charging at the other one.

Spoiler:
So, I did 130 damage? Then I should be able to drop him this round.

I'll attack him again until he falls and then Fleet Charge (spend 1 Mythic point) to the other one, putting my other attacks into him (for the second one I'll keep my eyes open since Bariel already popped some images).

spellresi: 1d20 + 22 ⇒ (18) + 22 = 40
spellcombat vt sacr. cloak of wind: 1d20 + 27 ⇒ (1) + 27 = 28 miss
1d8 + 17 + 2d6 + 2d6 + 9 + 3 + 42 ⇒ (6) + 17 + (6, 6) + (6, 3) + 9 + 3 + 42 = 98
1: 1d20 + 27 ⇒ (12) + 27 = 39
1d8 + 17 + 2d6 + 2d6 + 9 + 3 ⇒ (3) + 17 + (1, 4) + (3, 3) + 9 + 3 = 43
haste: 1d20 + 27 ⇒ (3) + 27 = 30
1d8 + 17 + 2d6 + 2d6 + 9 + 3 ⇒ (5) + 17 + (2, 1) + (1, 3) + 9 + 3 = 41
2: 1d20 + 27 ⇒ (16) + 27 = 43
1d8 + 17 + 2d6 + 2d6 + 9 + 3 ⇒ (2) + 17 + (6, 6) + (2, 6) + 9 + 3 = 51
3: 1d20 + 22 ⇒ (2) + 22 = 24
1d8 + 17 + 2d6 + 2d6 + 9 + 3 ⇒ (1) + 17 + (1, 3) + (5, 4) + 9 + 3 = 43

[dice=critt chance on "2."]1d20+34[/dice]
If the crit hits: spend 2 arcane points to increase multiplier (if the VT goes off here it is also trippled)
3d8 + 17 + 17 + 17 + 9 + 99 + 3 + 3 + 3 ⇒ (2, 7, 1) + 17 + 17 + 17 + 9 + 99 + 3 + 3 + 3 = 178

Fleet Charge (only if I dropped the first glab, and then directly at that point, pointing the rest of my attacks at the other one)
1d20 + 32 ⇒ (2) + 32 = 34
1d8 + 17 + 2d6 + 2d6 + 9 + 3 ⇒ (4) + 17 + (3, 3) + (1, 5) + 9 + 3 = 45

Edit:forgot acrobatics:1d20 + 26 ⇒ (5) + 26 = 31


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

ref (fail only on 1): 1d20 ⇒ 16

Tarwas elegantly moves towards the neares demon after avoiding the electric discharge and tries to hit something solid with eyes closed.

Spoiler:

Free action activate Black Blade Strike
Move up to the glabrezu 1 with fleet warrior (using acrobatics to try to avoid an AoO)
1d20 + 26 ⇒ (6) + 26 = 32
closing eyes (so no mirror image, but 50% miss on every attack instead since I'm attacking the square, I'll leave the miss chance roll up to you) and attack

NOTE: The 42 damage of the vampiric touch will go off on the first actual hit on the enemy and are not lost if the first attack misses.

spell resistance: 1d20 + 22 ⇒ (7) + 22 = 29
spellcombat Vamp Touch sacrificing haste: 1d20 + 27 ⇒ (6) + 27 = 33
1d8 + 17 + 2d6 + 2d6 + 9 + 3 + 42 ⇒ (2) + 17 + (2, 1) + (1, 6) + 9 + 3 + 42 = 83
1.: 1d20 + 27 ⇒ (8) + 27 = 35
1d8 + 17 + 2d6 + 2d6 + 9 + 3 ⇒ (2) + 17 + (2, 6) + (2, 6) + 9 + 3 = 47
haste: 1d20 + 27 ⇒ (12) + 27 = 39
1d8 + 17 + 2d6 + 2d6 + 9 + 3 ⇒ (1) + 17 + (1, 1) + (3, 6) + 9 + 3 = 41
2.: 1d20 + 27 ⇒ (15) + 27 = 42
1d8 + 17 + 2d6 + 2d6 + 9 + 3 ⇒ (6) + 17 + (4, 6) + (1, 5) + 9 + 3 = 51
3.: 1d20 + 22 ⇒ (11) + 22 = 33
1d8 + 17 + 2d6 + 2d6 + 9 + 3 ⇒ (2) + 17 + (2, 1) + (2, 5) + 9 + 3 = 41


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Tarwas moves back out of the pit.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

(now do the miss posted action from earlier)


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Cloudkill sadly can't be dismissed. It can only be dispersed by wind spells.
As long as you don't want to houserule it (or they have LOTS of class level), the summoned things shouldn't be able to summon themselves: "nor can it use its own summon ability" (under the universal-monster-rules for the summon ability).
"A summoned monster cannot summon or otherwise conjure another creature" (under the summon monster spell which the summon ability copies)

Tarwas tries to finish off the two in the pit.

Spoiler:

Attack the crossbowman, once/if he is dead point theremaining attacks at the other one.

1d20 + 30 ⇒ (18) + 30 = 48
1d4 + 16 + 1d6 + 2d6 ⇒ (4) + 16 + (6) + (1, 6) = 33
1d20 + 30 ⇒ (5) + 30 = 35
1d4 + 16 + 1d6 + 2d6 ⇒ (4) + 16 + (4) + (6, 2) = 32
1d20 + 30 ⇒ (17) + 30 = 47
1d4 + 16 + 1d6 + 2d6 ⇒ (2) + 16 + (4) + (6, 3) = 31
1d20 + 25 ⇒ (4) + 25 = 29
1d4 + 16 + 1d6 + 2d6 ⇒ (2) + 16 + (6) + (1, 3) = 28

critchance1: 1d20 + 37 ⇒ (1) + 37 = 38
1d4 + 16 ⇒ (1) + 16 = 17

critchance2: 1d20 + 37 ⇒ (10) + 37 = 47
1d4 + 16 ⇒ (2) + 16 = 18


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

No SR on clodkill. 1d4 Constitution Damage (Fort Save halves). But the demons are all immune to it (poison)....

And now it's impossible to attack them (well, at least the marilith, once the cloud moved all the way to the wall) in meele (without taking con damage)


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Tarwas flies down and tries to finish off the last standing gladiator (G3).

Spoiler:

1d20 + 30 ⇒ (11) + 30 = 41
1d4 + 16 + 1d6 + 2d6 ⇒ (1) + 16 + (6) + (4, 4) = 31

1d20 + 30 ⇒ (2) + 30 = 32
1d4 + 16 + 1d6 + 2d6 ⇒ (3) + 16 + (1) + (5, 1) = 26

1d20 + 30 ⇒ (6) + 30 = 36
1d4 + 16 + 1d6 + 2d6 ⇒ (2) + 16 + (5) + (4, 3) = 30

1d20 + 25 ⇒ (16) + 25 = 41
1d4 + 16 + 1d6 + 2d6 ⇒ (3) + 16 + (2) + (4, 2) = 27

crit conf: 1d20 + 32 ⇒ (2) + 32 = 34
crit bonus damage: 1d4 + 16 ⇒ (4) + 16 = 20


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

How the hell can I move to F13 to finish someone off when I already casted Wall of Force and flew to F14?^^


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Tarwas casts Wall of Force to separate the Demons and the Humans, then steps into the room.

Fill the whole line of 9 and 10 with the wall, up to 5 feet below the ceiling.
Then fly to F14 and hover 15 foot up in the air.

planes: 1d20 + 26 ⇒ (8) + 26 = 34


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Actually, you need a +6 weapon to overcome epic DR. There are a handfull of ways to do this though, such as a +4 (or +5) bane weapon.
+5 + shocking etc does indeed not count, since shocking does not increase the enchantment bonus.

Tarwas also casts a few more spell before entering.

Spoiler:

Blur, Mirror Image 1d3 + 5 ⇒ (2) + 5 = 7, Resinous Skin, Stoneskin, and, depeding on how long since the last fight has passed, shield.
Also, renew the swords enchantments.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

"Then we are duty bound to rid the world of her presence. Do you know anything else about here? Here preferred combat style or something like that?"


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

heal: 1d20 + 3 ⇒ (2) + 3 = 5
Arcana auto success. Let me guess, it's a familiar?^^


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Tarwas tries to read and trigger the runes from 15 ft away.
If that's not possible, then they should be small enough that one does not "accidently" read them when going near and trying not to.
He then tries to open the door (if the runes didn't destroy it either way).


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

1d20 + 20 ⇒ (18) + 20 = 38=>Should be enough^^

Tarwas continues with his methodical caster dispatching.

Spoiler:

I kinda feel I wasted quite a few resources back there, so lets try just a normal full attack for once. Maybe 145 (if 28 hits) damage are enough...
1d20 + 30 ⇒ (17) + 30 = 47
1d4 + 16 + 1d6 + 2d6 ⇒ (2) + 16 + (5) + (2, 2) = 27
1d20 + 30 ⇒ (12) + 30 = 42
1d4 + 16 + 1d6 + 2d6 ⇒ (3) + 16 + (4) + (5, 2) = 30
1d20 + 30 ⇒ (8) + 30 = 38
1d4 + 16 + 1d6 + 2d6 ⇒ (2) + 16 + (4) + (1, 4) = 27
1d20 + 25 ⇒ (3) + 25 = 28
1d4 + 16 + 1d6 + 2d6 ⇒ (3) + 16 + (2) + (4, 5) = 30

Crit conf
1d20 + 30 ⇒ (7) + 30 = 37
1d4 + 16 + 1d6 + 2d6 ⇒ (1) + 16 + (6) + (3, 5) = 31


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

I used Shocking Grasp btw, forgot to write it...


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Yes, fleet warrior.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Touch AC is 34, so no, a 19 doesn't hit^^ So 25 damage/5 nonlethal overall.

While getting grazed but rays of fire and pointlessly targeted by useless Magic Missiles, Tarwas runs up to the next unwounded caster and tries to silence him.

Spoiler:

1d20 + 30 ⇒ (9) + 30 = 39
1d4 + 16 + 1d6 + 2d6 + 5d6 ⇒ (4) + 16 + (6) + (5, 6) + (2, 2, 6, 3, 3) = 53
1d20 + 30 ⇒ (13) + 30 = 43
1d4 + 16 + 1d6 + 2d6 ⇒ (2) + 16 + (4) + (3, 1) = 26
1d20 + 30 ⇒ (8) + 30 = 38
1d4 + 16 + 1d6 + 2d6 ⇒ (4) + 16 + (6) + (3, 3) = 32
1d20 + 30 ⇒ (5) + 30 = 35
1d4 + 16 + 1d6 + 2d6 ⇒ (1) + 16 + (3) + (3, 4) = 27
1d20 + 25 ⇒ (19) + 25 = 44
1d4 + 16 + 1d6 + 2d6 ⇒ (4) + 16 + (3) + (4, 2) = 29

crit conf
1d20 + 32 ⇒ (9) + 32 = 41
1d4 + 16 + 1d6 + 2d6 ⇒ (1) + 16 + (5) + (1, 2) = 25


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Are they mythic? I ask because of Mythic Saves. Managed all saves.

Tarwas now tries to finally make his way to one of the lightningbolt shooting caster to silence him.

Spoiler:

1d20 + 22 ⇒ (9) + 22 = 31
1d20 + 22 ⇒ (10) + 22 = 32
1d20 + 20 ⇒ (4) + 20 = 24

Overall (assuming a 43 hits) 276 damage.

1d20 + 30 ⇒ (17) + 30 = 47
1d4 + 16 + 1d6 + 2d6 + 42 ⇒ (3) + 16 + (2) + (4, 3) + 42 = 70
=>with crit 139 Damage

1d20 + 30 ⇒ (1) + 30 = 31 = miss
1d4 + 16 + 1d6 + 2d6 ⇒ (2) + 16 + (1) + (2, 2) = 23

1d20 + 30 ⇒ (20) + 30 = 50
1d4 + 16 + 1d6 + 2d6 ⇒ (4) + 16 + (2) + (4, 1) = 27
=>with crit 52 damage

1d20 + 30 ⇒ (13) + 30 = 43
1d4 + 16 + 1d6 + 2d6 ⇒ (2) + 16 + (3) + (2, 6) = 29

1d20 + 25 ⇒ (20) + 25 = 45
1d4 + 16 + 1d6 + 2d6 ⇒ (1) + 16 + (1) + (5, 3) = 26
=>with crit 56 damage

Crit confirmation
1d20 + 37 ⇒ (18) + 37 = 55
1d20 + 37 ⇒ (16) + 37 = 53
1d20 + 32 ⇒ (13) + 32 = 45

1d4 + 16 + 1d6 + 2d6 + 42 ⇒ (1) + 16 + (4) + (3, 3) + 42 = 69
1d4 + 16 + 1d6 + 2d6 ⇒ (2) + 16 + (6) + (2, 3) = 29
1d4 + 16 + 1d6 + 2d6 ⇒ (4) + 16 + (2) + (4, 4) = 30


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Link
The 'only' think changed (or rather "clarified") is, that they say it does not count as a Full Attack, but as a completely different Full Round Action.

This means for example no haste, no speed enchantment, no fleet warrior, no Precision etc. and, following a VERY strict RAW only 1 attack (but as I said, whoever plays it THAT way is ...).
Without Mythic Rules this is a BIG drop in Damage, placing the Magus far behind Barbarian or Fighter. If that is a good thing is at least debatable.

With the Mythic Playtest rules on the other hand, it completely destroys those for the Magus (who already didn't get that much out of it), as most offensive ones only work on a "Full Attack".


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Perception: 1d20 + 24 ⇒ (5) + 24 = 29
Spellcraft: 1d20 + 26 ⇒ (11) + 26 = 37
Do the runes look like traps/spell symbols or just like light sources?
No demons, that sucks.. Means I used the wrong bane.
The following actions only happens if Tarwas doesn't think those runes are traps. Otherwise the actions depend on what he thinks.
Also assuming they all look kinda alike, if one is clearly a leader etc he will target him.

Seeing his enemies, Tarwas clacks the heels of his boots together and flies to the nearest caster, trying to open a few holes in his body.

Spoiler:

My current touch AC is 34.

1 round Haste.
Assuming they are evil humans. If the are actually Evil outsiders, add 2 to hit, 2+2d6 damage. If they are not evil, reduce damage by 2d6. The 1d6 are cold damage.
1d20 + 32 ⇒ (8) + 32 = 40
1d4 + 32 + 1d6 + 2d6 ⇒ (1) + 32 + (3) + (1, 2) = 39

1d20 + 32 ⇒ (12) + 32 = 44
1d4 + 32 + 1d6 + 2d6 ⇒ (1) + 32 + (6) + (5, 4) = 48

1d20 + 32 ⇒ (3) + 32 = 35
1d4 + 32 + 1d6 + 2d6 ⇒ (2) + 32 + (5) + (6, 6) = 51

1d20 + 27 ⇒ (8) + 27 = 35
1d4 + 32 + 1d6 + 2d6 ⇒ (2) + 32 + (1) + (3, 5) = 43


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Tarwas activates the magic on his sword before casting a spell and shrinking to half his size and width.
He then flies out...

The rest of my actions (where to stop flying, if I attack someone) depend on what I see once outside...

Spoiler:

Spellcombat casting reduce person + first half of my moves
I assume small characters should be able to just move through it, at most counting as difficult terrain.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Here


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Being told that there are unidentified aura, Tarwas also casts Detect Magic and tries to identify them.
Then he tries to hide again and flies down into the room.

Spellcraft: 1d20 + 26 ⇒ (11) + 26 = 37
stealth: 1d20 + 26 ⇒ (3) + 26 = 29

x x x x x x x x
x _ _ _ _ _ B x
| Y _ _ _ _ _ x
| T _ _ _^_ _ x
x _ _ _ _ _ W x
x x x x x x x x


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

stealth: 1d20 + 26 ⇒ (1) + 26 = 27

perception (looking for demons): 1d20 + 24 ⇒ (20) + 24 = 44


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

"Sure, front or back?"


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

"Thank you for the thought, but I've already have one of those."


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

"This is quite a strange place. We should be careful."

Cast long term spells again.

Spoiler:

1d10 + 10 ⇒ (7) + 10 = 17 False Life
Overland Flight
Ablative Barrier


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Hmm, I lack 499 gold to buy a basic Celestial Armor... (besides that I kinda doubt I would find one in Calimsport right now^^).
But if anyone finds a (even completely nonmagical) medium sized Light armor while out there, I guess I would take that right now.
The Ablative Barrier has the annoying property of collapsing quite fast...


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

You mean summa summarum we get 6521+9440=15961, right?


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

But for those "as chosen by DM" things there are the greater trials :)
If you go by the update (so no lesser trials) then they are only replaced by "if a character does anything great, give him an Mythic Point if you want". Thus, in effect, they are just gone.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

I doubt we can buy/sell right now, since there doesn't seem to be any merchant nearby.

I already have an +5 cloak, so no need for that.

I fear the armor is Large instead of Medium, otherwise I could (and most likely would) use it until we get to a shop to buy something more fitting.

I already carry a Luckblade, the stone thus would be less worth for me than for most others.

I already have a +2 ring. While +4 is clearly better I would also be ready to pass it up.

I REALLY don't need the amulet :)

Besides that I would advise against using the Lesser Trials.
Well, first of all, we didn't declare which we are trying to archive before this combat and thus wouldn't get anything.
But most importantly: They are freaking unbalanced in how hard they are to archive. Some like "outmatched" or "boon giver" can be done at any time without any problem (just put a teammate into plate armor and let him try to hide a few times.... just cast haste...) while others like "Resilient caster" are almost impossible without some kind of elaborate setup.
Also if you want to use lesser trials, then I've already fulfilled 3 or 4 of 6....
And it would make it pretty likely that I would regain at least one Mythic Point in any bigger combat, which could also be slightly unbalancing.

Edit: Btw., are you sure that recuperation, if used for the one hour rest, doesn't restore Mythic Damage? I would read that in a way that only the "full after 8 hours" part doesn't work against Mythic Damage, as the use function comes after the caveat in the form of "In addition...", making it seem unrelated to the caveat.
Well, in the end it's GM call.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

You would still be at 0, but unconscious. But remember that, since Nightskies didn't write anything about the damage be "unhealable until out of the heat"(at least I didn't see any) Belsiards Healing also healed the non lethal damage.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

So the "normal" vrocks are actually not normal but Mythic too? Otherwise "Mythic Saves" should have prevented the damage to everyone who saved. If I didn't save I'll use the re-roll from Belsiards Rally.

Also it seems that the vrocks weren't in joint dance but each danced on his own... Well, too bad.
Hmm, lets try to save Barid this time.
Gloves off now as I doubt I would survive a Full Attack from the Big one right now and because I didn't find any way to cast Mirror Image before moving up to him without loosing my full attack...
Should Belsiards Baleful Polymorph be successful, then I'll just move up to the vrocks and attack the two normal ones, most likely killing them.

"Enough of this. In the name of the Seldarine you shall be judged." The stones in the moonblades hilt start to glow blue once again before Tarwas flies forward with blinding speed, fast enough that he momentarily seems to be at every position along the line. Once he stoppes broad gashes suddenly open in the vrocks.
"Now to you." He then unleashes another flurry of blows onto the armored vrock.

Spoiler:

Free Action: Activate Black Blade Strike
Swift Action: Arcane Accuracy
Spellcombat Greater Bladed Dash to B14 + Full Attack at the armored one
If he still lives: Quickened Piercing VT (I just noticed that spellstrike seems to also work with normal attacks, thus the meele attack)
If he STILL lives: Spend Mythic point for Standart Action, Attack, if it hits and the target survives discharge the spell in my sword. If it is still alive, well shit.
If he still lives I either rolled mostly 1 or he's pretty much immortal...

Bladed Dash Attack against 1. small vrock: 1d20 + 43 ⇒ (7) + 43 = 50
1d8 + 17 + 2d6 + 2d6 + 9 + 4 ⇒ (1) + 17 + (5, 5) + (5, 6) + 9 + 4 = 52

Bladed Dash Attack against 2. small vrock: 1d20 + 43 ⇒ (19) + 43 = 62(I doubt I have to check for crit as low as he is).
1d8 + 17 + 2d6 + 2d6 + 9 + 4 ⇒ (7) + 17 + (3, 4) + (1, 3) + 9 + 4 = 48

Bladed Dash Attack against armored vrock: 1d20 + 43 ⇒ (14) + 43 = 57
1d8 + 17 + 2d6 + 2d6 + 9 + 4 ⇒ (3) + 17 + (3, 2) + (2, 5) + 9 + 4 = 45

1.: 1d20 + 36 ⇒ (12) + 36 = 48
1d8 + 17 + 2d6 + 2d6 + 9 + 4 ⇒ (4) + 17 + (4, 4) + (5, 3) + 9 + 4 = 50

haste.: 1d20 + 36 ⇒ (10) + 36 = 46
1d8 + 17 + 2d6 + 2d6 + 9 + 4 ⇒ (2) + 17 + (1, 6) + (5, 4) + 9 + 4 = 48

2.: 1d20 + 36 ⇒ (2) + 36 = 38
1d8 + 17 + 2d6 + 2d6 + 9 + 4 ⇒ (2) + 17 + (3, 3) + (6, 2) + 9 + 4 = 46

3.: 1d20 + 36 ⇒ (7) + 36 = 43
1d8 + 17 + 2d6 + 2d6 + 9 + 4 ⇒ (7) + 17 + (5, 3) + (5, 4) + 9 + 4 = 54

Mythic Point Standard Action: 1d20 + 36 ⇒ (7) + 36 = 43
1d8 + 17 + 2d6 + 2d6 + 9 + 4 ⇒ (7) + 17 + (6, 6) + (3, 2) + 9 + 4 = 54

Spell resistance: 1d20 + 22 ⇒ (12) + 22 = 34
56 Damage and exhausted for one round.

[/ooc]Edit: Sorry for double post.[/ooc]


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Mythic Characters auto stabilize.
I though the reroll was only until next turn which it is now?


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Well, death at this level is cheap...


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Yes it has been, though I'm sorry that I slightly overshadow the other meeles right now....
And I wonder if I'll survive this round^^


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Tarwas moves up to the other dancing vrock, dodges its counterattack and puts it out of it's misery with a few fast swipes of his blade.
"You're running out of guards my friend."

Can't really reach the big one this round without either opening myself completely for counterattacks or massively burning resources....

Spoiler:

Move to B21 with Fleet Warrior (non action) and use Acrobatics to Avoid AOO (should be auto success against a normal vrock):

1d20 + 26 ⇒ (4) + 26 = 30

Then Full Attack the Vrock
1d20 + 29 ⇒ (15) + 29 = 44
crit chance: 1d20 + 36 ⇒ (15) + 36 = 51
2d8 + 17 + 2d6 + 2d6 + 9 + 17 + 9 ⇒ (6, 5) + 17 + (4, 6) + (6, 6) + 9 + 17 + 9 = 85
1d20 + 29 ⇒ (6) + 29 = 35
1d8 + 17 + 2d6 + 2d6 + 9 ⇒ (7) + 17 + (3, 5) + (2, 5) + 9 = 48
1d20 + 29 ⇒ (8) + 29 = 37
1d8 + 17 + 2d6 + 2d6 + 9 ⇒ (4) + 17 + (5, 5) + (5, 5) + 9 = 50
1d20 + 24 ⇒ (2) + 24 = 26
1d8 + 17 + 2d6 + 2d6 + 9 ⇒ (8) + 17 + (1, 2) + (1, 6) + 9 = 44


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

DR\Epic need a +6 Weapon to overcome, my weapon is +6 (+4 + bane).

I also believe it was meant that way, but I know a few DM's who say that by strict RAW that doesn't do anything against nonlethal damage, since nonlethal damage never brings you below 0 hitpoints (the only thing where "To the Death" does something). Instead you you fall unconscious once your non lethal damage exceeds your current hitpoints, which in case of negative hitpoints, one would do. RAW "To the death" doesn't change that.
(Really strict reading would say that 0 on lethal do, but that would take any point out of the ability and is certainly not RAI so most people I know that follow the "1 is enough" stance say 0 means non and is not number for this purpose.).
If you say it makes you immune to nonlethal to that's fine by me.

Well, I mainly use VT for the temp HP, as otherwise I would be long dead (and in this case right now down to under 50 HP), so yeah...


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

A few things:

The spellstrike didn't go at the armored vrock, but the unarmored one since I already expected that there is not much left to absorb from the armored vrock. Or did he use something to redirect the attack from his minion?

I don't know if you accounted for it already, but remember that I overcome DR\Epic.

I still have DR5/Piercing, which I myself forgot the last few rounds... I assume the claws are B and S?

Since he "slips out of the grasping blue magic" can I assume the crit last round was avoided somehow?

I guess he has some kind of regeneration, so the question now is "how to overcome"?
I also assume he has "To the Death" or something like it, leading to a rule question from my side:
Do you rule that "To the Death" prevents you from falling unconscious through non lethal damage? Otherwise he should probably be down if dealt even one....


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

That's the life of the glass cannon classes...


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Well, I guess if it went off it'll miss, but I'm not sure if there's any enemy still standing when it's time for that attack. On the map the armored vrock looks like he is near or below zero HP already.
So I guess he has either something like Delay Death that keeps him alive or the two attacks coming before are already enough.
But boy, is the game right now 'rocket tag'. If you want I can try to tone the damage a big further down, but most of it comes almost automatically on this level with Mythic Rules...


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

That thing seems to have a LOT of HP.

What does NO SAVE DC 25 Will mean? No Save or DC 25 Will, both at once doesn't seem to make sense..

Tarwas repositions himself to reach the other vrock and then discharges one more vampiric touch into the vrock, probably making him crumble to dust, before turning his attention back cutting the leader into conveniently small pieces.

Spoiler:

5ft step below the armored vrock at F19, then attack the vrock at D/E17/18
Spellcombat max, pierc, VT (sacr. Dispel Magic): 1d20 + 27 ⇒ (16) + 27 = 43
crit chance: 1d20 + 34 ⇒ (15) + 34 = 49
spell resistance: 1d20 + 22 ⇒ (2) + 22 = 24
Damage(if the 24 is not enough to overcome, then the damage is lower by 84): 2d8 + 17 + 2d6 + 2d6 + 9 + 17 + 9 + 84 ⇒ (7, 2) + 17 + (4, 1) + (6, 6) + 9 + 17 + 9 + 84 = 162
Crit Cold Damage: 2d6 ⇒ (1, 3) = 4
if thats a normal vrock then he should be deader then dead....

The rest again at the armored (until he is dead obviously), even if the small one is still alive:
1.: 1d20 + 27 ⇒ (14) + 27 = 41
Damage: 2d8 + 17 + 2d6 + 2d6 + 9 ⇒ (4, 2) + 17 + (5, 5) + (5, 4) + 9 = 51

haste: 1d20 + 27 ⇒ (10) + 27 = 37
Damage: 2d8 + 17 + 2d6 + 2d6 + 9 ⇒ (4, 8) + 17 + (6, 2) + (4, 6) + 9 = 56

2.: 1d20 + 27 ⇒ (2) + 27 = 29
Damage: 2d8 + 17 + 2d6 + 2d6 + 9 ⇒ (3, 6) + 17 + (3, 2) + (4, 2) + 9 = 46

3.: 1d20 + 22 ⇒ (5) + 22 = 27
Damage: 2d8 + 17 + 2d6 + 2d6 + 9 ⇒ (1, 6) + 17 + (6, 1) + (3, 5) + 9 = 48

Ok, the last two'll miss I fear.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Ok, this will be expensive. I just have to hope it works.

Tarwas flies up with blinding speed, circling around the vrock in front of the warehouse and charging sword first into the armored fiend. He quickly pulls back his sword and through chanting another spell charges it up with staggering cold, driving deep into the demons flesh before jerking it back and placing a few more swift slashes.

Spend a mythic point for Fleet Charge and then move up to G18 (70 movement should be enough to circle around the vrock in front of the warehouse in order to avoid AOO). Then Spellcombat with Frigid Touch.
If it is indeed a critical hit the vrock is staggered for 10 rounds (in case of a normal hit for 1 round). I don't know his AC, but I guess at least the second iterative has a good chance of missing.

Hmm, I should have updated before posting.^^ Ah well, some resources wasted. But no idea how many damage he would do this round, so maybe it saves Xaikon instead.

Spoiler:

fleet charge: 1d20 + 32 ⇒ (13) + 32 = 45
damage: 1d8 + 17 + 2d6 + 2d6 + 9 ⇒ (2) + 17 + (3, 4) + (4, 3) + 9 = 42

spellcombat(frigid touch): 1d20 + 27 ⇒ (15) + 27 = 42
crit threat: 1d20 + 34 ⇒ (3) + 34 = 37
spell resistance: 1d20 + 17 ⇒ (13) + 17 = 30
frigid touch crit damage (in case of noncrit take half): 8d6 ⇒ (4, 5, 2, 6, 4, 5, 3, 6) = 35
weapon damage: 2d8 + 17 + 2d6 + 2d6 + 9 + 17 + 9 ⇒ (6, 6) + 17 + (2, 2) + (6, 4) + 9 + 17 + 9 = 78
cold damage on crit: 2d6 ⇒ (2, 4) = 6

1.: 1d20 + 27 ⇒ (18) + 27 = 45
crit chance: 1d20 + 34 ⇒ (4) + 34 = 38
weapon damage: 2d8 + 17 + 2d6 + 2d6 + 9 + 17 + 9 ⇒ (4, 7) + 17 + (1, 1) + (4, 1) + 9 + 17 + 9 = 70
cold damage on crit: 2d6 ⇒ (5, 6) = 11

haste: 1d20 + 27 ⇒ (18) + 27 = 45
crit chance: 1d20 + 34 ⇒ (9) + 34 = 43
weapon damage: 2d8 + 17 + 2d6 + 2d6 + 9 + 17 + 9 ⇒ (4, 8) + 17 + (3, 4) + (5, 6) + 9 + 17 + 9 = 82
cold damage on crit: 2d6 ⇒ (4, 1) = 5

2.: 1d20 + 27 ⇒ (4) + 27 = 31
weapon damage: 1d8 + 17 + 2d6 + 2d6 + 9 ⇒ (3) + 17 + (1, 3) + (2, 1) + 9 = 36

3.: 1d20 + 22 ⇒ (14) + 22 = 36
weapon damage: 1d8 + 17 + 2d6 + 2d6 + 9 ⇒ (8) + 17 + (1, 6) + (5, 2) + 9 = 48

That is slightly more damage than expected...


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

The old elf waits for the bard to heal him.

My actions now will depend on whether Xaikon and
/or Ynaeve are stunned. (I guess that should be visible).
And one question: Do I have a clear line between me and the leader or is the door not high enough? (or to be more exact, between myself and the position slightly under him in G18)


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

1d20 + 18 ⇒ (9) + 18 = 27

Since the 25 (before amplified) didn't save that also does not seem to do the job. Thus Mythic Surge:

1d8 ⇒ 8=>35

Ok, I hope that does it (if not my actions will be different...)

Tarwas hustles into the house to catch his breath. "I'm clearly to old to just jump around blades anymore. Maybe I should indeed think about taking on the habit to wear armor. If someone has anything to heal my wounds, now would be a nice time to do so. The best I can do myself is tape around them..."

He casts False Life 1d10 + 10 ⇒ (7) + 10 = 17.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

Ah, no. I'm just stupid.

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