Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Hrmm, I think I still need to get around to updating my equipment from the wealth boost we got a few real-life weeks ago. I'll try doing that this weekend. Although I'll be out for almost the entire day tomorrow due to a conference.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
inside: Though he had remained quiet through most of the discussion, the Cold Sun's eyes shift rapidly as the creatures assume the forms of dragons.
"I am not pleased to align myself with one who speaks so lightly of torture, nor am I convinced that your shapeshifting powers prove you are who you claim. Nonetheless, if you can win the support of my comrades, then you will have mine as well, for I promised to aid them for as long as my chief permits me. "
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Ah, I see the discussion thread is now the latest paladin thread. Although it has a ways to go before becoming the Objectively Best alignment thread.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Aubrey the Malformed wrote: Vaard (and Ashshar) is going to get his Breastplate of the Dragon Turtle fairly soon. Since no one else expressed interest, I'm claiming it. At least for the moment, until Aubrey the Malformed wrote: Vaard (and Ashshar) is going to get his Breastplate of the Dragon Turtle fairly soon. ...that.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
I'm not sure Vaard can use many of those items. I could possibly use the Shawl if there is abundant out-of-combat healing, since I don't have anything in the cloak slot. Vaard could definitely use the Boneless Leather, though. And the ring of protection that everyone can use. Probably would be best if I took the leather armor. Vaard doesn't have much use for a sword with his claws and teeth.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Quote: It is a relief, and a slightly strange feeling, to think that finally they will return to civilization and leave the jungle behind. Although for the cold sun it is less a relief than a feeling of impending adventure.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Ten fingered warforgeds? Get to work on it, gnomes! Although if a giant intelligent crab can figure out how to type with just one claw, surly a three-fingered intelligent magic-robotic war machine can manage, right?
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
The cold sun gets ready to confuse the nearest fish.
Spoiler:
Discipline: Steel Serpent (Boost); Level: 1
Initiation Action: 1 swift action Range: Next melee attack or ranged attack Target: One creature Duration: Instant Saving Throw: Fort negates By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes staggers his foe for 1 round. In addition, if the target fails a Fortitude save (DC 11 + initiation modifier), the target also suffers 2 points of Wisdom damage. This is a supernatural ability. The fortitude save DC is 14. He then allows his body to sink a bit...
...before biting and clawing at the creature. bite: 1d20 + 13 ⇒ (8) + 13 = 21 <--This is the attack corresponding to Dizzying Venom Prana
claw: 1d20 + 11 ⇒ (6) + 11 = 17
other claw: 1d20 + 11 ⇒ (2) + 11 = 13
biting again: 1d20 + 8 ⇒ (20) + 8 = 28
The above attack bonuses assume a +3 flanking bonus from Tactical Flanker and flanking with Cole. If I'm not actually in a position to count as flanking, then those attack bonuses should be 3 lower.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Either way:
Quote: As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn. Heeding his own advice, the lizardfolk swims northeast until he is just above the fish, before lashing out with his teeth. Swim to O7 as a move action.bite: 1d20 + 10 ⇒ (5) + 10 = 15 1d4 + 1d6 + 4 ⇒ (3) + (1) + 4 = 8 another bite: 1d20 + 5 ⇒ (15) + 5 = 20 1d4 + 1d6 + 4 ⇒ (2) + (4) + 4 = 10 claw: 1d20 + 8 ⇒ (2) + 8 = 10 1d4 + 1d6 + 4 ⇒ (2) + (5) + 4 = 11 other claw: 1d20 + 8 ⇒ (19) + 8 = 27 1d4 + 1d6 + 4 ⇒ (1) + (3) + 4 = 8 Attack bonuses could be higher if someone uses the move action from Marshal's Order to flank. If being underwater prevents the use of Pugilist Stance, then ignore all the d6 damage dice.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
"She would have wanted her lair to be clear for herself. Clear visibility to a dragon may not mean clear visibility to a soft-skin, especially underwater."
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
I lost track of xp as well.... Aubrey the Demented/Malformed wrote: "Pooma was saying that he knows the location of Kalaktua's lair. Which, naturally, will house Kal's colossal+ grandparents who will devour us immediately:P
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
As Tal's power heals him, Vaard turns to his non-reptilian companions.
With formalities aside, Vaard joins his fellow lizardfolk in the dismemberment of Kalaktua's corpse.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Unless I've missed something, Vaard is still heavily wounded, so he won't want to get too close to Kal. Hence...
Advance wrote: As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn. Stepping forwards himself five-foot step to Z26 using the movement granted by Advance, he hurls a javelin at the dragon: 1d20 + 7 ⇒ (6) + 7 = 13though his aim is off today. If I've grossly misunderstood something and actually have more health than I think I do, I might want to switch my action to moving right up to Kalaktua and try to get multiple attacks in this round, depending on how much hp I have. Probably though I can wait until next round before going back into melee.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Okay I think I'm caught up.
Quote:
Wait, I must have forgotten about that:P What "lines" are ya referring to?
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Vaard climbs up out of the water, and rallies his comrads to fight!
Rally:
As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower. That should affect Rehil, Ashshar, Cole, and Tal. He then throws his javelin at the beast: 1d20 + 7 ⇒ (5) + 7 = 12 reroll from Rally (if needed): 1d20 + 7 ⇒ (3) + 7 = 10 1d6 + 4 ⇒ (6) + 4 = 10 Whelp, that didn't go anywhere. At least the rest of you have a reroll for this round, though.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Cole. wrote:
Well, if we all survive this, maybe:) The 10-foot-wide water pass appears to small for Kalaktua to swim through, unless she either climbs onto land or destroys something. At the very least it ought to slow her down a little. Combined with Counter Step it ought to be enough for me to survive another round or two. I'm not sure how much that helps, though: even if I can be healed before dying, I can't do all that much to Kalaktua without being nearly killed again. At least if she is able to stay in the water. If Wultram's Blindness works, then we may have a better shot at victory, though.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Vaard will swim southeast as fast as he can, away from Kal!
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Nalverren wrote:
I doubt Withdraw would work given Kalaktua's size. Counter Step wouldn't have worked coming in, because it requires me to move out of Kalaktua's threatened area. Even if I could use counter step to avoid the second attack (which I'm not sure I could), it wouldn't be worth it since it was just 8 damage. The safest option for Vaard is probably to use acrobatics and/or counter step next round, to move away.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Aubrey wrote: I'm assuming his claw does either slashing or piercing damage - if not, he doesn't take this damage. Bestiary says Claw counts as both Bludgeoning and Slashing, so yea, it looks like I'm taking a lot of damage. The cold sun reals in pain, but manages to keep his baring. Given how much Kalaktua managed to hurt him in such a short time, though, he is far from confident in his ability to survive another six seconds.Time to enact a "daring" retreat...and home that Kal's potential standard action and a potential AoO as he retreats aren't enough to kill me.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Vaard hops his way next to the beast, taking extra care to avoid leaving himself vulnerable.
He then spends a moment meditating on his left claw, preparing to release a blast of ki from a bite.
Dizzying Venom Prana:
Discipline: Steel Serpent (Boost); Level: 1
Initiation Action: 1 swift action Range: Next melee attack or ranged attack Target: One creature Duration: Instant Saving Throw: Fort negates By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes staggers his foe for 1 round. In addition, if the target fails a Fortitude save (DC 11 + initiation modifier), the target also suffers 2 points of Wisdom damage. This is a supernatural ability. He then swipes as hard as he can at Kalaktua! claw: 1d20 + 9 ⇒ (18) + 9 = 27 1d4 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12 A hit also results in Kalaktua being Staggered for one round, and needing to make a DC 14 fortitude save or take 2 points of Wisdom damage.
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Nalverren wrote: they could run back to draw kalaktua into a chase. Vaard is hoping to pull back after getting one debuffing strike in. Or, barring that, just run back without getting a hit in if necessary.[/ooc]
Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
"I would hesitate to flee immediately if it means leaving my tribe in danger of an extra enraged Kalaktua. Given that many of our group are better adapted to land, I concur with Wultram that we ought to avoid fighting the dragon turtle in the water. Nevertheless, she is far from weak on land."
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