Radosek Pavril

Wulfric Tilernos's page

104 posts. Alias of Aldizog.


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M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

"Perhaps you could pretend to still be under the dragon's control, and lure your brethren away with some convincing ruse while we attempt to slay the beast.
It's a risky plan, but it would be better if they were not around. I can't remove the spell on all of them, and we can't hinder ourselves trying to fight them non-lethally while also battling the dragon."


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

"Verduris is the dragon?
We can temporarily suppress his enchantments, but to truly dispel the charm on another of your kin would take my most powerful magic as well as another good bit of luck as I had with you. Killing the dragon will be no easy task but we would have a better chance if we knew about the lair and about the dragon's 'allies'.
How many more of your kin are under the dragon's spell?"


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

Suppress Charms and Compulsions is the best spell here if Tove has it prepared. It affects multiple creatures (unlike Prot Evil and Dispel Magic), it affects unwilling creatures (unlike Prot Evil), and it does not require a CL check (unlike Dispel Magic).

Wulfric waits until the dragon has gone back into the cave, then tries a Dispel Magic on the more hostile elf, targeting what he believes to be a Charm Person effect.

Dispel Check: 1d20 + 6 ⇒ (13) + 6 = 19


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

Wulfric can try Dispel Magic to remove the Charm if needed, but saving that spell for the dragon would be preferable. Azen seems to be doing well!


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None
Azen wrote:
If we really think they are going to be on our side, maybe Celebeth and I can talk to them rather than attacking them in the first place. Should we wait until they come out, and try?

"I think they are under some magical mental control from the dragon based on what I saw earlier. Just speaking with them is unlikely to remove it, but if they are only under a Charm then they might be willing to talk. A Charm makes you act as the caster's friend but not as their mindless thrall."

"You also may be able to persuade them to accept a Protection from Evil spell. Make up some lie about evil fey in these woods if you wish - or whatever you can think of. It would be greatly preferable if I could cast it on them with their agreement; the spell can be resisted by an unwilling target."

"If that spell fails, I will try Dispel Magic."


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

"I think the elves are mobilizing to investigate. Let us try to spare them. Disarm, Trip, Grapple, nonlethal damage, and the like, should it be at all possible. Even better if the casters among us can dispel or suppress the enchantment on some of them so that they might become our allies.
I have a Protection from Evil spell prepared that might work for that purpose."


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M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

Nope, I am mistaken. Clairvoyance/Clairaudience does not require line of sight or line of effect, but the Send Senses school ability does.

Okay, then.

Wulfric approaches the cave from an oblique angle so that he cannot be seen from foes deep within the cave. And he will use Clairaudience to listen to the area at the cave entrance. He does not speak Elven, but he does speak Sylvan, Draconic, Aklo, and Undercommon.

He will be 150' away from the cave entrance, at an angle as I said, and using Stealth (counting on the distance modifiers to help him here).

Stealth: 1d20 + 10 ⇒ (12) + 10 = 22


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

"I have another form of scrying available to me. It does not reach as far as the spell, but it is much faster to use. Should I? I would wish to know if the elves are mobilizing to search for their missing guards, or if the dragon is coming out."

Send Senses school ability is 150', standard action to use, only lasts 2 rounds, but can use 6/day. Works as either Clairvoyance or Clairaudience. I don't know how far we are from the cave right now. It doesn't need line of effect so we could set up 100' sideways from the cave entrance and see inside.


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

Wulfric takes another shot, then stows his bow.

Longbow, Bless, Into Melee: 1d20 + 6 + 1 - 4 ⇒ (14) + 6 + 1 - 4 = 17
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

Wulfric tries another shot from his bow. He has to take extra care to avoid hitting Rhiannon, who is right up against the giant. (That is, he doesn't have Precise Shot, so he takes a -4.)

Attack, Bless, Into Melee: 1d20 + 6 + 1 - 4 ⇒ (11) + 6 + 1 - 4 = 14
Damage: 1d8 + 3 ⇒ (7) + 3 = 10


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

Wulfric takes a shot at a troll, but misses.

Attack, Bless: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

"My spells last only a few minutes, Rhiannon, and we don't know when we will face the dragon."

Depending on whether we have the chance to dis-enchant and talk to some elves, it could well be more than 6 minutes between this fight and the dragon. So I shouldn't cast any buffs now.

Wulfric follows Azen, longbow in hand.


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

Wulfric is uncertain of what the plan for the trolls is, or where he is supposed to be, but he will go where he is directed.


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

We didn't sleep at all, did we? Isn't that the point of the Keep Watch spell? To not sleep and yet be fully rested. I kind of feel like I am missing something here.

Wulfric prepares his spells for the day.

Spells Prepared:
0: Open/Close, Light, Detect Magic, Disrupt Undead
1: True Strike, Protection from Evil, Enlarge Person (2), Shield
2: True Strike, Cat’s Grace (2), Bull's Strength
3: See Invisibility, Dispel Magic, Haste


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

"Excellent. Thank you, Garethane.
Rhiannon, would you wish to be the size of a giant in combat? The spell has its advantages and its disadvantages. It would be your choice.
I can also magically bolster your strength and agility."

Happy to prep spells so that I can load Rhiannon up with Enlarge Person, Bull's Strength, and Cat's Grace if that would be useful.


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

"If you are planning to cast Keep Watch, Garethane, then I formally retract all of my concerns about resting in enemy territory."
2 castings to cover the whole party? Great spell, didn't realize you had it.

Wulfric will not take any extra rest in the blinds nor even lay out a bedroll. Keep Watch obviates the need.

"If you can spare a Barkskin for me tomorrow then I will fight on the front lines. Otherwise I will prepare spells to fight from the back ranks."


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

I'll take your word for it. I am not understanding how far apart things are here.


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None
Rhiannon Wyngarde wrote:
"That's assuming we attack the trolls, then decide to camp."

"Sorry if I was unclear. I meant the ones we have already killed. They might be found. And tracks from that fight lead to us here."


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

"They might go look for the trolls who didn't return.
If they find them, they can follow our tracks to wherever we camp.
And we could be attacked in the night while asleep.

I recommend we don't wait. Unless we have some way to effectively erase our tracks."


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

"If we can release one or more of the elves from their enchantment, we may find ourselves with allies who know the layout of the caves. Providing far more information than my Clairvoyance spell. That would be valuable, would it not?
As well, they might be warriors, wizards, or archers of some skill in their own right and having them on our side would be much better than having them as foes.
I can't do much to suppress or remove enchantments but I'll do what I can."

Have a single Dispel Magic prepped that I am hoping to use against the dragon, and can call up another from the bonded item.


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

About how many bedrolls?

Wulfric will inform Tove of what he saw.
"The dragon has other servants besides trolls. Elves. And it is my guess that they have been magically compelled to serve the dragon. A frontal assault may result in the death of those who are under an enchantment.
Maybe we should deal with the trolls first and see what happens. But if the elves come out to reinforce the trolls, I would wish to be merciful to the elves."


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None
Clairaudience-Clairvoyance wrote:
Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired.

It's just one point in space that you designate when you cast it.

Arcane Eye is much better (it is mobile, and you can use Darkvision), but it's a 4th-level spell.

Wulfric can maintain the spell for up to 6 minutes, watching to see if there is any movement, but building the blinds will take a lot longer than that. He rejoins the others when the spell ends.


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None
Celebeth Quinciel wrote:
I don't know and I'm too lazy to check off the top of my head, does clairvoyance let you see in the dark, or are you subject to the light conditions of the destination?

It's in one of my posts above.

Wulfric Tilernos wrote:

Wulfric takes ten minutes to cast Clairvoyance. This has a range of 640', so assuming that on the ridge he is far enough away that the trolls won't see or hear him casting.

He picks a point in space about 40' inside the cave entrance.
Enhanced senses don't work through the sensor, so even if he had the Darkvision spell there'd be no point in casting it. Instead:

Clairaudience/Clairvoyance wrote:
If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell's effect.

He also has a school ability that is similar but with shorter range but only a standard action to use.


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

No, before the trolls are lured away. I figured that if we were on a ridge 600' away, they would have zero chance of seeing us given the -60 distance penalty to Perception. I've got 640' range (CL6 thanks to Magical Knack), so 600' from the the cave entrance and seeing 40' inside. If you want a roll:
Stealth: 1d20 + 10 ⇒ (13) + 10 = 23


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None
Celebeth Quinciel wrote:
"A more pertinent follow-up thought may be, if we face the dragon and we're in a bad position, how do we get away? If it can fly it can pursue faster than us. We may need to split up or figure out a diversion."

"There, I've got nothing. I don't think there is any way we can effectively retreat, wherever we face it. All I can think of is to stack the odds so heavily in our favor that running away is not a real concern. You take a shot at a dragon, you had best not miss.

That's why I went so overboard in the planning. I'm sorry for that.

I am still willing to postpone this for now and retreat to Elkmark if you think the risk is too great."


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

"That is not at all what I suggested, thought, or intended, Azen.
If you wish me to clarify, I will."

I really don't want to be offering any more suggestions, but Azen has completely misunderstood what I wrote.

"What I had in mind was a solid front line, with Celebeth a short distance behind, but invisible."
A dragon's Blindsense or Scent won't negate Sneak Attack if Celebeth starts off Invisible.
"Then, an arrow or a spell as a surprise attack to distract and injure the dragon while still being relatively safe in the back ranks.

It would be a very stupid and cruel idea to send Celebeth alone to sneak up on the dragon as bait and I am neither stupid nor cruel."

Wulfric looks greatly bothered by Azen's accusations.

I had thought it obvious from my mention of Debilitating Injury that I was envisioning Celebeth there in combat with us and not sneaking off on a solo mission.


M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

Wulfric looks at the ground and mumbles a bit.
"I'm sorry to be so... so particular. The idea of facing a dragon without a plan just scared me.
I apologize for overstepping."


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M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

"Rhiannon, if you have a plan, tell me what it is and what my role is.
Do we try to engage the dragon in the cave or outside?
If outside, in a forested area with cover or in an open field?
Do we hide for the night and hope we can fight it in daytime?
Should we be spread out or bunched up?
What spells should I cast and when?
Should I rely on my bow, my spells, the lightning wand, or my lance?

Here is my suggestion: we stick together and engage it in the cavern if possible. As counter-intuitive as it sounds, I believe bunching up is our best chance against a dragon. We are much stronger together.

Because if we spread out, we are too far apart to help each other. I can't catch you all with Haste, we are too far apart for Stabilize to work, we have no front line, and Tove can't catch us all with Prayer or Channels. And that last part is why bunching up works to our strength. Tove's healing. We can have a solid front line that keeps the dragon from attacking Tove, and she can Channel or Cure to keep us fighting.
Communal Resist Energy will blunt the damage, and Tove can Channel to heal a lot of the damage that is left. Or CSW/CCW if one PC takes a ton of melee damage.
I suggest:

  • Garethane uses Barkskin not only on himself, but on all the frontline fighters;
  • Tove casts Shield of Faith on the frontline fighters and Communal Resist Energy on everyone beforehand, then Prayer once the dragon is within range, and tries to heal us;
  • Celebeth tries to lead off with a sneak attack to trigger Debilitating Injury and casts Invisibility or Vanish on anyone who gets in trouble;
  • I cast Haste on the party, and serve in the front line with lance in hand;
  • Azen uses Inspire Courage and her bow; and,
  • Rhiannon attacks with sword or bow as the situation allows.

    Some of our most potent options like Haste and Prayer last only a very short time; in the open, the dragon could just fly away for a minute while they wear off. I think we need to corner the beast.

    Now, if you don't like that plan, then tell me yours, what I should do, and if I should prepare different spells.

    Or maybe we retreat back to Elkmark, take our time scribing scrolls, and come back better prepared.

    All of the above depends, of course, on knowing where the dragon is. So let me see what I can see."

    Wulfric takes ten minutes to cast Clairvoyance. This has a range of 640', so assuming that on the ridge he is far enough away that the trolls won't see or hear him casting.

    He picks a point in space about 40' inside the cave entrance.
    Enhanced senses don't work through the sensor, so even if he had the Darkvision spell there'd be no point in casting it. Instead:

    Clairaudience/Clairvoyance wrote:
    If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell's effect.


  • M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None
    Rhiannon Wyngarde wrote:
    "I don't see how fighting a dragon inside a cave would be to anyone's advantage other than the dragon's." Rhiannon replies, giving Wulfric a puzzled look. "If dragons breathe fire or whatever else, I would think caverns and tunnels are the perfect way to guarantee taking out all your opposition at once, and us all being in a tunnel would likely take away our only possible advantage...being able to surround it and attack from multiple directions at once."

    "Because it is faster and more mobile than us, and it can strafe us from the air if we are outside (where we can only see for 80 feet or so with Light). We know that we are facing a young adult green dragon. Tove has spells to protect us against its breath.

    Facing it in an enclosed space negates its flight advantage and its ability to attack us from beyond the range of our light. That is my logic.
    As well, there may be cover in the cave against the breath weapon - such as bends in tunnels."

    If it has Flyby Attack, we are simply dead with no chance to fight back if we fight it in the open. It can swoop into breath weapon range, breathe, and swoop out again.

    "I can cast Clairvoyance to perhaps get a better view of what is further inside the cave entrance."
    Arcane Eye would be much better, but I don't have that spell yet.


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    "We can light up an area well enough to make it a fair fight. Getting into the cave would be to our advantage; camping out here would be very dangerous if the dragon were to find us out in the open, since it could attack us in the night from beyond the range of our light."
    Wulfric has Light which is 20' normal light and 20' beyond that of '+1 step up to normal', so if it would be dim light otherwise (as it is evening) then it becomes a 40' radius of normal light. That should be a plenty big area except against a dragon strafing us outdoors in the middle of the night.


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    The Recent Casting Limit rules really hurt a party facing midnight combats. How long do we need to stay in camp?


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    "Celebeth, do you want the Wand of Lightning Bolt or should I take it?"

    Wulfric finishes out his watch. His spells are depleted after the battle with the trolls, but he hopes to be of use in the battle with the dragon. He casts Carry Companion to store the horse as a stone figurine.
    Hadn't realized how difficult to use a horse animal companion that is not combat-trained (which it gets next level).

    Spells Remaining:

    0: Open/Close, Light, Detect Magic, Disrupt Undead
    1: True Strike, Magic Missile, Feather Fall, Shield, Burning Hands
    2: False Life, See Invisibility, Cat’s Grace, Carry Companion
    3: Clairaudience/Clairvoyance, Dispel Magic, Haste
    Bonded Item Casting: Expended

    He will have his bow in hand, planning to rely on archery (since he has no more Shield spells).


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    Wulfric will cast Detect Magic and examine the trolls' gear, especially that of the caster.

    01-05 ASF: 1d100 ⇒ 64


    1 person marked this as a favorite.
    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    @Rhiannon, don't forget that you get your Hasted full attack in addition to the AOO that you rolled.


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    I think Wulfric may also get an AOO since he has a reach weapon.

    AOO if allowed:
    Attack, Inspire Courage, Invisible, Haste: 1d20 + 7 + 2 + 2 + 1 ⇒ (2) + 7 + 2 + 2 + 1 = 14 This goes against the troll's flat-footed (no Dex) and Prone (-4) Armor Class, so it may still be a hit even on a 2.
    Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8

    Wulfric shimmers into view, accepts the Raging Song, and stabs the troll with his lance.

    Attack, Inspire Courage, Haste, Rage: 1d20 + 7 + 2 + 1 + 1 ⇒ (10) + 7 + 2 + 1 + 1 = 21
    Damage: 1d8 + 4 + 2 + 2 ⇒ (2) + 4 + 2 + 2 = 10

    Hasted Attack: 1d20 + 7 + 2 + 1 + 1 ⇒ (9) + 7 + 2 + 1 + 1 = 20
    Damage: 1d8 + 4 + 2 + 2 ⇒ (1) + 4 + 2 + 2 = 9

    AC 25 with Rage and Haste.
    HP 23/42.


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    Wulfric uses his bonded item to cast a second Haste spell on the party.

    This does not break his Invisibility.


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    After his extremely close call, Wulfric remains on the defensive.

    AC 27 with Fighting Defensively, no Rage, and no Haste.
    HP 23/42.

    Haste has ended unfortunately; that hurts our offense quite a bit. Let's finish this!

    He tries another strike, hoping that the party can bring this monster down before his luck runs out.

    Attack: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
    Damage: 1d8 + 4 ⇒ (5) + 4 = 9


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    Add +2 for flanking to Wulfric's attacks if applicable; I am on my phone so not seeing Roll20 right now.


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    Edit: Okay, he was at full HP, took a crit for 22, was healed for 12, and now took another 14. (Fighting Defensively just saved his life.) He is now down 24 HP, so at 18/42. Unfortunately given the time of the encounter False Life had long since worn off.

    Wulfric stabs the leader twice with his lance, again using Fighting Defensively, but no longer accepting Inspired Rage. So AC 27.
    Attack, Haste +1, Prayer +1, IC +2, Defensively -4: 1d20 + 7 + 1 + 1 + 2 - 4 ⇒ (17) + 7 + 1 + 1 + 2 - 4 = 24
    Damage: 1d8 + 4 + 1 + 2 ⇒ (7) + 4 + 1 + 2 = 14
    Hasted Attack: 1d20 + 7 + 1 + 1 + 2 - 4 ⇒ (13) + 7 + 1 + 1 + 2 - 4 = 20
    Damage: 1d8 + 4 + 1 + 2 ⇒ (3) + 4 + 1 + 2 = 10


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    I thought the leader was further back - was it close enough that it could just 5' step and full attack?
    Also, I think you skipped Celebeth's turn last round.

    If nothing changes, Wulfric is at 8/42 HP.

    He will attack the troll that he has hit several times, fighting defensively but also accepting Inspired Rage.
    Two rounds of Haste left - this round and next.

    Attack, Haste +1, Prayer +1, IC +2, Defensively -4, Rage +1: 1d20 + 7 + 1 + 1 + 2 - 4 + 1 ⇒ (11) + 7 + 1 + 1 + 2 - 4 + 1 = 19
    Damage: 1d8 + 4 + 1 + 2 + 2 ⇒ (6) + 4 + 1 + 2 + 2 = 15

    Hasted Attack: 1d20 + 7 + 1 + 1 + 2 - 4 + 1 ⇒ (19) + 7 + 1 + 1 + 2 - 4 + 1 = 27
    Damage: 1d8 + 4 + 1 + 2 + 2 ⇒ (1) + 4 + 1 + 2 + 2 = 10

    AC is 28 with Fighting Defensively and Inspired Rage.


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None
    Tove Hellstrom wrote:

    I'm all for this readied attack plan but I feel like we need healing right now?

    Garethane (-39) and Azen (-20) are hurt, but Azen is out of your Channel range unless you move. If you're just healing a single target, converting a spell to CSW for 3d8+6 is likely higher than Channel for 3d6. If you want to heal both, you could fall back to the square north of Wulfric and Channel.


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    "Krezzik, can you give me some space?"

    If Krezzik moves, Wulfric will 5' step into that space and stab his foe twice.

    Attack, Haste +1, IC +1: 1d20 + 7 + 1 + 1 ⇒ (12) + 7 + 1 + 1 = 21
    Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

    Hasted Attack: 1d20 + 7 + 1 + 1 ⇒ (19) + 7 + 1 + 1 = 28
    Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None
    Tove Hellstrom wrote:
    Wulfric Tilernos wrote:


    "Tove, can you ready something to interrupt spellcasting?"

    "Nobody told me trolls could do that!"

    Unfortunately Dispell Magic is a 3rd level spell and I don't keep a slot open at that level. I'm also not sure it's something I could do in a reasonable time frame during combat anyway.

    I was thinking more along the lines of a damaging attack, like your Searing Light or Admonishing Ray, or even just an arrow.

    When you have a single attack against a caster, it is often more advantageous to take it as a readied action to interrupt spellcasting instead of just attacking when your turn comes up. If you have multiple attacks, the calculus changes because you can't ready a full attack.

    But Channel is a great option too.


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    Wulfric Reflex, Haste: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 10 damage
    Ferric Haste: 1d20 + 5 ⇒ (19) + 5 = 24 Evasion for no damage

    "Tove, can you ready something to interrupt spellcasting?"

    Wulfric tries a fast dismount.
    Ride DC 20, Prayer: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21

    He does that as a free action.
    He then trips the troll.

    Trip, True Strike, Haste, Prayer: 1d20 + 10 + 20 + 1 + 1 ⇒ (19) + 10 + 20 + 1 + 1 = 51
    The troll does get an AOO against this (vs AC 25), and any damage done is applied as a penalty to the CMB check, but I'm pretty certain he's still going down.

    He then stabs the downed troll.
    Hasted Attack, Haste, Prayer, vs Prone: 1d20 + 7 + 1 + 1 + 4 ⇒ (6) + 7 + 1 + 1 + 4 = 19
    Damage, two-handed, Prayer: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

    He can Handle his animal companion as a free action for any tricks that it knows. Can he send it to "Defend" Azen so as to get it out of harm's way?

    AOO if Troll tries to get up:
    Attack, Haste, Prayer, vs Prone: 1d20 + 7 + 1 + 1 + 4 ⇒ (12) + 7 + 1 + 1 + 4 = 25
    Damage, Prayer: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9


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    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    @Azen, Haste still gives you a +1 to hit even if you don't make a full attack. So that hits AC 17, which might be enough. Prayer is also up, from Tove, so that's another +1 to hit and damage.


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    @Rhiannon - don't forget that Haste is up, so you get another attack.

    Wulfric casts True Strike. No ASF on that one.


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    Thanks. Realized I need to also roll 5% Arcane Spell Failure.

    Haste, 01-05 fails: 1d100 ⇒ 39
    Shield, 01-05 fails: 1d100 ⇒ 26


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    Round 1: Wulfric calls out and mounts up.
    Ride DC 20 to mount as free action: 1d20 + 11 - 1 ⇒ (8) + 11 - 1 = 18 So it is a move action.

    Ferric (the warhorse) moves to the center of the camp, 10' west of Garethane. Wulfric can handle his animal companion as a free action. I, however, cannot move the horse's token.

    Wulfric casts Haste on the party. He gets 6 targets, so that is all the PCs.

    Round 2: Wulfric casts Shield and readies his lance.


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    I can only really do Roll20 on my laptop and have been mostly on my phone, but should be able to check it today. Apologies for the delay.


    M Human Ran1/Wiz5 | HP 42/42 | AC 22 (T 13, FF 20, CMD 22)| F +7 R +6 W +5 | Mv 30' or 50' | Init +4 | Per +9 Spells 4/5/4/3 | Send Senses 6/6 | Bonded Item 0/1 | Active: None

    All I see on Roll20 is a featureless black box on a gold background. I have used Roll20 sometimes and it usually works for me, but I am not sure what I am doing wrong here. Do you need to add my character to the map?

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