M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
attack blue as action 1 hit: 1d20 + 23 ⇒ (11) + 23 = 34 dmg: 2d6 + 8 ⇒ (1, 5) + 8 = 14 acid dmg: 1d6 ⇒ 3
If blue does not die, I still move to that location, but do not raise shield as I do not have action economy to do so and here is attack number 2 if needed hit: 1d20 + 19 ⇒ (12) + 19 = 31 dmg: 2d6 + 8 ⇒ (2, 5) + 8 = 15 acid dmg: 1d6 ⇒ 3 concealed chance: 1d20 ⇒ 19 fire dmg to me: 4d6 ⇒ (6, 1, 1, 1) = 9 so after my fire resistance, I take 4.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
fort: 1d20 + 22 + 1 ⇒ (20) + 22 + 1 = 43
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
fort: 1d20 + 20 ⇒ (11) + 20 = 31 first one 28, Juggernaunt so crit success
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Zac doublemoves and attacks once with hammer hit: 1d20 + 23 ⇒ (2) + 23 = 25 dmg: 2d6 + 8 ⇒ (1, 5) + 8 = 14 acid dmg: 1d6 ⇒ 2
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Zac can easily just knock them down with his hammer and avoid all or most of the explosions given his ability to dodge or tank the damage. If worst comes to worst, he will use arrows and pin them down.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Zac moves, provoking from purple if it has aoo and does a doubleshot
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Zac moves and then does doubleshot. hit: 1d20 + 20 - 2 ⇒ (5) + 20 - 2 = 23 dmg: 2d6 + 5 ⇒ (5, 2) + 5 = 12 against purple
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
fort: 1d20 + 22 ⇒ (18) + 22 = 40 crit success Also, I have 3 piercing resistance, so I only took 5 damage leaving me at 168, unless you took that into account.
At purple hit: 1d20 + 20 - 2 ⇒ (18) + 20 - 2 = 36 dmg: 2d6 + 5 ⇒ (1, 2) + 5 = 8 deadly d10: 1d10 ⇒ 10
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Zac does not have melee weapon out, so it would be unarmed attack for aoo, which he will pass. Zac will hunted shot on orange, 2 shots 1 action, shot damage is combined before adding dr.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Pull out shortbow, hunt prey on Orange and use hunted shot 2 shots with 1 action, the damage from both shots are added then any dr is applied.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Zac is a master in crafting so he will making some Traps
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Zac can also heal himself, as he is guaranteed at least a 20 on medicine, but with everyone healing each other, were all get back up on our feat. Well then, if we are going to run into more zombies like that, we should keep our distance. Or at least one or two of us as bait the rest with range.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
reflex: 1d20 + 20 ⇒ (19) + 20 = 39 crit success
Will move away from 15 feet exploding zombie left if attack 2 destroyed the skulls and I still have an eaction
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
reflex: 1d20 + 20 ⇒ (7) + 20 = 27 pass, so 10 blunt and 7 fire-5 fire resistance for 2 fire, total of 12. Leaves me at 146 HP
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
reflex: 1d20 + 20 ⇒ (5) + 20 = 25 Pass and I have 5 fire resistance, so I take 11 blunt and 5 fire-5 resistance for 11.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
reflex: 1d20 + 20 ⇒ (12) + 20 = 32 Takes 7 damage, then I have 3 piercing resistance, so 4.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Being level 11 here I'm definitely succeeding. Reflex save I only have to roll a 3 to save. Crit hits, well I ended up critting on a 13 on the dice, something tells me I can almost not miss with my agile weapon.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
reflex: 1d20 + 20 ⇒ (19) + 20 = 39 I'm going to repeat Boris from Goldeneye
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
reflex: 1d20 + 20 ⇒ (13) + 20 = 33 crit success
edit, attacks coming.
Any crits and the target is also prone.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Okay, I would have moved to the nearest zombie to attack.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
will save: 1d20 + 16 ⇒ (10) + 16 = 26
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Zac will activate his bracelet of dashing so he can move faster, then cast Gravity well. Black dot shown. Reflex 26. Had some other spell originally listed, but forgot which ones I prepared until I looked at my character sheet.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
played with another character
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
The discord game I was in didn't fire, same scenario and I saw there was one open spot here. Someone probably dropped out.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
I remember I can apply to any level character right? If so this guy. also day job, we still roll them? trolls lore: 1d20 + 16 ⇒ (19) + 16 = 35 and the last 4 days being field commissioned trolls lore: 1d20 + 16 ⇒ (3) + 16 = 19. Storied talent and experienced professional as well. If not, I'll have to chance the character it goes to on RPG chronicles.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
trolls lore: 1d20 + 16 ⇒ (2) + 16 = 18 first 8 days. storied talent so I do this job at level 8 and field commissioned. I'm also Experience professional, so crit failures are just failures.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
stabilize: 1d20 ⇒ 7 guess I stabilize with hero points. When I do finally wake, I will pick up all my stuff and go home with my team, or my teammates presumably carry them and me home.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
So um, if someone decides to get me up, via healing, keep in mind I will be wounded 2. This might tempt the boss to try to attack me again and if it crits, I'll be dying 4, I mean dead. He did stabilize this turn, so if he fails he goes back to dying 3. He might be better off napping until the hand dies.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Zac is busy having a nightmare that a stationary troll is kicking his butt again and that he can't move, as well as a nightmare that a hand is taunting him from over a football field away. Zac is going to be disappointed when he wakes up from that potion to find out his nightmare is still very real. He is expecting to wake up long after the hand dies.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Why did the thing have to crit me? I seem to have the worst of luck this scenario.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
DM if I can change my action, I know dice have been rolled, but I would instead use my Healer's Gloves in case the next battle is immediately. Otherwise if My action is stuck cause I'm past the hour, I understand.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Okay, but I'd rather not be in the Center, I'm taking damage to enter the center to then be healed. You're expecting a creature to come out of the center, in which case I'd rather not be in the center too close to it, when I'm wounded 1, where I'd take him out with range. Shouldn't have been in melee with a Troll, but who would have thought the Troll rolled so high to hit me 5 out of 5 times anyhow. But I also had no idea at the time if we were on a time limit to kill the trolls or not too. And if fire spreads, I'd rather be away from the fire, whether inside or outside the circle, at least back 20 feet or so. Edit: As far as the next battle, it may or may not be immediately, in which case the only other thing I can do is use my healing gloves
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
You really think that is going to happen? I see the Boss dead and the ritual deactivated. I actually think there is no danger here unless the trolls break free after round X, and even then that is a big if.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Alright everyone, it is dead, now what do we do with the trolls? We have to at least kill the one troll where all my stuff is, otherwise I can't recover my stuff without getting hit.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Zac will use doubleshot, considering the guy is almost dead, he needs to start on the white troll where his stuff is while finishing off red hit red: 1d20 + 16 - 2 - 2 ⇒ (15) + 16 - 2 - 2 = 27 doubleshot penaly -2 and range 2 -2. dmg: 2d6 + 4 ⇒ (4, 4) + 4 = 12
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Zac is pretty sure the ghost or whatever it is will not resist his ring of the ram force damage, so he will point it at him and use it dmg: 6d6 ⇒ (1, 2, 4, 2, 5, 6) = 20 force damage and fort save 22.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Zac uses Hunt Prey on the red floating guy, making sure he marks him good and uses Doubleshot (the feat that targets two different creatures with only a -2 penalty) on the red floating guy and the green troll, only cause he is paranoid the red floating guy is going to do something to release the trolls, and the last thing he wants is one chasing him when he can down a troll temporarily to prevent that
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
How well chained to the ground are these trolls, if I move them forced movement, say ring of the ram, can I push them into the fire?
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
So I remember the DM saying the troll dies if it reaches dying 4. I thought that was true regardless if the troll regenerates or not. You just have to hit it with 4 attacks or 2 crits when it is that close to 0 hit points.
M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18
Zac will stand up which provokes, hopefully the troll don't crit me for 51 damage. Single move away and pull out his bow. He plans to finish off the troll, cause this is where his weapons are, he has to recover them. Picking both his hammer and shield up are two actions. Speed is still 35 thanks to the bracelet of dashing lasting one minute, it doesn't say those magic items deactivate upon knock out. Don't worry, Zak will take care of the red guy first, at a safe distance that is.
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