Really you should be able to make what you want, it's just that I thought it would be cool if it was one of the salamanders that turned out to be the cleric cohort. If you really want it to be an undine, I will introduce him in another way. If it is going to be one of the crated folks then he would need to be fire resistant at +10. But if we want to wait for it, I can introduce whatever you want after a short wait. I'll come up with something.
"They mistook us for members of the Flickering Candle," he responds as if that says it all. He motions the other salamanders back. They look very irritated and like they want to burn something. Anything. Just to work off their frustration. You may level up. You too Marcus. This is the cleric Malgrim ordered as a follower and I suspect Malgrim will arm him with a raise dead spell or scroll.
Ok, then :) You open the box and pandemonium erupts as 10 salamanders erupt from their prison. Thy all start stabbing and whipping you with their tails. Well some of them had to move in order to do both so... to hit: 1d20 ⇒ 20
to hit: 1d20 ⇒ 16
One hits 1d2 ⇒ 1 Malgrim
and the other hits 1d2 ⇒ 1 Malgrim for
Malgrim (-61/103 HP after burn; Curse of the Grave-35; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes) They both catch Malgrim on fire, but he just ignores it. Note: Technically you do get a couple of AoO, and would almost certainly eliminate a one of them at minimum, but... Except that it is not technically true that all of them attack. One of them moves back and notices the dead giant in the doorway, and the dead fire giant right by the box. He barks at the others imperiously in Ingan and they immediately stop. In common he says "Did you kill these creatures?" DC 16 knowledge (local), +5 to Amaimon for being a local: These are flamebrother salamanders and you can tell their leader is a Flamebrother Salamander Cleric.
Well, that misfired. Your big buddy moves up to the door to take a swipe. DC 15 reflex: 1d20 + 11 ⇒ (3) + 11 = 14 Midway there, however he drops his weapon and ends up having to pound you with his fist. LOL! Note that with his 15' reach he will be able to retrieve it next round without moving. But that certainly screwed him up. to hit fist, power attack: 1d20 + 27 ⇒ (17) + 27 = 44
Malgrim has DR so he takes some damage but not all that much. Not nearly as much as a critical with his sword would have done! ❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
❖❖❖ Round 7 ❖❖❖
Marcus Nocturnus wrote: Guess I should have used acrobatics. The giant needs to make a REF save whenever he tries to use the sword at least per round or drop it. Not sure how you want to count the AoO. The grease effect stays on the sword for 10mins. The exact wording is "A saving throw must be made in each round that the creature attempts to pick up or use the greased item.". So just one roll on each round. It could be ruled that an AoO is part of the next round or the previous round. Since full round actions play it forward, I'm thinking the AoO is part of the previous round and no save is needed. Basically, if the save is made he gets to use the weapon until the beginning of his next round, at which time another save is needed. But good question! As for using acrobatics, the giant never displayed it's ability to strike at 15'. It has always struck at 10' or less. So it sure would have looked like a safe bet to Marcus!
Rather unfortunately that is a wild miss. The giant considers. The little mite before him with the bow that is trying to heal their leader, of the mudslinger that keeps bouncing mud off his armor and mussing his outfit? 1-3 Marcus, 4 Malgrim: 1d4 ⇒ 2 He decides that allowing Amaimon, who hits like a giant, to get up would be foolish and goes for taking Marcus do
Marcus folds like origami and the giant steps on Amaimon's unconscious body. Malgrim is probably feeling pretty lonely right now! "Whelps! Nobody to save you now mud boy. You get one more shot and then I'm taking you down too!" ❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
❖❖❖ Round 6 ❖❖❖
The AoO hits. I also missed all that cold damage which I am adding in... Giant (-194 HP, DR 10) Note: Marcus need not cast defensively. It is perfectly OK to cast the spell, move, and THEN deliver/discharge the spell. The only restriction is that the free delivery has to happen at some time during the same turn, after that you have to take a separate action to do so. Amaimon (-144/137 HP; Note: Curse of the Grave-39; Legacy Weapon: +3, Hydra Bane, Frost, and Giant Bane; quickness/haste until round 13; stabilized) Unfortunately the giant has a better reach than you thought and Marcus takes an AoO as he gets close enough to cast the spell. to hit longsword, power attack: 1d20 + 28 ⇒ (11) + 28 = 39
Marcus (-50/96 HP; heroism 40 minutes; shaken; haste until round 11)
DC 15 reflex save: 1d20 + 11 ⇒ (18) + 11 = 29 The giant picks up its sword, and, with it firmly attached, swings. to hit longsword, power attack: 1d20 + 28 ⇒ (20) + 28 = 48
crit: 1d20 + 28 ⇒ (19) + 28 = 47 Amaimon -96 -41-41+24 = -154. He is alive, barely, at -17 HP. A simple stabilization roll before he passes, or a cure from an ally, will save him from death. Who will save him?! After taking down Amaimon, he points his sword at Malgrim and says "You're next", in common. ❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
❖❖❖ Round 5 ❖❖❖
Amaimon Emberheart wrote:
It was, and I believe it was 24 temp hp. Amaimon Emberheart wrote: Second round now that Aimaimon spent an abjuration point for 24 Temp HP. Therefore while hit for 21 damage, he took 0 wounds Yep missed that when you said abjuration it meant temp HP. So no wounds that round. Did some corrections and came up with... Amaimon (-96/137 HP; Note: Curse of the Grave-39; Legacy Weapon: +3, Hydra Bane, Frost, and Giant Bane; quickness/haste until round 13)Amaimon lands a few nice hits, though the last one misses and the damage is reduced by DR, while Marcus changes tactics, figuring he might have a tough skin, but his is hard to miss with a flask. It does hit and does normal damage, stopping it from regenerating any further.
The giant is not completely disarmed as long as it has its fists and pummels Amaimon with them instead while the hydra's wounds start repairing themselves.. to hit fist, power attack: 1d20 + 27 ⇒ (5) + 27 = 32
to hit fist, power attack: 1d20 + 27 ⇒ (16) + 27 = 43
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
❖❖❖ Round 3 ❖❖❖
reflex save: 1d20 + 11 ⇒ (2) + 11 = 13 Well, I'll be. That sword just plops right out of his hands. He looks at it with astonishment. A delighted Amaimon adjusts his aim and digs into the hydra piling up tons of damage (151) and it slumps limply to the ground. Malgrim is not so lucky and, instead of hitting the giant, does some wall art.
Malgrim is 50' from Amaimon, and haste requires that no two targets can be more than 30 ft. apart. That means you cannot get both of them. But like I said, Amaimon is using his occultist abilities to hasten himself so it is not necessary to get him anyway, and you are close enough to get Malgrim and yourself. To judge the distance count by 10 for each full horizontal or vertical square, or 15 for each diagonal square. so Amaimon is 3 diagonal squares northwest (45') +5' north of Malgrim for a total of 50' away. Pythagrian's theorem returns 46', but it is a bit much to ask gamers to do that so they make us use this somewhat inaccurate shortcut. Still, whether 46' or 50', it is still too much of a spread to get them both. As for how far you were from Amaimon, I'm not sure now since the icons have moved. It's moot anyway. With him using quickness (and good thing he did too, because that extra point of AC over what haste would have given saved his butt) a haste on him would not have helped him. I might have calculated it wrong. These 10' squares throw me.
94 HP correction due to 1 missed point of AC... *whew* ❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
❖❖❖ Round 3 ❖❖❖
The giant howls with rage, but decides to eliminate the mite that stands before him now and then take care of the mudslinger. The hydra moves slowly so it only gets one attack, and that does not do squat as it breathes fire on Amaimon. to hit longsword, power attack: 1d20 + 28 ⇒ (7) + 28 = 35
slashing damage, power attack: 3d6 + 34 ⇒ (5, 3, 5) + 34 = 47
Total 141-22=119 damage The giant proves intense as it blows through the temp HP and does a thorough job of dismantling Amaimon. Any DR to apply that I missed because 119 damage is a LOT and will kill him outright!? Hitting and then confirming that crit was not nice. You can now tell that the weapon has the keen enhancement on it. Ouch! ❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
❖❖❖ Round 3 ❖❖❖
Marcus Nocturnus wrote: Didn't break enchantment actually work on me? Perhaps we did not heal after I cast those. Yes, it did work which is why you are not listed as having Curse of the Grave, but no, I do not believe you received healing. I might be wrong and if you find the post I will correct that. Marcus Nocturnus wrote: Marcus steps forward and changes the song so that it is more insistent and drives one to take action (casts haste affecting both allies). Amaimon Emberheart is over 60' from Malgrim. You are 40' from Amaimon. You could get yourself and Malgrim, or you can get Amaimon. But since he is activating quickness on himself, it just makes sense that you target yourself and Malgrim so let's go with that. Amaimon activates more runes and readies himself for being the center of a lot of unwelcome attention. Malgim blasts the giant successfully, though some of it is mitigated.
Malgrim misses but Marcus lands a hit in spite of being shaken by the odd laugh. Unfortunately, it does seem to have pretty tough skin and it does less damage. The hydra roars and charges the impudent Amaimon, but it is very slow and does not get within reach yet. The giant is much quicker, but with the distance he also is not able to attack. ❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
❖❖❖ Round 2 ❖❖❖
Please correct if you see an error in the statuses
Initiative (Malgrim): 1d20 + 6 ⇒ (7) + 6 = 13
Initiative (giant): 1d20 + 10 ⇒ (11) + 10 = 21
to hit giant on Malgrim: 1d20 + 17 ⇒ (5) + 17 = 22
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
❖❖❖ Round 2 ❖❖❖
I know the HP and curse of the grave are off above, and I will fix them once I track down the relevant posts.
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