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  1. - Top - End - #31
    Titan in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    As Anthony walks is, Savin follows a few steps behind. Once the knight has checked, he moves into the room and move to the door on the far side.

    Spoiler
    Show

    Move to T-20 and listen
    (1d20+6)[15]

  2. - Top - End - #32
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    As Anthony moves into the darkened chamber there is a low growl and a shifting of shadows in the farthest corner. A fearsome howling echoes through the shadows, the baying chilling your nerve somewhat but thankfully the terror effect shrugged off by champions such as yourselves.

    More shadows ripple as two shadar-kai step forward vicious chains swirling at Anthony. As they engage two small undead lizardfolk fire from where they skulk on the spiral stairs swathed in shadows, one of the arrows striking Anthony for 5 damage.

    Spoiler: info & rolls
    Show
    Surprise round:

    Bay vs Will DC13
    Sav (1d20+4)[15]
    Ant (1d20+6)[23]
    Kil (1d20+8)[28]
    Wil (1d20+8)[27]

    Shadar-Kai vs Anthony
    spiked chain (1d20+4)[11] damage (2d4)[7]

    lizardfolk
    shortbow vs Ant (1d20+3)[22] damage (1d4+2)[5] + Poison vs Fort DC13 (1d20+7)[15] (no effect)
    (sorry, per SRD cannot use an immediate action if you are flat-footed)
    shortbow vs Sav (1d20+3)[13] damage (1d4+2)[5]

    Initiative
    Sav (1d20+3)[12]
    Ant (1d20+3)[14]
    Kil (1d20+3)[18]
    Wil (1d20)[13]
    Lizardfolk (1d20+2)[14]
    Shadar-Kai (1d20+3)[15]
    Baying Hound (1d20+5)[17]

    Spoiler: Map
    Show


    Rubble costs 2x to move through


    => Kilus

  3. - Top - End - #33
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus

    Kilus clambers over the rubble, moving to the edge of the hole in the wall. Spotting the enemies, he tries a different tactic, pursing his lips and giving a long-drawn-out whistle that seems to, for a moment, flare and take on the noise of the howl of a cold winter wind.

    Spoiler
    Show

    Move to O25, cast Winter's Chill on the bottom Shadar-kai. Fort Save DC16 or (1d6)[6] cold damage and it becomes Fatigued.

  4. - Top - End - #34
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus casts his spell at the shadar-kai, but the elfin warrior resists the chill of winter. From deeper in the room there is a low growl as shadows shift subtly. Something, snarling and snapping, advances across the ruined chamber and Anthony manages to bring his shield up to ward off the savage lunges. As he does the shadar-kai lash out again, one inflicting a nasty gash to his leg for 10 damage as he finds himself surrounded.

    Spoiler: rolls
    Show
    Shadar-Kai Fort DC16 vs Winter Chill (1d20+2)[18]

    Hound vs Anthony
    bite (1d20+7)[13] damage (1d6+4)[5]

    Shadar-Kai vs Anthony
    spiked chain (1d20+6)[22] damage (2d4)[7] + sneak (1d6)[3] (hit, since no Dex bonus if flat-footed)

    Shadar-Kai vs Anthony
    spiked chain (1d20+6)[19] damage (2d4)[3] + sneak (1d6)[5]

    knowledge check
    Will (1d20+5)[16]
    Ant (1d20+2)[7]
    => The presumed canine creature that now attacks Anthony is likely a shadow mastiff, an evil extraplanar hound from the shadow realm. In anything other than full daylight or a daylight spell it is effectively invisible (total concealment)


    => Anthony

  5. - Top - End - #35
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Anthony says a word and both his sword and his shield burst aflame. He then starts swinging the sword around, trying to get his revenge upon the shadar-kai.

    Spoiler
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    Blades of Fire from the wand.
    One action point to get extra attack this round.
    Starting with shadar-kai in RS25, then, if he has enough, the one in PQ23
    Sword: (1d20+15)[28] miss (1d100)[93] for (1d8+7)[14] cold iron and (1d8)[3] fire (incl. know devo +1, furious counterstrike +2)
    Sword: (1d20+15)[28] miss (1d100)[70] for (1d8+7)[13] cold iron and (1d8)[7] fire (incl. know devo +1, furious counterstrike +2)
    Sword: (1d20+10)[16] miss (1d100)[68] for (1d8+7)[8] cold iron and (1d8)[6] fire (incl. know devo +1, furious counterstrike +2)
    Whatever the outcome, step to RS23 if possible (and use the remaining attack, if any). If RS23 turns out to be occupied, point it to Savin.

    Sword AoO (if applicable): (1d20+13)[23] miss (1d100)[46] for (1d8+5)[10] cold iron and (1d8)[3] fire (incl. know devo +1)
    Sword AoO (if applicable): (1d20+13)[27] miss (1d100)[35] for (1d8+5)[9] cold iron and (1d8)[5] fire (incl. know devo +1)
    Sword AoO (if applicable): (1d20+13)[15] miss (1d100)[33] for (1d8+5)[7] cold iron and (1d8)[5] fire (incl. know devo +1)

    Iron Guard's Glare in effect. While you are in this stance, any opponent that you threaten takes a -4 penalty on attack rolls against your allies. This penalty does not apply to attacks made against you. Enemies you threaten become aware of the consequences of the stance.
    Last edited by u-b; 2019-12-01 at 01:43 AM.

  6. - Top - End - #36
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Anthony swings his flaming sword about, hitting the two shadar-kai for 17 and 20 damage easily dispatching them both. Advancing on the smaller shadowscale lizardfolk they both leap from the staircase loosing their bows once more. Again an arrow strikes Anthony, for 5 damage.

    Spoiler: rolls
    Show
    lizardfolk
    shortbow vs Anthony (1d20+3)[23] damage (1d4+2)[5] + poison Fort DC13 (1d20+7)[27]
    crit? (1d20+3)[15] damage (1d4+2)[6]

    shortbow vs Savin (1d20+3)[16] damage (1d4+2)[3]

    Spoiler: Map
    Show


    => William, Savin, Kilus

  7. - Top - End - #37
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    Default Re: The Tearing of the Weave (IC) Pt 2

    The towering Damaran, an easy target, manages to dodge the hastily shot arrow. Stepping forward methodically, he growls out "You and your ilk should have fled back but now you'll share the fate of your bretheren." as he chain spins overhead and he lashes out at the hapless lizardfolk.

    Spoiler
    Show

    Savin
    AC ~ 20 Current ~ 20
    HP ~ 51; Current ~ 49
    AP ~ 6; Current ~ 6

    Move Action
    Move to Q-23

    Standard
    Trip attack Q-21 with his spiked chain
    (1d20+12)[20] touch attack

    If successful, opposed strength check
    (1d20+12)[26] includes +4 for Jotunbrud and +4 from Improved Trip


    If successful, follow up attack granted by Improved Trip
    (1d20+16)[22] includes +4 for prone

    Damage
    (2d4+6)[9] + (1d6)[4] skirmish

    Critical 20/x2
    (1d20+16)[24] includes +4 for prone
    (2d4+6)[10]


    Granted Maneuvers (1d5)[3] and (1d5)[4] , and, in case of duplicate (1d5)[5] and/or (1d5)[3]
    1 - Crusader's Strike
    2 - Vanguard Strike
    3 - Mountain Hammer
    4 - Douse the Flame
    5 - Battle Leader's Charge

    Effects ~
    Crusader -
    + Crusader's Strike : Successful attack allows you to heal 1d6+3.
    + Vanguard Strike: Allies gain +4 bonus on attacks against target.
    + Mountain Hammer : Deal +2d6 damage, overcome DR and hardness.
    + Douse the Flame : Target cannot make attacks of opportunity for 1 round.
    + Battle Leader's Charge : No attacks of opportunity while charging, deal +10 damage.
    + Iron Guard's Glare : Enemies take -4 penalty on attacks against your allies.
    Swordsage -
    + Burning Brand: Gain +5-ft. reach, deal fire damage.
    0 + Flashing Sun : Gain extra attack.
    0 + Mighty Throw : Grab foe, throw him up to 10 ft.
    + Baffling Defense :Use Sense Motive check to dodge attack.
    0 + Cloak of Deception : Turn invisible until the end of your turn.
    0 + Shadow Jaunt : Teleport 50 ft. through shadows as standard action
    0 + Child of Shadow : You gain concealment as long as you move.

  8. - Top - End - #38
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus
    His magic having been ineffective, Kilus relies on another traditional method of dealing with a foe: Archery. He nocks an arrow to his trusty bow, aims, and fires smoothly.

    Spoiler
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    Move to P26, shoot at Q21
    (1d20+8)[18] for (1d6)[6]

  9. - Top - End - #39
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Williams advances toward the far corner, his morningstar suddenly glowing with a piercing light. "Where is that damned howling coming from ...?"

    Spoiler: mechanics
    Show
    Activate Sun Devotion and double move safely to S22. If the doggie's still near that corner, it's now in true sunlight.
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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  10. - Top - End - #40
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Savin leaps over the rubble. Chain swirling he smashes it into the nearest undead archer for 13 damage, obliterating it. Kilus shoots at the remaining archer hiding behind the staircase, missing it.

    William walks into the ruined chamber. His morningstar held high the shadows are dispersed revealing a large black mastiff-like dog. It's edges are fuzzy and indistinct as shadows try to cling to it, but the divine sunlight makes it clear enough. Snarling it lunges at William and the source of hated light, but he easily evades it.

    Spoiler: rolls
    Show
    Hound vs William
    bite (1d20+7)[8] (also another -4 I forgot IGG stance) damage (1d6+4)[6]

    Spoiler: Map
    Show


    => Anthony
    Last edited by Ghostfoot; 2019-12-07 at 02:47 PM.

  11. - Top - End - #41
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Annoyed by the pesky archer, Anthony ignores it for now and makes a step to flank the now revealed black shadow hound. His sword and shield burst ablaze again and he makes a quick succession of three swings with the sword, trying to take down this hound once and for all.

    Spoiler
    Show
    Step to T23.
    Swift: a charge of Blades of Fire
    Full: Flashing Sun full attack

    Longsword: (1d20+14)[28] miss (1d100)[11] for (1d8+6)[14] slashing cold iron and (1d8)[8] fire (incl. +2 flanking, -2 flashing sun, +1 know devo, +1 furious counterstrike)
    Longsword: (1d20+14)[19] miss (1d100)[51] for (1d8+6)[10] slashing cold iron and (1d8)[5] fire (incl. +2 flanking, -2 flashing sun, +1 know devo, +1 furious counterstrike)
    Longsword: (1d20+9)[16] miss (1d100)[17] for (1d8+6)[12] slashing cold iron and (1d8)[7] fire (incl. +2 flanking, -2 flashing sun, +1 know devo, +1 furious counterstrike)

    Granted next: (1d2)[2]

    Iron Guard's Glare in effect. While you are in this stance, any opponent that you threaten takes a -4 penalty on attack rolls against your allies. This penalty does not apply to attacks made against you. Enemies you threaten become aware of the consequences of the stance.
    Last edited by u-b; 2019-12-07 at 07:10 AM.

  12. - Top - End - #42
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    With three sure blows Anthony cuts down the savage shadow mastiff. The sole remaining opponent, the small lizardfolk archer, scuttles to the far door and turns loosing an arrow at Savin which strikes for 5 damage. It lets out a mad, rasping laugh as the arrow strikes home.

    Spoiler: rolls
    Show
    lizardfolk
    shortbow vs Savin (1d20+3)[20] damage (1d4+2)[5] + poison Fort DC13 (1d20+8)[28]

    Spoiler: Map
    Show


    Sorry, I omitted to shift Anthony to T23 before I did the map. He's there.


    => William, Savin, Kilus
    Finish him!

  13. - Top - End - #43
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Growling as the arrow bites, Savin looks at the last standing lizardfolk as he flicks his chain, causing gore to go flying. Pulling the arrow out, he charges forward and spins his deadly chain.

    Spoiler
    Show

    Savin
    AC ~ 20 Current ~ 20
    HP ~ 51; Current ~ 44
    AP ~ 6; Current ~ 6

    Move Action
    Move to Q-21 (text says charge but he just moves)

    Standard
    Trip attack R-19 with his spiked chain
    (1d20+12)[16] touch attack

    If successful, opposed strength check
    (1d20+12)[22] includes +4 for Jotunbrud and +4 from Improved Trip


    If successful, follow up attack granted by Improved Trip
    (1d20+16)[24] includes +4 for prone

    Damage
    (2d4+6)[12] + (1d6)[1] skirmish

    Critical 20/x2
    (1d20+16)[17] includes +4 for prone
    (2d4+6)[12]

    Granted Maneuvers (1d3)[3] , and, in case of duplicate (1d3)[1] and/or (1d3)[3]
    1 - Crusader's Strike
    2 - Vanguard Strike
    3 - Battle Leader's Charge

    Effects ~
    Crusader -
    + Crusader's Strike : Successful attack allows you to heal 1d6+3.
    + Vanguard Strike: Allies gain +4 bonus on attacks against target.
    0 Mountain Hammer : Deal +2d6 damage, overcome DR and hardness.
    Douse the Flame : Target cannot make attacks of opportunity for 1 round.
    + Battle Leader's Charge : No attacks of opportunity while charging, deal +10 damage.
    + Iron Guard's Glare : Enemies take -4 penalty on attacks against your allies.
    Swordsage -
    + Burning Brand: Gain +5-ft. reach, deal fire damage.
    0 + Flashing Sun : Gain extra attack.
    0 + Mighty Throw : Grab foe, throw him up to 10 ft.
    + Baffling Defense :Use Sense Motive check to dodge attack.
    0 + Cloak of Deception : Turn invisible until the end of your turn.
    0 + Shadow Jaunt : Teleport 50 ft. through shadows as standard action
    0 + Child of Shadow : You gain concealment as long as you move.

  14. - Top - End - #44
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    Default Re: The Tearing of the Weave (IC) Pt 2

    William rushes at the fallen undead to help make certain it stays fallen.

    Spoiler: mechanics
    Show
    Walk to S20 and make a melee attack with +4 for prone: (d20+11)[29], damage versus undead while glowy (d8+8)[10]
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  15. - Top - End - #45
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus

    Kilus fires a final arrow at the final foe.
    Spoiler
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    (1d20+8)[18] for (1d6)[3]

  16. - Top - End - #46
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    As the undead abomination cackles Savin advances on it. His chain whips about but the slight creature manages to duck out of the way. Not so lucky moments later when William bashes it with his glowing weapon for 10 damage and the blasted thing is smashed to bits.

    The rubble-choked room is now cleared of foes. Doors lead west (presumably outside), southwest, and south (presumably back to the Great Hal), while the spiral staircase ascends to the upper floor of the ruined squat tower.

  17. - Top - End - #47
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Spitting on the remains of their fallen foe, Savin looks at the others. "That door or up?" he says, irritation on his face as he rubs the arrow wound.

  18. - Top - End - #48
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    Default Re: The Tearing of the Weave (IC) Pt 2

    "Up. Give me a moment and I'm after you."

    It takes more than just a moment for Anthony to fully recover. More like two minutes and two zaps from a wand. Then he is ready to follow (or lead, as Savin prefers).

    Spoiler
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    Lesser vigor x2

  19. - Top - End - #49
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Wil nods and stands quietly as the glow fades from his morningstar, breathing deeply and murmuring verses from a Celestial chant as he waits for Anthony's magic to complete its course.
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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  20. - Top - End - #50
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus

    Kilus glances at his other companions, seeing no major injuries. "At least these foes have more determination than deadliness. Let us see what other knowledge we can prise from this place."

    (he checks the bodies)

  21. - Top - End - #51
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    A few moments respite is taken with no challenges or interruptions. Kilus checks over the fallen foes and finds a few coins but little else of use.

    Spoiler: Loot
    Show
    shortbow (small) x2
    poisoned arrows (small) x 40
    spiked chain x2
    MW studded leather armour x2
    gal-ralan x2
    shortbow x2
    arrows x40
    88gp

  22. - Top - End - #52
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Once everyone has reset, Savin nods to the group and proceeds to go up, as cautious as a man of his size can be.

  23. - Top - End - #53
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    Default Re: The Tearing of the Weave (IC) Pt 2

    While Anthony heals and the bodies are looted, Temiryl searches the doors to the south and southwest, looking for any signs of traps or alarms. Once the others indicate their desire to head upwards, Temiryl readies her bow.

    "Ready whenever you all are, I guess?" she whispers, scanning the staircase for anything that might indicate an enemy presence.

    Spoiler: OOC
    Show
    Given we've got a couple of minutes or so, taking 10 on Searching the doors, for a total of 24.

    Scan the staircase, if applicable:
    Spot: (1d20+12)[24]
    Listen: (1d20+12)[27]

  24. - Top - End - #54
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Wil nods. "Yes. Let's finish this."
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  25. - Top - End - #55
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Savin ascends the ruined staircase slowly, his eyes taking a moment to adjust to the poor light in the tower room above. The upper room is as dark and dismal as a subterranean dungeon. There is a clinking of metal and Savin spies several emaciated but still-living lizardfolk shackled to the walls of the chamber. They shift weakly heads raising as they notice his presence. "Beware, scaleless one!" hisses one.

    Crunch! Savin is struck from behind a brutal blow as massive jaws clamp around him for 24 damage. He turns as he is released from the grip seeing a massive creature looming over him, an ogre-sized humanoid creature that has all the lethal features of a dire crocodile - powerful jaws drip with his blood, a multitude of sharp teeth, heavy, thick reptilian scales. A deep inhuman voice rasps several words in an incomprehensible language before settling to a more familiar heavily-accented common Chondathan tongue "For my chains or for my dinner? I care not which". It roars a challenge at him beckoning with it's clawed hands.

    Spoiler: The Beast!
    Show

    Spoiler: Rolls & Info
    Show
    Hide (1d20+11)[31] vs Savin Spot (1d20+10)[11]

    Initiative
    Tem (1d20+3)[15]
    Sav (1d20+3)[4]
    Ant (1d20+3)[8]
    Kil (1d20+3)[23]
    Wil (1d20)[13]
    Evil (1d20+5)[16]

    Knowledge
    Ant (1d20+2)[15]
    Wil (1d20+5)[9]
    You know it is not of this world, but that's about all.

    Surprise round
    crocodile demon vs Savin
    bite (1d20+11)[29] damage (2d8+18)[24]

    @u-b I'm having trouble with the link to Anthony's sheet, could you please repost a link for me please?

    Spoiler: Map
    Show


    Savin starts at F10 (this square has cover w/r/t room)
    All other PCs are assumed to start in square E10 (this square can't see into the room, properly anyway)
    Must ascend E10->F10->F9 (anyone can therefore move to F9 without provoking AoO)
    Stairs are steep and cost x2 movement to enter (ie to move to F10)
    Floor has collapsed in SE of room (H11/ H12)


    => Kilus
    Last edited by Ghostfoot; 2019-12-27 at 03:58 PM.

  26. - Top - End - #56
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus

    Kilus moves up the stairs, past his stricken ally, who is in the jaws of the demon. He then turns and casts a spell at it, conjuring a spray of dust aimed at its eyes.

    Spoiler
    Show

    Kilus moves to F8. I think the croc may still be biting Savin, and thus unable to AOO? Tumble check if it'd help (1d20+3)[4].
    Kilus' AC is 17, but he has Protection from Evil via a class feature, which may help against this foe. +2 deflection vs evil, +2 resistance on save vs evil.
    If it can still make AOOs after the move (ie, no AOO triggered, and is capable) then cast defensively (1d20+9)[20] vs DC 16.

    Then Kilus casts Sandblast. 10' burst, semicircle, hits only Croc-man. (1d6)[2] non-lethal damage, and Reflex DC 16 or Stun for 1 round.

  27. - Top - End - #57
    Ettin in the Playground
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Kilus dashes past, ducking under the massive jaws as they snap at him. He casts his spell, a semicircle of dust and sand blasting out temporarily hampering the beast as it roars in frustration.

    Spoiler: Info and rolls
    Show
    I think the croc may still be biting Savin, and thus unable to AOO?
    Actually, it can still AoO. It attacked Savin in the surprise round (not an AoO) and while it can grab/ grapple, Savin has the Jotunbrud feat which negates this ability. Just knock off an Action Point to auto-avoid the AoO this time otherwise you'll be toast.

    Kilus caster level check (1d20+6)[17] vs SR15
    croc Ref DC16 (1d20+8)[15]

    => stunned 1 round (and can't AoO)


    => Party
    Last edited by Ghostfoot; 2019-12-28 at 04:30 AM.

  28. - Top - End - #58
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    Default Re: The Tearing of the Weave (IC) Pt 2

    Rushing up the stairs to close with the beast, William throws his heart (and lungs) into a celestial chant. Blue-gold frost coalesces on the party's weapons.

    Spoiler: mechanics
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    E10 is where we start, not the first square we move into? Then I should be able to reach B9 with one move action. If we also spend movement on E10, then I'd be at D9.

    Boosting bardsong with inspirational boost (swift action) and badge of valor (immediate action as soon as my turn's over). If I counted correctly, that leaves me with one 1st-level bard spell slot and no uses of the badge. +3 to everyone's charm and fear saves, +3d6 cold damage.
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

    Current games list

  29. - Top - End - #59
    Ogre in the Playground
     
    Dexam's Avatar

    Join Date
    Oct 2009
    Location
    Flanhk-Marepork
    Gender
    Male

    Default Re: The Tearing of the Weave (IC) Pt 2

    Temiryl cautiously enters the room, rapidly gesturing and chanting as she moves. As she completes her spell, she and her allies become infused with a sudden burst of speed.

    Spoiler
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    Moving to G9 with the assumption that I'll be able to see and target everyone with the Haste spell.

    +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves; 30' enhancement bonus to movement; and extra attack on full attack action.

    Last one until we rest - enjoy!

  30. - Top - End - #60
    Titan in the Playground
    Join Date
    Dec 2010
    Gender
    Male

    Default Re: The Tearing of the Weave (IC) Pt 2

    Savin howls out in anger as the bizarre creature tries to engulf him, tearing away bits of muscle and skin in the process. Managing to pull himself free as his friends launch into an assault on the skulkers, he calls out "We are no easy meal, fiend! My horse will wear a saddle made from your hide when we are done!" as a fire lights in his eyes.


    Spoiler
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    Savin
    AC ~ 20 Current ~ 19
    HP ~ 51; Current ~ 20 +12
    AP ~ 6; Current ~ 6

    Free actions
    5ft step to E-9 (I don't think anyone is there).
    Rage

    Full Round action
    Haste attack
    (1d20+18)[31]

    Damage
    (2d4+7)[9]+ (3d6)[13] Bardsong

    Critical 20/x2
    (1d20+18)[36]
    (2d4+7)[15]

    If successfully does more than 10 points, follow up with Improved Trip from Knock-Down
    (1d20+18)[33] touch attack

    If successful, opposed strength check
    (1d20+12)[28]includes +4 for Jotunbrud and +4 from Improved Trip

    1st nonhaste attack
    (1d20+18)[31]

    Damage
    (2d4+7)[12]+ (3d6)[7] Bardsong

    Critical 20/x2
    (1d20+18)[32]
    (2d4+7)[13]

    If successfully does more than 10 points, follow up with Improved Trip from Knock-Down if still standing
    (1d20+18)[31] touch attack

    If successful, opposed strength check
    (1d20+12)[19]includes +4 for Jotunbrud and +4 from Improved Trip

    2nd nonhaste attack
    (1d20+13)[32]

    Damage
    (2d4+7)[12]+ (3d6)[11] Bardsong

    Critical 20/x2
    (1d20+13)[25]
    (2d4+7)[14]

    If successfully does more than 10 points, follow up with Improved Trip from Knock-Down if still standing
    (1d20+13)[17] touch attack

    If successful, opposed strength check
    (1d20+12)[31]includes +4 for Jotunbrud and +4 from Improved Trip




    Granted Maneuvers (1d3)[3] , and, in case of duplicate (1d3)[1] and/or (1d3)[3]
    1 - Crusader's Strike
    2 - Vanguard Strike
    3 - Battle Leader's Charge

    Effects ~
    × Rage: You can fly into a screaming frenzy once per encounter; up to 1
    time per day. This gives +4 to Strength and Constitution; +12 hit points;
    and a +2 morale bonus to Will saves; but gives a -2 penalty to AC. You
    cannot use any skills that require patience or concentration while enraged.
    Your rage lasts up to 7 rounds. 1/7
    × Bardsong +3 to everyone's charm and fear saves, +3d6 cold damage.
    × Haste - +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves; 30' enhancement bonus to movement; and extra attack on full attack action.
    Crusader -
    + Crusader's Strike : Successful attack allows you to heal 1d6+3.
    + Vanguard Strike: Allies gain +4 bonus on attacks against target.
    0 Mountain Hammer : Deal +2d6 damage, overcome DR and hardness.
    Douse the Flame : Target cannot make attacks of opportunity for 1 round.
    + Battle Leader's Charge : No attacks of opportunity while charging, deal +10 damage.
    + Iron Guard's Glare : Enemies take -4 penalty on attacks against your allies.
    Swordsage -
    + Burning Brand: Gain +5-ft. reach, deal fire damage.
    0 + Flashing Sun : Gain extra attack.
    0 + Mighty Throw : Grab foe, throw him up to 10 ft.
    + Baffling Defense :Use Sense Motive check to dodge attack.
    0 + Cloak of Deception : Turn invisible until the end of your turn.
    0 + Shadow Jaunt : Teleport 50 ft. through shadows as standard action
    0 + Child of Shadow : You gain concealment as long as you move.

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