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Post by temperantia on Sept 21, 2014 7:54:10 GMT -6
Arcana: 17 Perception: 11 Init: 11
"For someone concerned with us knowing too much, you show a lack of knowledge about The Heroes of Hope to dare challenging us."
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Post by Aura Guardian on Sept 21, 2014 16:49:33 GMT -6
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Post by maxim on Sept 28, 2014 18:34:42 GMT -6
[19:25] <Maxim_6> 1d20+2 Initiative [19:25] <%Alea> Maxim_6, Initiative: 13 [1d20=11]
[19:25] <Maxim_6> 1d20+11 Perception [19:25] <%Alea> Maxim_6, Perception: 18 [1d20=7] (Actually 20 due to Magenta Prism Ioun Stone)
An Aasimar comes in from behind the others. The soldiers recognize him from the shrine. "Sorry I'm late," he says in an unusual tone. Something seems to have troubled, and angered, him. "I just had to do some snooping of my own. Now then, I think somebody needs some spanking!" He gets out his hammer, and gives the dwarf a glare.
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Post by Aura Guardian on Sept 28, 2014 18:36:06 GMT -6
More tomorrow, but maxim hears the sound of two Clockwork Hounds just behind him.
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Post by agape on Sept 29, 2014 7:37:37 GMT -6
"Excellent, for once reinforcements come when called!"
Loric ponders for a moment.
"Uhh, you seem new, what is your name?"
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Post by Aura Guardian on Sept 29, 2014 7:45:52 GMT -6
Adrasteia is in yellow. Initiatives: Dwarf (BLACK): 20.1 Loric (RED): 19.3 Hound 1: 19.2 Hound 3: 14.2 [Maxim's Aasimar] (BROWN): 13.2 Archers: 12.2 Oros (GREEN): 11 Hound 2: 9.2 The Dwarf pulls a lever, and the chamber you're in explodes for 11 damage, DC 14 reflex half. Archers 1, 4, 5, 7, and 9 (left to right, then top to bottom) save for staggered, the rest are bleeding out. Future maps will have them marked as out of it. He then draws an Adamantine Greataxe. Loric's turn.
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Post by agape on Sept 29, 2014 7:51:40 GMT -6
Ref save 20, charging the Dwarf for 26 to hit and 6 damage.
"Get out of our way and/or surrender!"
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Post by Aura Guardian on Sept 29, 2014 8:06:46 GMT -6
docs.google.com/drawings/d/1tWKpaJ_1j_llcouPQJZOrZOWYTscpWBBqtTUL1uP92c/edit?usp=sharingInitiatives: Dwarf (BLACK): 20.1 Loric (RED): 19.3 Hound 1: 19.2 Hound 3: 14.2 [Maxim's Aasimar] (BROWN): 13.2 Archers: 12.2 Oros (GREEN): 11 Hound 2: 9.2 Damages: Archers 2,3,6,8,0: 11 (bleeding out, -6/10) Archers 1,4,5,7,9: 5 (staggered) Dwarf: 6 Loric: 5 Oros: 11 or 5, PENDING REFLEX Maxim: 11 or 5, PENDING REFLEX Adrasteia: 11 Hound 1 5-foots SE and it's tongue darts out, tripping Loric with ease. Hound 3 moves east of Oros and it's tongue darts out 15 feet... Does a 25 19 trip Oros? Maxim's turn.
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Post by maxim on Sept 29, 2014 11:54:31 GMT -6
[12:48] <Maxim_6> 1d20+3 Reflex Save [12:48] <%Alea> Maxim_6, Reflex Save: 17 [1d20=14]
"The name's Frederick." the Aasimar replies "we met at the shrine, but more on that later. For now..."
Frederick then moves over to the hound. Then he starts glowing in an unearthly holy light, some recognizing it as a bloodrage, then yells "Death to the unrighteous!" and swings for hound 1.
(Activate Blood Rage)
[12:52] <Maxim_6> 1d20+15 Power Charge in Bloodrage [12:52] <%Alea> Maxim_6, Power Charge in Bloodrage: 18 [1d20=3] (Actually 16 due to no Charge)
Activate Mythic Surge, to add to the attack roll.
[12:53] <Maxim_6> 1d6 Mythic Surge [12:53] <%Alea> Maxim_6, Mythic Surge: 1 [1d6=1]
[12:54] <Maxim_6> 2d6+15 Possible Damage [12:54] <%Alea> Maxim_6, Possible Damage: 21 [2d6=1,5]
EDIT: Apparently you can't 5 foot then charge, what an odd concept.
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Post by Aura Guardian on Sept 29, 2014 14:25:40 GMT -6
to where he was, you mean? And five-foot... was the following charge with a mythic power? Otherwise, can't 5-foot and do other movements (barring specific feats)
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Post by Aura Guardian on Sept 30, 2014 15:53:00 GMT -6
docs.google.com/drawings/d/1tWKpaJ_1j_llcouPQJZOrZOWYTscpWBBqtTUL1uP92c/editHits. The staggered archers belt down potions of CLW from spring-loaded sheathes, total healing after 1 damage staggered: 1, 7, 1, 4, 4. No longer staggered, they get potions from their buddies. Archer 2 stabilizes, other 4 bleed some more. Initiatives: Dwarf (BLACK): 20.1 Loric (RED): 19.3 Hound 1: 19.2 Hound 3: 14.2 [Maxim's Aasimar] (BROWN): 13.2 Archers: 12.2 Oros (GREEN): 11 Hound 2: 9.2 Damages: Hound 1: 21 Frederick: 5 Dwarf: 6 Loric: 5 Oros: 11 or 5, PENDING REFLEX Adrasteia: 11 Archers 2: 6 (stable) Archers 3,6,8,0: 12 (bleeding out, -7/11) Archers 1,5: 4 Archer 4: 0 Archers 7,9: 1 Oros turn; still need that save
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Post by temperantia on Sept 30, 2014 17:16:20 GMT -6
19 doesn't trip; Failed Reflex
I start Raging Song, cast Haste on Loric, Maxim and myself (Andrasteia and the archers are >30 away from Loric) and move to in front of Hound 2 with Falchion drawn.
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Post by Aura Guardian on Sept 30, 2014 17:33:35 GMT -6
Hound 2 trips Oros with a 27.
The dwarf gets angry, invokes Guarded Stance and sunders Lorics armor... nat 20, so 18 damage to his armor, ignores hardness 20 or less.
Loric's turn.
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Post by agape on Oct 1, 2014 8:23:52 GMT -6
Armor is broken but not destroyed. Denying Raging Song for just now. Effective prone AC 15. Standing up as a move action, taking AoOs. Then, effective standing AC 19. Proclaiming smite at the dwarf as a swift action. If the smite succeeds, Bastion of Good activates and allies within 10ft of me take only half damage from the dwarf. Then casting True Strike as a standard action.
"Even if you break all my gear your impact on my body and soul are trivial. Please give up and/or tell us who are you working for."
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Post by Aura Guardian on Oct 1, 2014 14:51:06 GMT -6
docs.google.com/drawings/d/1tWKpaJ_1j_llcouPQJZOrZOWYTscpWBBqtTUL1uP92c/edit18 damage from the Dwarf, 9 from the Hound. Smite is in effect. He's in an incoherent rage. Hound 1 ... fails to trip you. Hound 3 moves to Frederick and gets a 25 on the trip attempt vs Fred. Does this work? Initiatives: Dwarf (BLACK): 20.1 Loric (RED): 19.3 Hound 1: 19.2 Hound 3: 14.2 Frederick (BROWN): 13.2 Archers: 12.2 Oros (GREEN): 11 Hound 2: 9.2 Damages: Hound 1: 21 Frederick: 5 Dwarf: 6 Loric: 32 Oros: 11 Adrasteia: 11 Archers 2: 6 (stable) Archers 3,6,8,0: 12 (bleeding out, -7/11) Archers 1,5: 4 Archer 4: 0 Archers 7,9: 1 Frederick turn.
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Post by maxim on Oct 2, 2014 11:10:59 GMT -6
Ah nuts. CMD is exactly 25, so Frederick gets tripped.
Frederick leaps up, taking any AOO attacks, then attacks the hound that just tripped him. (AC 22 and DR 1/- for Frederick)
[12:09] <Maxim_6> 1d20+15 Attack Hound 3 [12:09] <%Alea> Maxim_6, Attack Hound 3: 30 [1d20=15]
[12:10] <Maxim_6> 2d6+15 Damage [12:10] <%Alea> Maxim_6, Damage: 18 [2d6=2,1]
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Post by agape on Oct 2, 2014 13:55:45 GMT -6
"Ah, excellent, Frederick. Keep close to me and Iomedae will protect you! Oros is fine on his own, and Adrasteia also, I hope..."
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Post by Aura Guardian on Oct 2, 2014 14:46:36 GMT -6
AOOs: 3 hits, 1 misses. Total 5 damage. Attack hits the hound.
Archer 0 (or 10) stabilizes. 3, 6, and 8 bleed. The 5 archers up feed the 5 down potions for 8, 4, 8, 2, and 7 healing.
Initiatives: Dwarf (BLACK): 20.1 Loric (RED): 19.3 Hound 1: 19.2 Hound 3: 14.2 Frederick (BROWN): 13.2 Archers: 12.2 Oros (GREEN): 11 Hound 2: 9.2
Damages: Loric: 32 Hound 1: 21 Hound 3: 18 Frederick: 10 Oros: 11 Adrasteia: 11 Dwarf: 6 Archer 3: -4/11, stable Archer 6: 4 damage, awake. Archer 8: -6/11, stable Archer 0: 5 damage, staggered. Archers 1,5: 4 Archers 7,9: 1
Oros/Temp turn.
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Post by temperantia on Oct 2, 2014 17:15:33 GMT -6
"S-say I'm fine when we're no longer fighting these beasts!"
I'll stand up and take a swing at the hound by me. 16 (probable miss) for 20 damage
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Post by Aura Guardian on Oct 2, 2014 17:24:28 GMT -6
docs.google.com/drawings/d/1tWKpaJ_1j_llcouPQJZOrZOWYTscpWBBqtTUL1uP92c/editHound 2 fails to hit with the AOO. You barely hit for 20 damage. Hound 2... fails to disarm you. The dwarf sunders Loric's sword... fails. And then barely misses with a regular attack due to Iomedae's grace (re: Smite Evil). Initiatives: Dwarf (BLACK): 20.1 Loric (RED): 19.3 Hound 1: 19.2 Hound 3: 14.2 Frederick (BROWN): 13.2 Archers: 12.2 Oros (GREEN): 11 Hound 2: 9.2 Damages: Loric: 32 Hound 1: 21 Hound 2: 20 Hound 3: 18 Frederick: 10 Oros: 11 Adrasteia: 11 Dwarf: 6 Archer 3: -4/11, stable Archer 6: 4 damage, awake. Archer 8: -6/11, stable Archer 0: 5 damage, staggered. Archers 1,5: 4 Archers 7,9: 1 Loric's turn.
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