The Kolloseaum: Team Gil's Conscience (DM: Iron Sky, Judge: Luinnar)

pathfinderq1

First Post
Joy stepped forward, still singing in that eerie high keening wail. Moving into the blazing heat rolling off the burrower, she swung at one of the smaller worms. "Lerrick, help the archer!" Despite her encouraging shout, the high singing seemed to continue uninterrupted...

[sblock= OOC]
>Remember, in case it matters- any allies with her aura 5 get +2 damage with OAs.
>Also: have Virtue of Valor; 3 temp HP to ally who bloodies or drops a foe- If you want it, call it

>Move: to O23, adjacent to both burrower and one spawn
>Standard: Demoralizing Strike on Spawn at N23; 1d20 +12 vs. AC= 16, miss; rolls Roll Lookup
>Minor: Sustain Invitation to defeat; all enemies are weakened while adjacent to Joy, and the first time each turn that an adjacent enemy takes damage, it takes an extra 5 psychic damage; effect lasts until end of Joy's next turn/sustain minor

[/sblock]
 
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Rapida

First Post
OOC:
[MENTION=48394]pathfinderq1[/MENTION] don't use your Ardent Surge on Artemis and sustain your power. I can heal Artemis with a Lay on Hands.
 


Someone

Adventurer
@Somebody (You just need to wake up, not move :p)

OOC: Now that I think on it, if I receive healing I can only get up and hope to have a good roll to escape the worm, ending 1 square away from it. It can simply shift 1 square and drop me again. That'd mean a wasted surge and a wasted healing ability. If I stay quiet perhaps the sob will just move away, or if it chews me some more I'll be fine as long I don't drop below 23 HP
 

Someone

Adventurer
OOC: Well, EnWorld's dice roller has a twisted sense of humor. Can I refuse to waste the healing surge and remain in the sweet embrace of unconsciousness?

Edit: Apparently not


As through a fog, Ootah watches the worm holding him in his jaws.

"Ah, it's you again."

[sblock=actions]
start of turn: Take 5 ongoing damage (dropping to -5 HP)
end of turn: Save against ongoing damage, death save is a 20, which forces Ootah to spend a healing surge. Now at 11 HP.[/sblock]


[sblock=mini-stats] Ootah Half-Orc Ranger 5
Status: Prone, grabbed
Initiative: +7, Passive perception: 22, Passive Insight: 15
Defenses: AC: 21, For: 16, Ref: 19, Will: 16
HP: 11/46, Bloodied: 23, Surge value: 11, Surges/day:5/8 Speed: 6 squares
Languages: Common, Giant
AP: 0
Powers:
Twin Strike, Clever Shot
Two Fanged Strike, Disruptive Strike, Invigorating Stride, Furious Assault, Surprise Strike
Skirmish Stance, Flying Steel[/sblock]
 
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Iron Sky

Procedurally Generated
GM: [MENTION=24380]Neurotic[/MENTION], you can slide the little ones, though the big one is immune to forced movement. Retconning would be a hastle - I already screwed up the monsters turn twice and had to redo most of it and STILL did worms 2 and 3 in the wrong order. Alot going on here.

[MENTION=30079]Rapida[/MENTION], it counts as two strength 5 auras, so yes, your DR would reduce both.

[MENTION=87106]MetaVoid[/MENTION], the little numbers are the number of status effects the creature has on it. The Burrower's Burrow Up power does not provoke OAs. Think of the body as a gargantuan creature with a strange grid footprint. It occupies 13 squares - 9 for its head, 4 for its body. All can be targeted normally, but you don't get more damage for including more of a Large+ monster in an AoE.

[MENTION=88601]FourMonos[/MENTION], the little ones don't have auras. The monster statblocks in the Combatants section reveal most of the important information about them (I forgot to jot down the biggun's forced movement immunity) and it says next to your character what conditions are affecting you. On the map, the damaging auras are the big red areas.

[MENTION=5656]Someone[/MENTION], I don't think you can resist healing.
 


dimsdale

First Post
J "Lerrick, help the archer!"

Okay! The cleric turns to Ootah and mumbles a prayer. The ranger begins to feel a surge of vigor and power flow through his veins. She then moves her attention to the large beast in front of her. Closing her eyes, she attacks the beast's mind, but cannot penetrate the foe's defenses.

[sblock=actions]
minor: healing word on Ootah: HS + 2d6+9=15
movement: none:
attack: bane: 1d20+9 vs big worm will = mss
[/sblock]

[sblock=Lerrick]

Lerrick: Half-Elf Cleric Lvl 5
Advantageous Conditions:
Adverse Conditions:
Initiative: +2 Passive Insight: 22 Passive Perception: 17
Senses: Normal
AC: 16 Fort 16 Ref 15 Will 21
HP 34/47
Bloodied 23
Surge Value 11; Surges Per-Day 8
Action Point: 1
Second Wind: 1
At will:
Astral Seal
Sacred Flame
Encounter:
Divine Fortune
Knack for Success
Healer's Mercy USED
Healing Word 2 ONE USED
Bane USED
Hymm of Resurgence:
Daily Standard:
Life Transference
Beacon of Hope
Halo of Consequence
[/sblock]
 
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Neurotic

I plan on living forever. Or die trying.
OOC: It can simply shift 1 square and drop me again.


This assumes it survives the round, not get dazed and deciding to target you. And you can always 'waste' your AP to move away or second wind (which would put you high enough not to get dropped I think.

Sliding:
Spawn 1 - 1 square to the left and down (if I can slide the beast I don't see) example: M28 -> N27

Spawn 2 - M26 -> N25
Spawn 4 - P25 ->N24

 


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