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Fort Knocks - knight otu judging

Someone

Adventurer
Nodis feels protected enough to just move slightly to the west and start crafting another astral construct (as detailed in post #337)
 

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Someone

Adventurer
I´ll decide that detail when Nodis finishes manifesting it, as by the rules "you make all pertinent decisions about a power (range, target, area, effect, version, and so forth) when the power comes into effect".

However, I forgot that choosing menu options for the construct doesn´t follow that rule, as you have to declare them as soon you start manifesting. I choose improved natural attack.
 

dpdx

Explorer
[Sorry, been away all weekend - code camp. The new map is fine.]

Rurik attempts to finish off the skeleton in front of him.

Attack Roll 1. (1d20+8=26, 1d10+4=6)

If this is successful, Rurik will take a move action (I'm guessing I get 10' due to brush) to flank the other skeleton confronting Artax. If it isn't, Rurik will remain where he is.
 

Kahuna Burger

First Post
Rurik shatters the skell in front of him and steps into flanking position with atrax, who happily explodes the nearest undead with his trusty magic dagger. Brother E slings his second stone and blows up yet another one before one of the remaining skeleton closes to melee range. Luckily it flails unsuccessfully with its claws, as does the one facing Rurik. Nodis focuses his skills and wisps of ectoplasm begin to coalesce.
 

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Boddynock

First Post
Eusebius strikes out at the skeleton which has attacked him, seeking to destroy it quickly with two well-placed kicks.

OOC:
Flurry of blows: -1 attack, 1d6+1 damage
 

Someone

Adventurer
Nodis studies the best place to make the construct appear, looking for a still moving skeleton. After that, he feverishly draws a small bottle of holy water, ready to throw it at the nearest undead.

Astral construct I: Small Construct
Hit Dice: 1d10+10 (15 hp) Initiative:+2 Speed: 30 ft. (6 squares) Armor Class: 18 (+2 Dex, +5 natural, +1 size), touch 13, flatfooted 16 Base Attack/Grapple: +2/–1 Attack: Slam +3 melee (1d6+3) Full Attack: Slam +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: construct traits, darkvision 60 ft., low-light vision Saves: Fort +0, Ref +2, Will +0 Abilities: Str 15, Dex 15, Con —, Int —, Wis 11, Cha 10 Skills — Feats:—

ooc: If the skeleton at MM-9 is still living at Nodis´ turn, the construct appears at maximum range (LL-8) and immediately steps to LL-9, flanking with Rurik and attacking the skeleton.

If not, and the one next to Eusebius is still kicking, the it appears at PP-11, flanking, and attacks. If the construct destroys the skeleton in one blow, then moves to JJ-12

If no skeletons are alive, it appears and charges at the zombie at CC-9.

Constuct attack: hits AC 21, damage 6. This counts a +2 bonus to hit for flanking or charge.

Nodis draws the holy water and moves next to Eusebius and Artax, at QQ-8. Edit: he doesn´t throw it yet, just keep it at hand. He´s holding the crossbow in the left hand.
 
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Kahuna Burger

First Post
Brother E kicks out at his attacker but fails to connect. Luckily Atrax does make contact with his daggar and reduces the skeleton to rubble. Rurik demolishes his as well, just as Nodis's construct takes full coporeal form and charges the closest zombie. The cushiony flesh of the shambling undead absorbs much of the force of the constructs blow, but it turn to attack this new arrival as does the next nearest of the approaching zombies. Neither connects with their target.

(ooc: the downed skeletons are basicly rubble and present no serious impediments to movement so I can remove them from the map if they become distracting.)
 

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Someone

Adventurer
Nodis watches the zombies batter the construct´s unnatural body. "Better than the others, I think" mutters while the construct makes it´s final attacks with it´s oversized fist. Meanwhile Nodis advances bravely (foolishly?) and throws the holy water, squarely hitting a zombie´s face.

[construct attack hits AC 15, 17 if somehow flanking in it´s turn, then immediately dissapears. Damage is 6 again. If the zombies are engaged in battle, or Nodis can move so he´s protected by other party members, he advances to 10 feet of the zombies and throws the flask of holy water. Advancing is somewhat unnecesary, since I got a 20 in the die, but that´what I had in mind. Holy water damage is 4, and 1 point splash damage.

Edit: Forgot to link the rolls, something important to do when you score a 20. They are scarce, you only got one of those once every 20 rolls. Or so they say.]
 

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