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Mynhear's Bane
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<blockquote data-quote="perrinmiller" data-source="post: 6896278" data-attributes="member: 88649"><p>[sblock=Template Recovery]To resume, would anyone have a copy of the email notification of my last Melisande Post? I have some of these in my gmail for you guys. Some were in my trash folder yet.[/sblock]</p><p>[sblock=Mowgli’s last update] The frost worm rears back under Sol's determined assault, bleeding from a myriad of slashes and puncture wounds, but it seems more enraged than anything else. Time seems to stop as the massive creature holds it's position above the party, and then with a whooshing sound heard even over the gale-winds it spews forth a blast of cold so frigid it makes the snowy mountaintop seem balmy by comparison. The heroes feel their blood beginning to freeze in their veins, movement slows...</p><p></p><p> And the rest of the attack washes over you.</p><p></p><p> A ghostly hammer drifts through the snow from the north and delivers a resounding blow on Sol's armor, and nearly simultaneously a largish rock - a boulder, really - thuds to the snow at the rake's feet, throwing up a powder of snow to add to what's already swirling through the air.</p><p></p><p> Giant rotting corpses charge in from each side, one lashing the great wolf with long claws and the other ripping into Melisande.</p><p></p><p> From behind the group, a weird bleating pierces the howling of the wind, and Heinrich is slammed from behind by... something. He turns to confront the largest mountain goat he's ever seen. It's hair is tangled and matted gray, it's eyes solid white and its hooves and horns appear to be made of stone. A dented iron lantern hangs from its neck. Just as he turns to confront it, the lantern glints and a wave of sickly yellow light washes over the party; fear grips your guts and you struggle against the overwhelming urge to flee in panic!</p><p></p><p></p><p> Sol's attack does a good deal of damage to the Frost Worm, but it's still got some fight left in it.</p><p></p><p> Lots of saves vs effects in play here, so be methodical and try to hit them all...</p><p></p><p> *NOTE:* I have *not* applied the effects of any damage reducing or altering buffs, conditions, etc. At the top of your mechanics spoiler in your next combat post, please give me the final total of damages (lethal and non-lethal, if applicable) and conditions to your character.</p><p></p><p> Frost Worm uses Breath Weapon. 50 Points of Cold Damage to all. DEX Save DC 23 for half.</p><p> Spiritual Weapon: Attacks Sol. 9 Points of Force Damage.</p><p> Flying Rock: Misses</p><p> Dread Ghoul Lord 02 charges Shadow. 25 Points of Slashing Damage, Shadow is Shaken (<a href="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken" target="_blank">http://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken</a>) for 7 rounds. FORT Save DC 18 or Paralyzed (<a href="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed" target="_blank">http://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed</a>) for 3 Rounds.</p><p> Dread Ghoul Lord 01 charges Melisande. 28 Points of Slashing Damage, FORT Save DC 18 or Paralyzed (<a href="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed" target="_blank">http://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed</a>) for 2 Rounds.</p><p> Lantern Goat Gruff charges Heinrich. 13 Points of Bludgeoning Damage.</p><p> Lantern Goat Gruff unleashes its Fear Light vs All. WILL Save DC 21 or Panicked (<a href="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked" target="_blank">http://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked</a>) for 5 Rounds.</p><p></p><p> Image: <a href="http://i1103.photobucket.com/albums/g473/BronaghArdRi/ENWorld%20PbP/LPF%20Cartography/Mynhears%20Bane/Varithian%20Battle%20Map_zpsszasdfjl.jpg" target="_blank">http://i1103.photobucket.com/albums/g473/BronaghArdRi/ENWorld PbP/LPF Cartography/Mynhears Bane/Varithian Battle Map_zpsszasdfjl.jpg</a>[/sblock][sblock=Aradra’s 2 Sep post]http://static1.wikia.nocookie.net/__cb20101006020611/livingpf/images/thumb/8/85/Aradra.jpg/234px-Aradra.jpg</p><p> Aradra's eyes narrowed at Mel's statement. "What do you mean killing the chieftain? I know she...is no longer here, thanks to Heinrich's letter, but I'm still a little hazy on the details."</p><p></p><p> Looking around however, Aradra says "I feel an explanation will need to wait, as I feel your hunt is coming to a close." With a snap of his left hand's fingers Aradra's bow materializes out of thin air, and he looks around with sharp eyes, looking around for the target they were here to hunt down.</p><p></p><p> Meanwhile, Shadow moves forward, and begins to walk side long with Sol, sniffing at the air.</p><p></p><p></p><p> Aradra Longstrider</p><p> AC: 26 (19 flat-footed, 16 touch)</p><p> HP: 132/132</p><p> CMB: +16 CMD: 32</p><p> Fort: +11 Reflex: +16 Will: +9</p><p> Perception: +21 + 5</p><p> Initiative: +8</p><p> Current Weapon in Hand: Bow +23/+18/+13 1d8+3 19-20/x3 or +17/+17/+12/+7 1d8+11 19-20/x3 1st hit deals double</p><p> Current Conditions in Effect: Rapid Shot/Deadly Aim/Endless Ammo (from Bow); Woodland Stride ; Evasion; Clustered Shots; Falcon's Aim (+3 Perception & 19-20 /x3); No Provoking on Ranged attacks w/ Bow; Perceive Clues; Feather Step;Endure Elements; Life Bubble;</p><p></p><p></p><p> Used Items:</p><p></p><p> Adaptation: 140/140 Minutes Remain (Darkvision, Iron Will, Skill Focus Stealth, Climb 15', Swim 15')</p><p> Level 1 Spells(4): Feather Step, Gravity Bow, Longstrider, Endure Elements</p><p> Level 2 Spells(3): Barkskin (+4), Perceive Clues, Shield Companion</p><p> Level 3 Spells(2): Life Bubble, Instant Enemy</p><p> Level 4 Spells(2): Freedom of Movement, Greater Magic Fang(+2)</p><p> Extend Rod: 2/6 per Day</p><p> Negate Crit: 1/1</p><p> Haste: 10/10</p><p> Fly (CL 5): 1/1</p><p> Pearl of Power 1: 2/4</p><p> Pearl of Power 2: 2/2</p><p> Pearl of Power 3: 1/1</p><p></p><p></p><p> Shadow</p><p> AC: 27 + 4 + 1 (24 flat-footed, 13 touch) + 4 NA (Barkskin) + 1 (Shield Companion) = 32 AC</p><p> HP: 132/132</p><p> CMB: +19 + 2 CMD: 31 (35 vs Trip)</p><p> Fort: +14 Reflex: +12 Will: +8 (+4 vs Enchantment Charm/Compulsion) (+1 all Shield Companion)</p><p> Perception: +22</p><p> Initiative: +3</p><p> Current Weapon in Hand: Bite (+19/+11 1d8 + 23 + Trip) + d6 Shocking Amulet of Mighty Biting (Activated)</p><p> Current Conditions in Effect: Power Attack(-3/+9), Furious Focus, Evasion, Share Spells; Scent; Barkskin (+4), GMF(+2), Shield Companion, Longstrider ; Endure Elements; Life Bubble;[/sblock][sblock=Jbear’s 8 Sep Post] The solemn and unusually silent swashbucker Solomon Silence ripped the air to shreds with a valiant battle cry. "Kill it dead! No fear!" Each of her allies were touched by her cry, and their own resolve bolstered seeing the slightly lightly armoured woman step straight up to the gigantic ice worm and set to work in a deadly blur with beloved blade.</p><p></p><p> The creature might well tear her to shreds with a single bite or kill her dead with a its icy breath, but not before she made it feel the sting of her own skill. Charged as she was by Heinrich's protective spells, the attacks came unnaturally fast, and drove devastating deep, leaving the ice worm badly hurt, its blood spilling upon the snow.</p><p></p><p> "What? WHat will you do, you frigid worm! DO your worst!" she challenged, shifting her stance, ready to protect herself from its powerful maws.</p><p></p><p></p><p> Thanks for the map, that helps a lot.</p><p></p><p> Move: 5ft step to N13</p><p> Full Attack vs Ice Worm: Atk 1: 1d20+28=38; On a hit: Swift Action to Intimidate Ice Worm: 1d20+17=21 (<a href="http://www.coyotecode.net/roll/lookup.php?rollid=138140" target="_blank">http://www.coyotecode.net/roll/lookup.php?rollid=138140</a>) vs DC (10+Monster HD + WIS mod)</p><p> Dmg: 1d6+27=30 magical piercing dmg (<a href="http://www.coyotecode.net/roll/lookup.php?rollid=138140" target="_blank">http://www.coyotecode.net/roll/lookup.php?rollid=138140</a>)</p><p> On a hit:Free Action: Spend one panache point: Bleeding Wound: Ice Worm is Bleeding +7 dmg at start of its turn</p><p></p><p> Atk 2: 1d20+23=42 (<a href="http://www.coyotecode.net/roll/lookup.php?rollid=138131)(possible" target="_blank">http://www.coyotecode.net/roll/lookup.php?rollid=138131)(possible</a> crit; Crit Confirm (+4 to confirm) 1d20+27=46 (<a href="http://www.coyotecode.net/roll/lookup.php?rollid=138139" target="_blank">http://www.coyotecode.net/roll/lookup.php?rollid=138139</a>) Assuming CONFIRMED (Regain 1 panache point for the crit)</p><p> Dmg: 1d6+27 - Instead of dealing Extra Dmg Sol Uses Gloves of Marking: +3 Morale Atk/Dmg vs creature; all allies gain +2 morale bonus to atk/dmg vs creature, duration: 1 minute; Ice Worm must make a WILL save DC24 or be shaken for 1 minute (-2 to atks, saves, skills and ability checks)</p><p> Dmg: 1d6+27=29 piercing magical dmg (<a href="http://www.coyotecode.net/roll/lookup.php?rollid=138145" target="_blank">http://www.coyotecode.net/roll/lookup.php?rollid=138145</a>)</p><p></p><p></p><p> Atk 3: 1d20+20=24 vs Ice worm for 1d6+30=32 dmg (<a href="http://www.coyotecode.net/roll/lookup.php?rollid=138148" target="_blank">http://www.coyotecode.net/roll/lookup.php?rollid=138148</a>)</p><p></p><p> Haste Attack: 1d20+30=50 for 1d6+30=34 piercing magical dmg (<a href="http://www.coyotecode.net/roll/lookup.php?rollid=138149" target="_blank">http://www.coyotecode.net/roll/lookup.php?rollid=138149</a>) Possible CRIT: Crit confirm: 1d20+30=36; If confirmed: Extra Crit dmg: 1d6+15=18 (<a href="http://www.coyotecode.net/roll/lookup.php?rollid=138150" target="_blank">http://www.coyotecode.net/roll/lookup.php?rollid=138150</a>) and regain +1 panache point for the crit.</p><p></p><p> *Summary:*</p><p> AC 38 takes 30+29+34 = 73 piercing magical dmg +7 bleeding (start of turn) = 80 dmg total</p><p> ; Must make a WILL save DC24 or be SHAKEN (1 minute)</p><p> AC 36 takes 30+29+34+18 = 91 piercing magical dmg +7 bleeding (start of turn) = 98 dmg total</p><p> ; Must make a WILL save DC24 or be SHAKEN (1 minute)</p><p> AC 24 takes 91 + 32 dmg = 123 piercing magical dmg +7 bleeding (start of turn) = 130 dmg total</p><p> ; Must make a WILL save DC24 or be SHAKEN (1 minute)</p><p></p><p> All allies gain +2 atk/dmg morale bonus vs Ice Worm for 1 minute; Sol gains +3 Atk/Dmg Morale bonus</p><p> Possible Intimidation 21 vs DC10 +monster HD+Monster WIS mod</p><p></p><p> Conditional Actions:</p><p> If Ice Worm makes a melee atk vs Sol she uses an AoO to Opportune PARRY to Negate the Attack:</p><p> 1d20+29=40 (<a href="http://www.coyotecode.net/roll/lookup.php?rollid=138153);" target="_blank">http://www.coyotecode.net/roll/lookup.php?rollid=138153);</a> If negated spend a Panche Point to Use Immediate Action to immediately Riposte for 1d20+33=40 (<a href="http://www.coyotecode.net/roll/lookup.php?rollid=138154" target="_blank">http://www.coyotecode.net/roll/lookup.php?rollid=138154</a>) vs Ice Worm for 1d6+30=36 piercing magical dmg (dmg rolled in previous parry roll)</p><p></p><p> If Ice Worm attacks Milasande: Use AoO to use Aid Action to increase her defenses (+2 AC)37 vs DC10 (<a href="http://www.coyotecode.net/roll/lookup.php?rollid=138159" target="_blank">http://www.coyotecode.net/roll/lookup.php?rollid=138159</a>)</p><p>[/sblock][sblock=SdW’s Post from 28 Aug] [ooc]having local connectivity issues. trying to make posts, but local signal is highly unstable.</p><p></p><p> Adjusted buffs</p><p></p><p> these are the defensive spells i have memorized. some I have more then one, such as haste, cat's grace and stone skin</p><p></p><p> **the moment there is trouble, Heinrich casts haste:</p><p> Haste Durtion 1 rnd / lv; target 1 creature / lv (12 and 12)</p><p></p><p> Active/ in order of casting</p><p></p><p> Self</p><p> Ablative Barrier Durration 1 hr / lv; target creature touched</p><p></p><p> Millisande</p><p> Stoneskin Duration 10 minutes/ level or 120 hitpoits reduced; target: creature touched</p><p></p><p> Shadow</p><p> Stoneskin Duration 10 minutes/ level or 120 hit points reduced; target: creature touched</p><p></p><p> self</p><p> cat's grace Duration 1 min/ lv; taget: creature touched</p><p></p><p> Sol</p><p> Displacement Duration 1 round / lv; target: creature touched</p><p></p><p> Party - at last possible moment.</p><p> **Haste Durtion 1 rnd / lv; target 1 creature / lv</p><p></p><p> Buff casting that can be done later</p><p></p><p> resist energy duration 10 mins /lv; creature touched</p><p> 3* / 1</p><p> Elemental body dur 1 min / lv; target: caster</p><p> 2* / .1</p><p> Shield duration 1 min/lv; target caster only</p><p> 2* / .1</p><p> Haste Durtion 1 rnd / lv; target 1 creature / lv</p><p> 1* / 12</p><p> resistance duration 1 minute; target Creature touched</p><p> 1* / 1</p><p> bigby's forceful hand duration 1 rnd/lv; target: chases target with bull rush</p><p> 1* / ~</p><p> Warding Weapon Duration: 1 rnd/lv; target: caster only</p><p> 1* / .1[/sblock][sblock=Jbear’s Question from 19 Sep] Just a few questions - what was your ruling on Sol's movement in the end - did she 5ft step and full attack? It looks like the ice worm 5ft stepped away but it should be equally as hampered by the difficult terrain as Sol, correct? So did it provoke an AoO? I'll go through saves and things required but I'd prefer to have it clear if Sol can 5ft step in the snow with her acrobatic skill or not so I'm not wasting my time full attacking when I am not able to do that. Cheers. </p><p></p><p>I was also wondering given the severe vision limitations you described due to the weather conditions, if the goat's lamp light can actually even reach Sol to affect her (beside the fact she has her back turned). I'll roll the save anyway but it doesn't really make much sense that she can only see a few feet away but a light from behind her 60ft away could somehow affect her.</p><p></p><p>Saves and Attacks: </p><p></p><p>#1 Spiritual Weapon: It doesn't seem that Sol's movement did provoke an OAtk, so the parry I rolled should apply to the first attack against her. Did Spiritual Weapon beat AC40? If not then she parried that attack and did not take damage. The conditional reaction specified only the worm because there were no other enemies at the time, but I think its obvious that I meant to parry the first attack against her. </p><p></p><p>#2 Reflex Save vs Ice Breath 1d20+6=22 vs DC23 (<a href="http://www.coyotecode.net/roll/lookup.php?rollid=139034" target="_blank">http://www.coyotecode.net/roll/lookup.php?rollid=139034</a>) - fail but would have added Charmed Life +4 bonus to this save if the current weather conditions meant that the light of the goat cannot reach Sol at the current range. If somehow the light can reach her she would add charmed life bonus to save vs Panic instead.</p><p></p><p>#3 Will Save vs Panic 1d20+18=29 vs DC21 using Charmed Life. If it is ruled that the light cannot actually reach Solomon under the current weather conditions and with her back turned then I would have applied Charmed Life to the only save against Frost Worm Breath</p><p></p><p>Will wait for DM rulings and clarifications before posting turn. [/sblock][/ooc]</p></blockquote><p></p>
[QUOTE="perrinmiller, post: 6896278, member: 88649"] [sblock=Template Recovery]To resume, would anyone have a copy of the email notification of my last Melisande Post? I have some of these in my gmail for you guys. Some were in my trash folder yet.[/sblock] [sblock=Mowgli’s last update] The frost worm rears back under Sol's determined assault, bleeding from a myriad of slashes and puncture wounds, but it seems more enraged than anything else. Time seems to stop as the massive creature holds it's position above the party, and then with a whooshing sound heard even over the gale-winds it spews forth a blast of cold so frigid it makes the snowy mountaintop seem balmy by comparison. The heroes feel their blood beginning to freeze in their veins, movement slows... And the rest of the attack washes over you. A ghostly hammer drifts through the snow from the north and delivers a resounding blow on Sol's armor, and nearly simultaneously a largish rock - a boulder, really - thuds to the snow at the rake's feet, throwing up a powder of snow to add to what's already swirling through the air. Giant rotting corpses charge in from each side, one lashing the great wolf with long claws and the other ripping into Melisande. From behind the group, a weird bleating pierces the howling of the wind, and Heinrich is slammed from behind by... something. He turns to confront the largest mountain goat he's ever seen. It's hair is tangled and matted gray, it's eyes solid white and its hooves and horns appear to be made of stone. A dented iron lantern hangs from its neck. Just as he turns to confront it, the lantern glints and a wave of sickly yellow light washes over the party; fear grips your guts and you struggle against the overwhelming urge to flee in panic! Sol's attack does a good deal of damage to the Frost Worm, but it's still got some fight left in it. Lots of saves vs effects in play here, so be methodical and try to hit them all... *NOTE:* I have *not* applied the effects of any damage reducing or altering buffs, conditions, etc. At the top of your mechanics spoiler in your next combat post, please give me the final total of damages (lethal and non-lethal, if applicable) and conditions to your character. Frost Worm uses Breath Weapon. 50 Points of Cold Damage to all. DEX Save DC 23 for half. Spiritual Weapon: Attacks Sol. 9 Points of Force Damage. Flying Rock: Misses Dread Ghoul Lord 02 charges Shadow. 25 Points of Slashing Damage, Shadow is Shaken ([url]http://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken[/url]) for 7 rounds. FORT Save DC 18 or Paralyzed ([url]http://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed[/url]) for 3 Rounds. Dread Ghoul Lord 01 charges Melisande. 28 Points of Slashing Damage, FORT Save DC 18 or Paralyzed ([url]http://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed[/url]) for 2 Rounds. Lantern Goat Gruff charges Heinrich. 13 Points of Bludgeoning Damage. Lantern Goat Gruff unleashes its Fear Light vs All. WILL Save DC 21 or Panicked ([url]http://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked[/url]) for 5 Rounds. Image: [url]http://i1103.photobucket.com/albums/g473/BronaghArdRi/ENWorld%20PbP/LPF%20Cartography/Mynhears%20Bane/Varithian%20Battle%20Map_zpsszasdfjl.jpg[/url][/sblock][sblock=Aradra’s 2 Sep post]http://static1.wikia.nocookie.net/__cb20101006020611/livingpf/images/thumb/8/85/Aradra.jpg/234px-Aradra.jpg Aradra's eyes narrowed at Mel's statement. "What do you mean killing the chieftain? I know she...is no longer here, thanks to Heinrich's letter, but I'm still a little hazy on the details." Looking around however, Aradra says "I feel an explanation will need to wait, as I feel your hunt is coming to a close." With a snap of his left hand's fingers Aradra's bow materializes out of thin air, and he looks around with sharp eyes, looking around for the target they were here to hunt down. Meanwhile, Shadow moves forward, and begins to walk side long with Sol, sniffing at the air. Aradra Longstrider AC: 26 (19 flat-footed, 16 touch) HP: 132/132 CMB: +16 CMD: 32 Fort: +11 Reflex: +16 Will: +9 Perception: +21 + 5 Initiative: +8 Current Weapon in Hand: Bow +23/+18/+13 1d8+3 19-20/x3 or +17/+17/+12/+7 1d8+11 19-20/x3 1st hit deals double Current Conditions in Effect: Rapid Shot/Deadly Aim/Endless Ammo (from Bow); Woodland Stride ; Evasion; Clustered Shots; Falcon's Aim (+3 Perception & 19-20 /x3); No Provoking on Ranged attacks w/ Bow; Perceive Clues; Feather Step;Endure Elements; Life Bubble; Used Items: Adaptation: 140/140 Minutes Remain (Darkvision, Iron Will, Skill Focus Stealth, Climb 15', Swim 15') Level 1 Spells(4): Feather Step, Gravity Bow, Longstrider, Endure Elements Level 2 Spells(3): Barkskin (+4), Perceive Clues, Shield Companion Level 3 Spells(2): Life Bubble, Instant Enemy Level 4 Spells(2): Freedom of Movement, Greater Magic Fang(+2) Extend Rod: 2/6 per Day Negate Crit: 1/1 Haste: 10/10 Fly (CL 5): 1/1 Pearl of Power 1: 2/4 Pearl of Power 2: 2/2 Pearl of Power 3: 1/1 Shadow AC: 27 + 4 + 1 (24 flat-footed, 13 touch) + 4 NA (Barkskin) + 1 (Shield Companion) = 32 AC HP: 132/132 CMB: +19 + 2 CMD: 31 (35 vs Trip) Fort: +14 Reflex: +12 Will: +8 (+4 vs Enchantment Charm/Compulsion) (+1 all Shield Companion) Perception: +22 Initiative: +3 Current Weapon in Hand: Bite (+19/+11 1d8 + 23 + Trip) + d6 Shocking Amulet of Mighty Biting (Activated) Current Conditions in Effect: Power Attack(-3/+9), Furious Focus, Evasion, Share Spells; Scent; Barkskin (+4), GMF(+2), Shield Companion, Longstrider ; Endure Elements; Life Bubble;[/sblock][sblock=Jbear’s 8 Sep Post] The solemn and unusually silent swashbucker Solomon Silence ripped the air to shreds with a valiant battle cry. "Kill it dead! No fear!" Each of her allies were touched by her cry, and their own resolve bolstered seeing the slightly lightly armoured woman step straight up to the gigantic ice worm and set to work in a deadly blur with beloved blade. The creature might well tear her to shreds with a single bite or kill her dead with a its icy breath, but not before she made it feel the sting of her own skill. Charged as she was by Heinrich's protective spells, the attacks came unnaturally fast, and drove devastating deep, leaving the ice worm badly hurt, its blood spilling upon the snow. "What? WHat will you do, you frigid worm! DO your worst!" she challenged, shifting her stance, ready to protect herself from its powerful maws. Thanks for the map, that helps a lot. Move: 5ft step to N13 Full Attack vs Ice Worm: Atk 1: 1d20+28=38; On a hit: Swift Action to Intimidate Ice Worm: 1d20+17=21 ([url]http://www.coyotecode.net/roll/lookup.php?rollid=138140[/url]) vs DC (10+Monster HD + WIS mod) Dmg: 1d6+27=30 magical piercing dmg ([url]http://www.coyotecode.net/roll/lookup.php?rollid=138140[/url]) On a hit:Free Action: Spend one panache point: Bleeding Wound: Ice Worm is Bleeding +7 dmg at start of its turn Atk 2: 1d20+23=42 ([url]http://www.coyotecode.net/roll/lookup.php?rollid=138131)(possible[/url] crit; Crit Confirm (+4 to confirm) 1d20+27=46 ([url]http://www.coyotecode.net/roll/lookup.php?rollid=138139[/url]) Assuming CONFIRMED (Regain 1 panache point for the crit) Dmg: 1d6+27 - Instead of dealing Extra Dmg Sol Uses Gloves of Marking: +3 Morale Atk/Dmg vs creature; all allies gain +2 morale bonus to atk/dmg vs creature, duration: 1 minute; Ice Worm must make a WILL save DC24 or be shaken for 1 minute (-2 to atks, saves, skills and ability checks) Dmg: 1d6+27=29 piercing magical dmg ([url]http://www.coyotecode.net/roll/lookup.php?rollid=138145[/url]) Atk 3: 1d20+20=24 vs Ice worm for 1d6+30=32 dmg ([url]http://www.coyotecode.net/roll/lookup.php?rollid=138148[/url]) Haste Attack: 1d20+30=50 for 1d6+30=34 piercing magical dmg ([url]http://www.coyotecode.net/roll/lookup.php?rollid=138149[/url]) Possible CRIT: Crit confirm: 1d20+30=36; If confirmed: Extra Crit dmg: 1d6+15=18 ([url]http://www.coyotecode.net/roll/lookup.php?rollid=138150[/url]) and regain +1 panache point for the crit. *Summary:* AC 38 takes 30+29+34 = 73 piercing magical dmg +7 bleeding (start of turn) = 80 dmg total ; Must make a WILL save DC24 or be SHAKEN (1 minute) AC 36 takes 30+29+34+18 = 91 piercing magical dmg +7 bleeding (start of turn) = 98 dmg total ; Must make a WILL save DC24 or be SHAKEN (1 minute) AC 24 takes 91 + 32 dmg = 123 piercing magical dmg +7 bleeding (start of turn) = 130 dmg total ; Must make a WILL save DC24 or be SHAKEN (1 minute) All allies gain +2 atk/dmg morale bonus vs Ice Worm for 1 minute; Sol gains +3 Atk/Dmg Morale bonus Possible Intimidation 21 vs DC10 +monster HD+Monster WIS mod Conditional Actions: If Ice Worm makes a melee atk vs Sol she uses an AoO to Opportune PARRY to Negate the Attack: 1d20+29=40 ([url]http://www.coyotecode.net/roll/lookup.php?rollid=138153);[/url] If negated spend a Panche Point to Use Immediate Action to immediately Riposte for 1d20+33=40 ([url]http://www.coyotecode.net/roll/lookup.php?rollid=138154[/url]) vs Ice Worm for 1d6+30=36 piercing magical dmg (dmg rolled in previous parry roll) If Ice Worm attacks Milasande: Use AoO to use Aid Action to increase her defenses (+2 AC)37 vs DC10 ([url]http://www.coyotecode.net/roll/lookup.php?rollid=138159[/url]) [/sblock][sblock=SdW’s Post from 28 Aug] [ooc]having local connectivity issues. trying to make posts, but local signal is highly unstable. Adjusted buffs these are the defensive spells i have memorized. some I have more then one, such as haste, cat's grace and stone skin **the moment there is trouble, Heinrich casts haste: Haste Durtion 1 rnd / lv; target 1 creature / lv (12 and 12) Active/ in order of casting Self Ablative Barrier Durration 1 hr / lv; target creature touched Millisande Stoneskin Duration 10 minutes/ level or 120 hitpoits reduced; target: creature touched Shadow Stoneskin Duration 10 minutes/ level or 120 hit points reduced; target: creature touched self cat's grace Duration 1 min/ lv; taget: creature touched Sol Displacement Duration 1 round / lv; target: creature touched Party - at last possible moment. **Haste Durtion 1 rnd / lv; target 1 creature / lv Buff casting that can be done later resist energy duration 10 mins /lv; creature touched 3* / 1 Elemental body dur 1 min / lv; target: caster 2* / .1 Shield duration 1 min/lv; target caster only 2* / .1 Haste Durtion 1 rnd / lv; target 1 creature / lv 1* / 12 resistance duration 1 minute; target Creature touched 1* / 1 bigby's forceful hand duration 1 rnd/lv; target: chases target with bull rush 1* / ~ Warding Weapon Duration: 1 rnd/lv; target: caster only 1* / .1[/sblock][sblock=Jbear’s Question from 19 Sep] Just a few questions - what was your ruling on Sol's movement in the end - did she 5ft step and full attack? It looks like the ice worm 5ft stepped away but it should be equally as hampered by the difficult terrain as Sol, correct? So did it provoke an AoO? I'll go through saves and things required but I'd prefer to have it clear if Sol can 5ft step in the snow with her acrobatic skill or not so I'm not wasting my time full attacking when I am not able to do that. Cheers. I was also wondering given the severe vision limitations you described due to the weather conditions, if the goat's lamp light can actually even reach Sol to affect her (beside the fact she has her back turned). I'll roll the save anyway but it doesn't really make much sense that she can only see a few feet away but a light from behind her 60ft away could somehow affect her. Saves and Attacks: #1 Spiritual Weapon: It doesn't seem that Sol's movement did provoke an OAtk, so the parry I rolled should apply to the first attack against her. Did Spiritual Weapon beat AC40? If not then she parried that attack and did not take damage. The conditional reaction specified only the worm because there were no other enemies at the time, but I think its obvious that I meant to parry the first attack against her. #2 Reflex Save vs Ice Breath 1d20+6=22 vs DC23 ([url]http://www.coyotecode.net/roll/lookup.php?rollid=139034[/url]) - fail but would have added Charmed Life +4 bonus to this save if the current weather conditions meant that the light of the goat cannot reach Sol at the current range. If somehow the light can reach her she would add charmed life bonus to save vs Panic instead. #3 Will Save vs Panic 1d20+18=29 vs DC21 using Charmed Life. If it is ruled that the light cannot actually reach Solomon under the current weather conditions and with her back turned then I would have applied Charmed Life to the only save against Frost Worm Breath Will wait for DM rulings and clarifications before posting turn. [/sblock][/ooc] [/QUOTE]
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