The Chaos Effect updated 10/11/05 Exit the Dungeon + New Players intro

Round 1: Vander fires his bow at the Bulette, and steps back behind Spike and Tamin (+7, 1d8+3, 20 X3)

Round 2: Vander will activate his Shield of Faith, and if the Bulette has closed with Spike and Tamin, swap to his Warhammer and Shield and close, else he'll keep his bow at the ready (Cant activate Shield of Faith and fire a bow at the same time).
 
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<Crap.> That's the first thing that goes through Tamin's mind. <Just what I need tonight.> "Vander, you're pretty good with a bow, right? Stand behind Spike and I and shoot over us. When it engages us directly, feel free to join us directly as well. It'll probalby take one hit before it runs at us, so be ready. Spike, that thing's probably going to make a run for one of us--be ready to dodge it."

Round one: Running up to join Spike in our mini-wall. Going defensive. +2 AC, I think? I'll do total defense (+4) if I can do that this round too.
Round two: Assuming that I can make a 5' step and whacking this thing as hard as possible, I'll do so. ;) If I seem to be having trouble hitting him with TWF, I'll go for single attacks.
 
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Spike gets up next to Tamin, ready to parry any attacks from the enormous beast with his greatsword. He has seen beasts like these before and knows how to make his sword strikes count. "Get in between its armor plates, people!"

Round 1: Spike activates his motivate ardor (+1 on damage rolls) aura as a swift action and gets up next to Tamin bracing himself for the bulette's inevitable charge by using total defense (+4 dodge bonus to AC).
Round 2: If the bulette has charged, Spike will activate his accurate strike (+1 bonus to confirm critical hits) aura as a swift action and use his Combat Expertise to the fullest (-3 on attack rolls, +3 dodge bonus on AC) while attacking the bulette.
 

Clang consentrates on the big creture before us, as the creture closes in on our position you almost see a little grin from the warforges emotionless face.
"mmm maybee it was a good idea for me to wait for you after all"

ooc: 18 power points left
Round one: Clang holds action until the beast is within 25feet of us then uses a 5 point mind thrust (5d10 points of dmg)
Round two: Same thing 5 point mind thrust



[SBLOCK]
Mind Thrust
Telepathy [Mind-Affecting]
Level: Psion/wilder 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.

Augment: For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.
[/SBLOCK]
 

THE CHAOS EFFECT
SEGMENT 037

Tamin 19
Bullette 18
Vander 14
Clang 10
Spike 09
Kerrick 09
Rash 04


The hulking armored beast merely stares at the psionic warforged. It snorts and growls a bit. It makes "baby-steps" to turn and look at the new thing before it. Tamin, with much caution and reservation moves closer to the creature. It stops in mid step and a louder growl can be heard vibrating from within. The eyes are completely invisible and lost in the darkness but you know it is watching you. Vander steadies then releashes his arrow. It skips off the armored plate and strikes a tree and remains embedded. Clang concentrates on the creature and suddenly it snarls and yowls a bit (37 mindbend). Clang has reached out to touch it. Spike moves in to provide support and cover to the unarmed halfling. Kerrick fires his x-bow at it. It bounces off its thick hide and crumbles as it reaches the ground. Rashleighmoves up and touches the creature quickly. The creature suddenly seems burdoned by its massive weight (-6 STR).

ROUND TWO

Tamin begins to hack at the less armored legs hoping to weaken the beast. He misses as he tries to get it with the first swing. The creature, now angered, charges. Vander is the unlucky target. It bites down (19 damage), and Vander finds himself in a bad spot very swiftly. Vander stumbles back out of the battle while calling up his Shield of Faith ability. Clang blasts at it again but its mind seems prepared and armored. Spike goes full defensive with this dangerous foe and calls up his Accurate Strike ability. He swings miserably at the beast he concentrates so much on avoiding it (nat 1). Kerrick switches from his cross bow to his kamas. Rash moves out of the way and checks to Vander.

NEXT TWO ACTIONS
 

Vander 17/36 AC 22

Vander, Hammer and shield ready, strides forward to strike the Bulette, though he approaches it defensively.

OOC: Did Rash actualy heal me last round or just see how I was?

Round 3: Vander will step to flank the Bulette across from Tamin, and will take a penalty to attack to fight somewhat defensively (-2 to hit, +2 to AC with Combat Expertise, Dodging the Bulette as well, AC 22) (+5(+2 more for flanking),1d8+4,20 x3). He will use an action point to hit if needed (and it would actualy help).

Round 4: If Vander has been hit again, he will withdraw, otherwise, he will take a 5' step if needed to keep flanking, and repeat the attack in Round 3 (Dodge, Combat Expertise, Strike).
 
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As of Round #2
 

Attachments

  • SEGMENT 36 Bullette.JPG
    SEGMENT 36 Bullette.JPG
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Spike keeps striking the bullette while using Combat Expertise as noted above. If the possibility to flank presents itself, he will try to get into position using 5' steps.
 

Clang moans in fustration as the Bulette seems unaffected by his second attack.
"Guess i will have to try somthing else, i wonder if it likes fire..."

OOC: 22 power points left
round 3: A 3 point energy missile (fire)
round 4: A 5 point energy missile (fire)


[SBLOCK]
Energy Missile
Psychokinesis [see text]
Level: Kineticist 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Targets: Up to five creatures or objects; no two targets can be more than 15 ft. apart.
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 3

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power.

Cold: A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save.

Electricity: Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire: A missile of this energy type deals +1 point of damage per die.

Sonic: A missile of this energy type deals -1 point of damage per die and ignores an object’s hardness.

This power’s subtype is the same as the type of energy you manifest.

Augment: For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1.
[/SBLOCK]
 
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"Oh, that looks like a nasty wound. You got Vander taken care of, Rash?" Tamin redoubles his efforts, trying to bring this creature down quickly and efficiently.

Round 3: If I take a 5' step and flank, I'll do so and take my full attack. I think I have to 5' anyway, though. Assuming no flanking I think it's... Attack: +8/+8 Damage: d4+5/d4+4 Crit: 18-20/x2
Round 4: By this round I should be able to flank. Attack: +10/+10 Damage: d4+5/d4+4 Crit: 18-20/x2
 

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