• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

X4-5: across the mountains - IC


log in or register to remove this ad

renau1g

First Post
Father Fuller cries out at the slash and the ice crystals forming on his skin, then moves closer to the skeleton and smashes the creature with his mace, knocking bits of bone from its frame.

[sblock=kinem]
Thanks for the info :)
[/sblock]

[sblock=OOC]
Move E 1 square (5 ft step)
Standard: Attack Skeleton with Mace:
Atk; Damage (1d20+6=24, 1d8+1=5)

25/58 HP, 22 AC, F/R/W: +8/+4/+11

Spells prepared (Save DC 14 + spell level):
0 - 6,Detect Magic (x3), Mending, Light (x2) ;
1st - 4+1+2, Protection from Evil(x2), Divine Favour, Vigor, Lesser(x3), True Strike (D);
2nd - 3+1+1, Bull's Strength(x2), Silence, Heat Metal (D);
3rd - 3+1, Extended Hold Person, Magic Circle Against Evil, Searing Light(x2), Haste(D) ;
4th - 2+1+1, Shield of Faith (Mass), Divine Power, Sound Lance (SPC196) Fire Shield (D)
[/sblock][/QUOTE]
 

kinem

Adventurer
[sblock=map]
Code:
...XXX,,,,,
.....r;;,,,
......;gg,,
XXXXX,Bgg,,
    X,,;;F,
    XX,,ASS
     X,,,SS;

. = empty, flat
; = staircase
, = rough cliff face to sides of staircase

gg
gg = Girgal as mace-tail

r = Ripclaw
F = Father Fuller
A = Aram
B = Bevin

SS
SS = Skelete
[/sblock]

ooc: Aram, Girgal to act
 

Rhun

First Post
Aram remains on the defensive, slowly working his way around Skelete. "Come on Girgal," he shouts. "Smash the damn thing's bones!"


5' step south, Total Defense (+6 to AC), briging AC to 31[/QUOTE]
 

Walking Dad

First Post
Girgal, AC 23 (T15, FF20), HP 66/66, F +11,R+8,W+14

Girgal swings his heavy tail again, but this time, his aim is off.

[sblock=ooc]
Mace-Tail AC is 29

http://invisiblecastle.com/roller/view/2091748/Tail Swing (1d20+7=11, 2d4+7=12)

Str: 21
Dex: 6
Con: 21

Natural armor +17

speed: 30ft

Reach 10ft
trample
tail: 1d20+7; 2d4+7 damage

----

Ripclaw: Hide+15, Move Silently+10

Will use the Summon feat for flavor in out-of-combat situation, alternating between different elements.

Spot +17, Listen +18

Spells:
0 (6) - cure minor wounds x2, light x2, detect magic x2
1 (4) – (jump), produce flame x2, faery fire, cure light wounds - obscuring mist
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), stone shape, spirit jaws, blindsight – greater magic fang
4 (2) – (freedom of movement), blast of sand, enhance wildshape – SNA 4
5 (2) - (tree stride), SNA 5 - animal growth


Ripclaw has:
HP 57
AC: (with barkskin) 30 (T15, FF25)
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Hide+15, Move Silently+10
[/sblock]
 

kinem

Adventurer
The troll skeleton swings the axe at Girgal, but his tough hide deflects the blow. It also tries to claw and bite at him, with no more effect.

A giant bumblebee appears near Aram and attempts to sting the skeleton, but misses.

[sblock=map]
Code:
...XXX,,,,,,,
.....r;;,,,,,
......;gg,,,,
XXXXX,Bgg,,,,
    X,,;;F,,,
    XX,,;SS,,
     X,,ASS;,
     X,,b,;;;
 
. = empty, flat
; = staircase
, = rough cliff face to sides of staircase

gg
gg = Girgal as mace-tail

r = Ripclaw
F = Father Fuller
A = Aram
B = Bevin

b = celestial bee

SS
SS = Skelete
[/sblock]

ooc: PCs to act
 

Leif

Adventurer
Bevin "The Beguiler" Rockhammer, Beguiler9, AC:20/17/15 HP:56/56

OOC: Bevin wants the bee to buzz loudly right in the skeleton's face and try to block his vision. Stinging is nice, too, but Bev mostly wants the bee to be a huge nuisance to the thing and distract it.
 

kinem

Adventurer
ooc: Too bad for Bevin that he can not communicate with the creature, and even if he could, the bee has no such capabilities. Summon Monster 2 does not double as glitterdust.

[sblock]The way I see it, beguilers have three main options against undead and constructs. Use glitterdust to blind (no SR - works on golems!), illusions to distract, or greater invisiblity to help protect PCs. Bevin has a couple other options due to his extra spells known - summon monster and burning hands. In any case, far be it from me to tell anyone how to run their PC :cool:[/sblock]

The closest things the bee can do to what you want, are to attack the skeleton (which then has a chance of randomly targeting it, since skeletons are mindless) and to help someone flank.

I will allow Bevin to use hand motions to direct the bee to move to a different square so it can help flank.
 
Last edited:

Rhun

First Post
Aram steps behind the skeleton, and his scimitars slash in at the creature. The dervish remains on the defensive, but hopes the cuts of his blades will at least distract the thing from his companions.


5' step southeast, Aram should now be flanking Skelete (no sneak attack obviously, but +2 to attacks.

Full Attack + Combat Expertise [5], AC is 30

+7/+2 Scimitar +1, holy (1d6+3 [+2d6 vrs evil], 18-20/x2) AND +7/+2 Scimitar +1, holy (1d6+3 [+2d6 vrs evil], 18-20/x2)
 

Walking Dad

First Post
Girgal, AC 23 (T15, FF20), HP 66/66, F +11,R+8,W+14

Without having a better idea, Girgal continuous his assault.

[sblock=ooc]
Mace-Tail AC is 29

http://invisiblecastle.com/roller/view/2097844/Tail Swing (1d20+7=8, 2d4+7=13) Sorry Fuller :blush:

Str: 21
Dex: 6
Con: 21

Natural armor +17

speed: 30ft

Reach 10ft
trample
tail: 1d20+7; 2d4+7 damage

----

Ripclaw: Hide+15, Move Silently+10

Will use the Summon feat for flavor in out-of-combat situation, alternating between different elements.

Spot +17, Listen +18

Spells:
0 (6) - cure minor wounds x2, light x2, detect magic x2
1 (4) – (jump), produce flame x2, faery fire, cure light wounds - obscuring mist
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), stone shape, spirit jaws, blindsight – greater magic fang
4 (2) – (freedom of movement), blast of sand, enhance wildshape – SNA 4
5 (2) - (tree stride), SNA 5 - animal growth


Ripclaw has:
HP 57
AC: (with barkskin) 30 (T15, FF25)
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Hide+15, Move Silently+10
[/sblock]
 

Voidrunner's Codex

Remove ads

Top