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navyik
MAS
6 posters
The Tomb
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- Post n°251
Re: The Tomb
Standing by to take turn, requesting current map.
whit10- Posts : 6614
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- Post n°252
Re: The Tomb
It will have to wait till tonight then, I don't have the most current map on my hard drive at work... thought I did, sorry. I wasn't planning on updating until the next round.
I just discovered a new WTF? as well... my power point maps don't register on my work computer. If I have time at lunch, I'll try to get the map updated.
I just discovered a new WTF? as well... my power point maps don't register on my work computer. If I have time at lunch, I'll try to get the map updated.
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- Post n°253
Re: The Tomb
whit10 wrote:It will have to wait till tonight then, I don't have the most current map on my hard drive at work... thought I did, sorry. I wasn't planning on updating until the next round.
I just discovered a new WTF? as well... my power point maps don't register on my work computer. If I have time at lunch, I'll try to get the map updated.
No hurry. In this format, a GM really needs to update the map after every player/creature takes its turn. Waiting a full turn means that things are going to get mucked up, skipped over, and forgotten. Of course it isn't necessary if nothing moves, or no effects are generated. If I would have skipped updating till the end of the round in my PF games, the maps would have been hopelessly broken.
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- Post n°254
Re: The Tomb
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- Post n°255
Re: The Tomb
I did it in all of my games, pretty sure Chris did to, dont remember if Rob did.
Its the only way to keep everything straight. If you dont move the stuff when it moves, its going to be a mess, and your going to be in constant retcon mode.
CJC moves into 1604, with his hound "squeezing" into the space at his left at 1704/1705.
Swift action, Judgement, Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses.
CJC AC is +2, now 22.
CJC has no LOS on targets from there, so he will ready action, "fire rifle at creature" conditions "target enters LOS and CJC has clear firing lane".
Turn finished.
Its the only way to keep everything straight. If you dont move the stuff when it moves, its going to be a mess, and your going to be in constant retcon mode.
CJC moves into 1604, with his hound "squeezing" into the space at his left at 1704/1705.
Swift action, Judgement, Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses.
CJC AC is +2, now 22.
CJC has no LOS on targets from there, so he will ready action, "fire rifle at creature" conditions "target enters LOS and CJC has clear firing lane".
Turn finished.
whit10- Posts : 6614
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- Post n°256
Re: The Tomb
Fine, I'll do it but it's going to slow progress down.
So you're holding your action again?
Actually, the dog will have to occupy a different space (you can't occupy the same space as someone else)... That was a map discrepancy, I have corrected it. The hallway is only 5' across.
Is the dog's position ok?
So you're holding your action again?
Actually, the dog will have to occupy a different space (you can't occupy the same space as someone else)... That was a map discrepancy, I have corrected it. The hallway is only 5' across.
Is the dog's position ok?
Chris- Posts : 9503
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- Post n°257
Re: The Tomb
I think JT is up, so I am going to go....
JT will make a Scout's Charge past Elliot (friendly sq) and attack the zombie he shot at 1409. JT will use quick sheathe to stow his pistol and switch to a 2H grip
Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
+2 for charge +2 vs undead (favorite enemy)
attack with dwarven war axe (+1)
Roll(1d20)+14:
12,+14
Total:26
if that hits, damage:
Roll(1d10)+7:
6,+7
Total:13
+2 vs undead
sneak attack +3d6
Roll(3d6)+0:
2,6,5,+0
Total:13
13 + 2 + 13 = 28 total damage
JT's AC is now a net +1, -2 for charge + 3 for Offensive Defense talent (+1 ac per die of sneak attack rolled for 1 turn)
Offensive Defense** (Ex): When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for 1 round.
JT should be at 1509
JT will make a Scout's Charge past Elliot (friendly sq) and attack the zombie he shot at 1409. JT will use quick sheathe to stow his pistol and switch to a 2H grip
Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
+2 for charge +2 vs undead (favorite enemy)
attack with dwarven war axe (+1)
Roll(1d20)+14:
12,+14
Total:26
if that hits, damage:
Roll(1d10)+7:
6,+7
Total:13
+2 vs undead
sneak attack +3d6
Roll(3d6)+0:
2,6,5,+0
Total:13
13 + 2 + 13 = 28 total damage
JT's AC is now a net +1, -2 for charge + 3 for Offensive Defense talent (+1 ac per die of sneak attack rolled for 1 turn)
Offensive Defense** (Ex): When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for 1 round.
JT should be at 1509
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- Post n°258
Re: The Tomb
whit10 wrote:Fine, I'll do it but it's going to slow progress down.
So you're holding your action again?
Actually, the dog will have to occupy a different space (you can't occupy the same space as someone else)... That was a map discrepancy, I have corrected it. The hallway is only 5' across.
Is the dog's position ok?
Thats the way the cookie crumbles.
Without the room for both of us, CJC will stay behind Olivia, so the hound remains adjacent. Move has been taken, action has been readied, turn is over.
Arcturus2- Posts : 523
Join date : 2014-03-12
- Post n°259
Re: The Tomb
Chris wrote:I think JT is up, so I am going to go....
JT will make a Scout's Charge past Elliot (friendly sq) and attack the zombie he shot at 1409. JT will use quick sheathe to stow his pistol and switch to a 2H grip
Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
+2 for charge +2 vs undead (favorite enemy)
attack with dwarven war axe (+1)
Roll(1d20)+14:
12,+14
Total:26
if that hits, damage:
Roll(1d10)+7:
6,+7
Total:13
+2 vs undead
sneak attack +3d6
Roll(3d6)+0:
2,6,5,+0
Total:13
13 + 2 + 13 = 28 total damage
JT's AC is now a net +1, -2 for charge + 3 for Offensive Defense talent (+1 ac per die of sneak attack rolled for 1 turn)
Offensive Defense** (Ex): When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for 1 round.
JT should be at 1509
Nice hit, JT! That Scout's Charge is a pretty sweet ability. With the 24 Elliot did and that 28, baddie numero uno should be feelin' the pain..
whit10- Posts : 6614
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- Post n°260
Re: The Tomb
JT will need to make a Fort Save please....
the rotting corpse nearly explodes from JT's mighty swing (and the earlier damage from Elliot). It's greenish, pus filled body falls apart with a horrid squelching sound as it falls... a cloud of green filthy germs belches forth from it's body.
Olivia is now up again... I think. lol
map updated (dead zombies should appear green)
the rotting corpse nearly explodes from JT's mighty swing (and the earlier damage from Elliot). It's greenish, pus filled body falls apart with a horrid squelching sound as it falls... a cloud of green filthy germs belches forth from it's body.
Olivia is now up again... I think. lol
map updated (dead zombies should appear green)
Chris- Posts : 9503
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- Post n°261
Re: The Tomb
JT howls in disgust, "Stay back, these puss-bags are volatile!"
Fort Save
Roll(1d20)+7:
10,+7
Total:17
+4 if it counts as a spell, spell-like ability or poison
nice monster GM!
It would help if the GM re-posted the initiative order at the top of each round (now), especially since the order changed.
I believe the plague zombies are up, actually
Fort Save
Roll(1d20)+7:
10,+7
Total:17
+4 if it counts as a spell, spell-like ability or poison
nice monster GM!
It would help if the GM re-posted the initiative order at the top of each round (now), especially since the order changed.
I believe the plague zombies are up, actually
Last edited by Chris on Wed Nov 26, 2014 6:40 pm; edited 1 time in total
whit10- Posts : 6614
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- Post n°262
Re: The Tomb
I will post it when I do their moves... that will have to be a bit later tonight.
You made your save... though the stench of these creatures betrays that they are essentially walking diseases, you seem to be immune to whatever plague they carry... for now.
Update will come soon.
You made your save... though the stench of these creatures betrays that they are essentially walking diseases, you seem to be immune to whatever plague they carry... for now.
Update will come soon.
whit10- Posts : 6614
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- Post n°263
Re: The Tomb
I thought it best to go back and make sure we're all on the same page...
Round one: Everyone but JT waits until Olivia casts her spell... the zombies rise and move all of 5'. Olivia casts her spell, gaining control of one of the fiends and then JT takes a shot at another.
Round two: CRIII takes a swing at one and cuts off a couple fingers, Elliot drills another in the center of his head, staggering him... JT finishes him off. The colonel has moved to a cover position at the tail of the column with his trusty hound.
At some point the zombies were missed... but they go now. Then Olivia will be up.... if I am wrong about this order, please correct me. Everyone waiting for the spell to be cast sorta shot the initiative order to hell.
Anyway... the zombies move forward muttering something guttural as they move to the attack. They do not move fast but ramble forward with an irresistible force... one attacks JT with a powerful blow:
Roll(1d20)+5:
12,+5
Total:17
...and misses. Another moves up to Elliot to do the same:
Roll(1d20)+5:
14,+5
Total:19
... and misses (me thinks I should have gone with nastier monsters.. hmm)
CRIII is attacked by the one whom he lopped the fingers off of... we'll call him 'lefty'
Roll(1d20)+5:
6,+5
Total:11
Lefty also misses. Two more stack up behind those that attacked JT and Elliot. A third moves to one of the broken sarcophagi and picks up a portion of it with foul ghostly strength...
Map is updated
Olivia should be up.
Round one: Everyone but JT waits until Olivia casts her spell... the zombies rise and move all of 5'. Olivia casts her spell, gaining control of one of the fiends and then JT takes a shot at another.
Round two: CRIII takes a swing at one and cuts off a couple fingers, Elliot drills another in the center of his head, staggering him... JT finishes him off. The colonel has moved to a cover position at the tail of the column with his trusty hound.
At some point the zombies were missed... but they go now. Then Olivia will be up.... if I am wrong about this order, please correct me. Everyone waiting for the spell to be cast sorta shot the initiative order to hell.
Anyway... the zombies move forward muttering something guttural as they move to the attack. They do not move fast but ramble forward with an irresistible force... one attacks JT with a powerful blow:
Roll(1d20)+5:
12,+5
Total:17
...and misses. Another moves up to Elliot to do the same:
Roll(1d20)+5:
14,+5
Total:19
... and misses (me thinks I should have gone with nastier monsters.. hmm)
CRIII is attacked by the one whom he lopped the fingers off of... we'll call him 'lefty'
Roll(1d20)+5:
6,+5
Total:11
Lefty also misses. Two more stack up behind those that attacked JT and Elliot. A third moves to one of the broken sarcophagi and picks up a portion of it with foul ghostly strength...
Map is updated
Olivia should be up.
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- Post n°264
Re: The Tomb
Good roll up GM, thanks!
Arcturus2- Posts : 523
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- Post n°265
Re: The Tomb
MAS wrote:Good roll up GM, thanks!
+1
Chris- Posts : 9503
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- Post n°266
Re: The Tomb
yeah, that was confusing, but this is only the start of rd 2
I don't think the zombies got skipped, but I could be wrong....
but I agree, nice job on the re-cap
I don't think the zombies got skipped, but I could be wrong....
but I agree, nice job on the re-cap
whit10- Posts : 6614
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- Post n°267
Re: The Tomb
We can always do another initiative but I'd rather not... I swear this is right as to order
Chris- Posts : 9503
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- Post n°268
Re: The Tomb
Chris wrote:whit10 wrote:
I have posted the map with everyone where they should be. Since everyone waited (and your enemies just moved). We can now just go with normal Initiative order:
CRIII: 18
Elliot: 16
CJC: 9
Plague Zombies: 8
Olivia and JT: 6 - highest Dex.
I think everything has been taken care of... CRIII is up.
Ok, I am a bit confused here.... CR3, Elliot and CJC all delayed (so Olivia could cast her spell), so we should all be stacked on a 6 Initiative, behind Olivia.
you just said the Plague Zombies moved
so now we all get to go, before the Zombies go again. as I am reading what you wrote, the zombies would get to act again before JT had a single action. wouldn't the new initiative order be:
rd 1
Plague Zombies - already moved
Olivia (since everyone waited for her) - already cast
CR3
CJC
Elliot (waiting on CJC)
JT
with CR3, Elliot, CJC and JT all going before rd2 and the zombies again
we are just now at the start of rd 2
Zombies went for the 2nd time, they have not been skipped
Now it is Olivia, for the 2nd time
You are making 2 rds out of 1.
Robyo- Posts : 3587
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- Post n°269
Re: The Tomb
Olivia moves up to hex 1607. She casts Command Undead on the zombie in hex 1009.
"Listen to my words, tomb dweller! Do not approach us. Go stand in the corner and let us pass!"
DC 17
"Listen to my words, tomb dweller! Do not approach us. Go stand in the corner and let us pass!"
DC 17
whit10- Posts : 6614
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- Post n°270
Re: The Tomb
Chris- Posts : 9503
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- Post n°271
Re: The Tomb
whit10 wrote:
ok, I have it that CR III, then Elliot then the Colonel are up... that's right?
I think that is correct, Mr GM
JT raises an eyebrow at Elliot as if to say, we have to hang out with Olivia's undead entourage?
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- Post n°272
Re: The Tomb
thanks... and
navyik- Posts : 5033
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- Post n°273
Re: The Tomb
With a flurry, CR3 kicks the creature in the knee, then the ribs.
3+10=13 to attack
Dmg 7+4=11
13+10=23 to hit
Dmg 8+4=12
Then, summoning his ki, CR3 slings the kusarigama around with the momentum of his spinning body to lash out for the zombie's ankle for a trip.
9+11=20 vs zombies CMD
3+10=13 to attack
Dmg 7+4=11
13+10=23 to hit
Dmg 8+4=12
Then, summoning his ki, CR3 slings the kusarigama around with the momentum of his spinning body to lash out for the zombie's ankle for a trip.
9+11=20 vs zombies CMD
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- Post n°274
Re: The Tomb
Arcturus2- Posts : 523
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- Post n°275
Re: The Tomb
Elliot grits his teeth and brings his weapon to bear on the deadite that's moved directly in front to him..
Shot 1: 1d20+11 (7+11)=18
I think that hits, so damage: 1d10+4 (+2d6 vs undead)
6+4+2+5=17
Shot 2: 1d20+6 (11+6)=17
Not sure on that one, but if it hits, damage: 1d10+4 ( 2d6 vs undead) 10+4+3+5=22
Elliot pops off 2 quick shots, the muzzle flashes briefly illuminating the forgotten chamber.. the noise echoing in his ears in the enclosed space. He winces and prepares himself for a shower of gore..
Elliot fort save, in case that pops him: 1d20 + 8 (12+=20
Shot 1: 1d20+11 (7+11)=18
I think that hits, so damage: 1d10+4 (+2d6 vs undead)
6+4+2+5=17
Shot 2: 1d20+6 (11+6)=17
Not sure on that one, but if it hits, damage: 1d10+4 ( 2d6 vs undead) 10+4+3+5=22
Elliot pops off 2 quick shots, the muzzle flashes briefly illuminating the forgotten chamber.. the noise echoing in his ears in the enclosed space. He winces and prepares himself for a shower of gore..
Elliot fort save, in case that pops him: 1d20 + 8 (12+=20
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- Post n°276
Re: The Tomb
How tall are the sarcophagi?
Chris- Posts : 9503
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- Post n°277
Re: The Tomb
MAS wrote:How tall are the sarcophagi?
GM said they counted as difficult terrain in one thread, but that's all I know.
cover?
whit10- Posts : 6614
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- Post n°278
Re: The Tomb
The sarcophagi are no more than 3' high and most are in rubble or at least broken larger pieces. Difficult terrain to move through, partial cover only if prone... ya pansy
Elliot gave his target two large holes in his head and torso but he's still kicking at the moment.
The map has not changed so I don't really need to update it here...
Colonel?
Elliot gave his target two large holes in his head and torso but he's still kicking at the moment.
The map has not changed so I don't really need to update it here...
Colonel?
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- Post n°279
Re: The Tomb
Move to 1606, with the hound ending in 1707.
"Damn these stubby legs!" curses the Colonel as plods his way into the room, his hound trotting dutifully at his side.
"STEP LIVELY, Rothschild!" he shouts, warning his compatriot to clear his firing lane, and swinging his rifle to the ready.
CJC readies action, shoot creature adjacent to Rothschild with rifle, condition = Rothschild clears out of LOS.
"Damn these stubby legs!" curses the Colonel as plods his way into the room, his hound trotting dutifully at his side.
"STEP LIVELY, Rothschild!" he shouts, warning his compatriot to clear his firing lane, and swinging his rifle to the ready.
CJC readies action, shoot creature adjacent to Rothschild with rifle, condition = Rothschild clears out of LOS.
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- Post n°280
Re: The Tomb
GM - JT has probably made 10-20 perception checks while being inside the tomb. He has been inspecting the first room and hallway on the floors, walls and ceilings for traps, with a bonus for stone, which is what the tomb is built out of.
Based on all those checks, does JT think the room\tomb is stable enough to handle a TNT blast without collapsing it?
Based on all those checks, does JT think the room\tomb is stable enough to handle a TNT blast without collapsing it?
whit10- Posts : 6614
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- Post n°281
Re: The Tomb
lol... I've been waiting for you to ask me that.
Give me a knowledge Engineering check for that please.
Colonel... your condition and action is noted for next round.
Give me a knowledge Engineering check for that please.
Colonel... your condition and action is noted for next round.
Chris- Posts : 9503
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- Post n°282
Re: The Tomb
JT just so happens to have Know: Engineering
know (engineering) 5 +3 +2= 10
Roll(1d20)+10:
14,+10
Total:24
know (engineering) 5 +3 +2= 10
Roll(1d20)+10:
14,+10
Total:24
whit10- Posts : 6614
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- Post n°283
Re: The Tomb
You're pretty sure that this room is only maybe 10 ft or so below the surface... it very well could cause a cave in
Chris- Posts : 9503
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- Post n°284
Re: The Tomb
whit10 wrote:You're pretty sure that this room is only maybe 10 ft or so below the surface... it very well could cause a cave in
JT assesses the structural integrity of the tomb and the new positions of his friends. JT still tries to follow the original plan of using himself as bait to draw the undead attention away from his companions.
JT does a low dive roll through hex 1408, which is occupied by a plague zombie, to hex 1308
Acro DC to avoid AoO is 5 + CMD
"Hey puss-bags.... (dive roll) I'm over here!"
Acro check
Roll(1d20)+18:
20,+18
Total:38
that makes up for the 1 on initiative, I guess
attack the zombie at 1407 from a flanking position with Elliot
2H swing +10 to hit, +2 vs undead + 2 flanking, he is denied his dex to AC as well
Roll(1d20)+14:
14,+14
Total:28
if that hits, damage +2 vs undead
Roll(1d10)+9:
2,+9
Total:11
sneak damage
Roll(3d6)+0:
1,1,5,+0
Total:7
FORT save if he pops
Roll(1d20)+7:
9,+7
Total:16
+4 if it is poison, spell or spell-like effect
whit10- Posts : 6614
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- Post n°285
Re: The Tomb
He explodes all over you and Elliot... you make your Fort Save.
Elliot needs to make a Fort Save and then it's the Zombies turn...
All three of them slam attack vs. JT (who just so happened to move right amongst them
Roll(1d20)+5:
3,+5
Total:8
Roll(1d20)+5:
17,+5
Total:22
Roll(1d20)+5:
10,+5
Total:15
Chris, what is JT's AC currently? I can't seem to find if you have bonus due to anything...
Otherwise... two of them miss and the other one hits (the one farthest to the east, for what it's worth)...
Damage:
Roll(1d8)+2:
2,+2
Total:4
I will also need another Fort Save from you. Olivia will be up, then CRIII (the Colonel is holding his action to act)
map is updated
Elliot needs to make a Fort Save and then it's the Zombies turn...
All three of them slam attack vs. JT (who just so happened to move right amongst them
Roll(1d20)+5:
3,+5
Total:8
Roll(1d20)+5:
17,+5
Total:22
Roll(1d20)+5:
10,+5
Total:15
Chris, what is JT's AC currently? I can't seem to find if you have bonus due to anything...
Otherwise... two of them miss and the other one hits (the one farthest to the east, for what it's worth)...
Damage:
Roll(1d8)+2:
2,+2
Total:4
I will also need another Fort Save from you. Olivia will be up, then CRIII (the Colonel is holding his action to act)
map is updated
Robyo- Posts : 3587
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Re: The Tomb
whit10 wrote:map is updated
Olivia commanded the 2nd Zombie (in blue) to go stand in the corner. Just wanted to be clear. Maybe you forgot to move him, or maybe he's just not listening to her.
Arcturus2- Posts : 523
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- Post n°287
Re: The Tomb
Sorry for delay, Elliot's FORT save:
1d20 + 8 (10+=18
1d20 + 8 (10+=18
whit10- Posts : 6614
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Re: The Tomb
Sorry Rob, just forgot to move him, I will on the next update.
Elliot makes his save
Elliot makes his save
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Re: The Tomb
JT's AC is currently 23 (20+3) +3 is from rogue talent Offensive Devense which gives him +1 AC per die of sneak attack damage he inflicts for 1 turn.
JT is a rogue tank
JT is a rogue tank
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Re: The Tomb
aha! nice one my friend.
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Re: The Tomb
Olivia bursts into a controlled rage and steps forward to hex 1508. She unleashes flurry of blows on the stricken undead at 1408.
1st attack): 11 + 9 = 20
2 + 8 = 10 damage
2nd): 15 + 9 = 24
1 + 8 = 9 damage
1st attack): 11 + 9 = 20
2 + 8 = 10 damage
2nd): 15 + 9 = 24
1 + 8 = 9 damage
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Re: The Tomb
MAS- Admin
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Re: The Tomb
Friendly reminder, CJC is located at 1606, with the hound at 1707.
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Re: The Tomb
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Re: The Tomb
"Right-O Colonel," CRIII tumbles away to 1509, kusarigama trailing like a lightning bolt. With his confidence restored he leaps into a flying kick at 1408.
Flanking +2
17+11+2=30 to hit
Dmg 7+5=12
Snk att 2d6: 3+3=6
Total 18 dmg
Flanking +2
17+11+2=30 to hit
Dmg 7+5=12
Snk att 2d6: 3+3=6
Total 18 dmg
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Re: The Tomb
Conditions for readied action have been met, CJC attacks creature at 2006 with rifle -
BAB +5, +1 rifle round, +2 Bane = +8 Attack
Target is inside first range increment, attack is vs touch AC
1d12 + 2d6 (Bane) + 1d6 (Fire) +1 (rifle round) DMG
Rifle attack vs creature at 2006:
Result of the throw of dice "1d20 +8" :
11 + 8 = 19 vs touch AC
DMG if hits =
Result of the throw of dice "1d12 +3d6 +1" :
12 + 3 + 6 + 3 + 1 = 25 (3 of which is fire dmg)
BAB +5, +1 rifle round, +2 Bane = +8 Attack
Target is inside first range increment, attack is vs touch AC
1d12 + 2d6 (Bane) + 1d6 (Fire) +1 (rifle round) DMG
Rifle attack vs creature at 2006:
Result of the throw of dice "1d20 +8" :
11 + 8 = 19 vs touch AC
DMG if hits =
Result of the throw of dice "1d12 +3d6 +1" :
12 + 3 + 6 + 3 + 1 = 25 (3 of which is fire dmg)
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Re: The Tomb
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Re: The Tomb
whit10 wrote:you hit the target each time. the zombie you control has moved.
+6 retcon damage for Olivia raging. Sorry about that.
Arcturus2- Posts : 523
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- Post n°299
Re: The Tomb
Elliot shakes off the shower of undead guts and fires again, this time at the creep in 1307...
1st attack: 1d20+11 (20+11) =31
Hah! To confirm crit: 1d20 + 11 ( 6+11)=17
Damage: 2d10 +4 + 2d6 vs undead ( 7+4+6+3)=20
2nd attack: 1d20 + 4 (10+4)= 14
Think that misses but just in case: 1d10+4+ 2d6 vs undead
( 4+4+1+2)=11
That's it for Elliot this round.
1st attack: 1d20+11 (20+11) =31
Hah! To confirm crit: 1d20 + 11 ( 6+11)=17
Damage: 2d10 +4 + 2d6 vs undead ( 7+4+6+3)=20
2nd attack: 1d20 + 4 (10+4)= 14
Think that misses but just in case: 1d10+4+ 2d6 vs undead
( 4+4+1+2)=11
That's it for Elliot this round.
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Re: The Tomb
Damage is noted Rob, no worries.
Elliot, is that your critical damage roll? You did, in fact, confirm your critical. The second attack missed.
Rifle or Pistol Crit mod is x4
Elliot, is that your critical damage roll? You did, in fact, confirm your critical. The second attack missed.
Rifle or Pistol Crit mod is x4
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