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    The Tomb, part 2

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    Chris

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    Re: The Tomb, part 2

    Post  Chris on Sat Dec 20, 2014 2:07 am

    whit10 wrote:Shit dude, I'm very sorry... yes, you get an AoO first.  For some reason I read it earlier that you didn't get one... just missed it.

    it's all good man, Spell Like abilities do, but there is another category of abilities that don't (don't remember what they are called)

    attack roll

    Roll(1d20)+10:
    4,+10
    Total:14

    +2 undead for ranger enemy

    I doubt that hits, but here's damage anyways

    Roll(1d10)+7:
    1,+7
    Total:8

    +2 undead = 10
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    whit10

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    Re: The Tomb, part 2

    Post  whit10 on Sat Dec 20, 2014 2:56 am

    ok, you just barely make the Save (the attack just missed outright)...

    JT finds this woman almost irresistible... but quickly his mind sees her for the evil temptress that she is.

    JT is now up and needs to make a passive Perception check. (Alan, I haven't forgotten your roll, I'm just waiting for JT's check)

    ...wait, almost forgot the snake. hee hee

    Snake attacks... (random roll)... Elliot:

    Roll(1d20)+6:
    4,+7
    Total:11

    ...and the GM's dice continue to suck. lol
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    Re: The Tomb, part 2

    Post  Chris on Sat Dec 20, 2014 10:37 am

    JT's perception check, I was waiting until my turn, as in structed

    Roll(1d20)+17:
    16,+17
    Total:33

    +2 vs undead
    +3 vs traps
    +2 stonework

    Chris wrote:
    JT status
    HP 72\72
    AC 21
    conditions: none


    Last edited by Chris on Sat Dec 20, 2014 10:40 am; edited 2 times in total
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    Re: The Tomb, part 2

    Post  Chris on Sat Dec 20, 2014 10:39 am

    whit10 wrote:
    Map is updated



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    Re: The Tomb, part 2

    Post  whit10 on Sat Dec 20, 2014 11:53 am

    Nice roll.

    I didn't provide another map update because I was going to wait for your turn to be completed...

    Perception... you have seen the robed wizard somewhere before, in fact, you're almost certain that it's the guy that tried to jump you back in the desert. (CRIII also notices this). JT also sees those same strange, golden necklaces around the two frenchies' necks that Tambu had on....


    Your turn dude
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    Re: The Tomb, part 2

    Post  navyik on Sat Dec 20, 2014 11:59 am

    "The frenchmen are slaves! Focus on the wizard!"
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    Re: The Tomb, part 2

    Post  Chris on Sat Dec 20, 2014 1:21 pm

    GM - what kind of a roll would it be to grab the necklace on the Frenchie's neck and rip it off?
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    Re: The Tomb, part 2

    Post  whit10 on Sat Dec 20, 2014 1:40 pm

    I believe that would count as a sunder attack vs. an object.

    Even if you don't have Improved Sunder, you can still do the attack, he just gets an attack of opportunity
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    Re: The Tomb, part 2

    Post  Chris on Sat Dec 20, 2014 2:32 pm

    whit10 wrote:I believe that would count as a sunder attack vs. an object.

    Even if you don't have Improved Sunder, you can still do the attack, he just gets an attack of opportunity

    Ok, that is kind of what I thought.  Here are the Sunder Rules:

    Sunder

    You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.

    Table Talk - the 2 monks are the best candidates to make these Sunder Attacks.  You can make multiple unarmed attacks per round, so you get multiple chances to sunder since it is in place of a melee attack.  In reality, guys with guns won't even get an AoO, since they don't have a melee wpn in their hands and they would provoke an AoO (another chance to grab) if they punch at you.

    I will go for the mage.  Let's get 1 monk on each gunner and try to neutralize them.  Matt should focus on the Vamp and then Olivia with Elliot's undead-bane gun (or give it back to Elliot after the snake is dead).

    JT will tumble charge at the mage
    ACRO as he passes out of the Vamp's threat zoen

    Roll(1d20)+18:
    5,+18
    Total:23

    +2 vs undead

    25 vs Vamp CMD to avoid AoO (hopefully that is enough with a bad roll)

    JT will move to 0905, 1 south of the mage and swing with his 2h dwarven trenchaxe

    Attack, charging
    Roll(1d20)+12:
    20,+12
    Total:32
    cheers

    roll to confirm, vs flatfooted, no dex
    Roll(1d20)+12:
    12,+12
    Total:24

    damage
    Roll(1d10)+7:
    6,+7
    Total:13

    13x3 = 39 (if crit)

    sneak attack
    Roll(3d6)+0:
    3,2,4,+0
    Total:9

    48 total to the mage, if crit
    22 if not crit

    Status check on the mage - if this didn't drop him, I will spend a Hero Point and swing again

    Chris wrote:
    JT status
    HP 72\72
    AC 21  (+3 -2)
    conditions: none
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    Re: The Tomb, part 2

    Post  whit10 on Sat Dec 20, 2014 4:39 pm

    .... Dramatic pause....

    JT summons his training and skill at trench fighting... he avoids the Vampiress and strikes a mighty blow at the mage, nearly severing his left shoulder from his body (including his arm)... he's still barely standing.   Use a Hero Point if you wish

    (I am conscious of the fact that I missed changing the map to reflect CR III's attacks, the next map will be properly updated)
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    Re: The Tomb, part 2

    Post  Chris on Sat Dec 20, 2014 6:59 pm

    JT wants to finish this mage with the hopes that his magical control over the Frenchies dies with him.  Many good Frenchmen fought and died in the trenches with JT.  He may poke fun at their accents and hairy women, but it bothers his heart to see good soldiers under the thrall of the undead, acting with minds that are not their own.  

    JT's thoughts wander back through the mud to the endless days in the trenches.   A faint smile cracks JT's lips as he recalls Darden......  

    Darden was attached to the 4th French Army held in reserve in the Forest of Argonne.  When Darden arrived at the Somme, he was still wearing the blue trenchcoat and red trousers of the French peacetime uniform.  Darden's family owned and operated a B&B called "Le Coq D'Or" where Darden did much of the cooking.  Darden often talked about the small Inn and flagstone patio out back where the patrons ate their lunches and drank their wine.  

    Darden kept JT and his crew alive with his Specialite De La Maison:



    Darden never it back to the Golden Rooster because of the Undead.  "A soldier deserves a better fate"  JT thinks to himself as musters his inner strength to exceed his dwarven limits

    HERO POINT for an extra attack on the Cultist

    attack roll
    Roll(1d20)+10:
    17,+10
    Total:27

    damage
    Roll(1d10)+7:
    6,+7
    Total:13

    sneak attack
    Roll(3d6)+0:
    4,5,6,+0
    Total:15
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    Re: The Tomb, part 2

    Post  whit10 on Sat Dec 20, 2014 7:15 pm

    JT follows up his vicious stroke with another terrible blow to the chest... the mage drops dead.



    It is now Elliot and Olivia's turn.


    Last edited by whit10 on Sat Dec 20, 2014 11:29 pm; edited 1 time in total
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    Re: The Tomb, part 2

    Post  MAS on Sat Dec 20, 2014 9:36 pm

    Any chance you could include CJC and the hounds move in the map updates?
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    Re: The Tomb, part 2

    Post  whit10 on Sat Dec 20, 2014 11:30 pm

    fixed
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    Re: The Tomb, part 2

    Post  MAS on Sun Dec 21, 2014 1:42 am

    whit10 wrote:fixed

    thanks!
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    Re: The Tomb, part 2

    Post  whit10 on Sun Dec 21, 2014 10:26 pm

    In case it got lost, we are on Elliot then Olivia (and eagle)
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    Re: The Tomb, part 2

    Post  Arcturus2 on Mon Dec 22, 2014 1:53 pm

    whit10 wrote:In case it got lost, we are on Elliot then Olivia (and eagle)

    Sorry for delay, baby troubles last night.. so the Orc brute and the snake are both down? The Vampiress is at the top of the ramp with a frenchie, and JT is in melee with a mage?
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    Re: The Tomb, part 2

    Post  whit10 on Mon Dec 22, 2014 1:57 pm

    No worries, I understand.

    all correct except for JT, he dropped the other mage, that's a guy with a thompson machine gun to the north of JT
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    Re: The Tomb, part 2

    Post  Arcturus2 on Mon Dec 22, 2014 2:09 pm

    Got it, thanks!

    Elliot dashes up the ramp, sheathing the magic sword as he goes.. He thinks he sees an opening for a brutal strike!

    In a fluid motion, he pulls his wicked looking sawbacked bayonet from it's scabbard and tries to drive it straight through the vampiress' black heart..

    (He stops in 0906, attacks vampire bitch in 0907)

    Attack roll: 1d20+12 (18+12)=30
    If that hits, he'll use his vital strike feat since he can only attack once..

    Damage: 2d4+6 +2d6 vs evil (2+4+6+5+4)=21

    If he hits, he'll stab the Vampiress through the chest and use both hands to give the blade a vicious twist.

    That'll teach that bitch a lesson about trying to mesmerize his friend!

    Also, Hoping she provides soft cover from the frenchie's line of fire, lol..

    Elliot is done.

    Elliot HP: 62/78, and under darkvision spell.


    Last edited by Arcturus2 on Mon Dec 22, 2014 2:18 pm; edited 1 time in total
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    Re: The Tomb, part 2

    Post  whit10 on Mon Dec 22, 2014 2:15 pm

    stand by... I'll update at lunch
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    Re: The Tomb, part 2

    Post  whit10 on Mon Dec 22, 2014 4:00 pm

    ok, you hit her alright... her blood runs down her chest and she has a mixed expression of horror and anger on her face.

    Olivia is up, then I'll update the map. Elliot is due north of the Vamp right now
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    Re: The Tomb, part 2

    Post  Robyo on Mon Dec 22, 2014 6:19 pm

    I'll just wait until Josh updates the map. I'm confused... Olivia was going to attack the snake, but GM said the snake is down, and somehow I missed where that happened.
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    Re: The Tomb, part 2

    Post  whit10 on Mon Dec 22, 2014 6:35 pm

    oh crap... uh, I was wrong on that. Elliot, I won't retcon your attack but the snake IS NOT dead yet (thanks for catching that)... let's see what Olivia does and then I'll have the snake go.

    Sorry for the confusion
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    Re: The Tomb, part 2

    Post  Arcturus2 on Mon Dec 22, 2014 6:42 pm

    Elliot was gonna move past the snake anyway, if you wanna retcon in the snake's AoO on him, I'm ok with it.
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    Re: The Tomb, part 2

    Post  whit10 on Mon Dec 22, 2014 7:35 pm

    ok, that's the best solution here... I'll do the AoO on Elliot and then Olivia can have her turn

    Roll(1d20)+8:
    4,+8
    Total:12


    that's a miss (damned dice are just crap in this campaign, lol)

    Olivia is up. The snake, as discussed, is still there

    I'll have to update the map from home in a little bit here, unless you don't need it Rob.
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    Re: The Tomb, part 2

    Post  Robyo on Mon Dec 22, 2014 8:06 pm

    Olivia stays in her space and smacks the snake with her hair (10' reach). Raging Vitality, Controlled Rage; Flurry of Blows:
    1st) 18 + 12 = 30
    damage (1d6 + 8 ): 3 + 8 = 11
    2nd) 12 + 12 = 24
    damage: 2 + 8 = 10

    Is the snake dead? If not, Olivia stays put.

    If it's dead, Olivia takes aim with Lucy at the Vamp. If she's not in LOS, Olivia will move just enough so she can get a bead on her.

    Olivia spends a Hero point for an extra attack.

    19 + 1 + 6 = 26
    if hits,
    damage: 6 + 3 = 9
    bonus undead damage (2d6): 4 + 3 = 7

    4 rounds remaining.
    1 Hero point remaining.

    Olivia's eagle flies over to vamp and claws at her face.
    (2 talons)
    1st) 14 + 3 = 17
    2 damage

    2nd) 12 + 3 = 15
    2 damage
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    Re: The Tomb, part 2

    Post  whit10 on Mon Dec 22, 2014 8:49 pm

    Your second strike kills the snake (he was useless)

    You shot strikes teh Vampire dead center, she's bleeding more heavily now. The eagle misses with its attacks.

    (off page roll for two gunners... )

    Roll(1d20)+2:
    19,+2
    Total:21

    Roll(1d20)+2:
    14,+2
    Total:16

    The machine gunner steps back 5' and unloads on JT... the other one sort of looks around very confused, his rifle is pointed more towards the ground now.

    3 shots at JT (all -4 if I'm reading Multi-fire right)

    Roll(1d20)+6:
    2,+6
    Total:8

    Roll(1d20)+6:
    10,+6
    Total:16

    oops, his first shot jammed the gun (1s and 2s are miss-fires for full auto weapons). He drops his gun to the floor, very angry and pulls a revolver... he is, however, done.

    CRC and dog are next, followed by CR III

    map is updated

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    Re: The Tomb, part 2

    Post  MAS on Mon Dec 22, 2014 10:41 pm

    That is the vampire at 0905, correct?
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    Re: The Tomb, part 2

    Post  whit10 on Mon Dec 22, 2014 11:05 pm

    Nope, that's JT. The vamp is at 0907. farao
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    Re: The Tomb, part 2

    Post  whit10 on Mon Dec 22, 2014 11:49 pm

    Just so everyone knows, I'll be in Illinois starting tomorrow afternoon. I'll be back on Friday night (though late) and will probably get things up again on Sat. morning.

    I'll try to update as much as possible before I leave. Stopping at the top of a round would be ideal.
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    Re: The Tomb, part 2

    Post  MAS on Tue Dec 23, 2014 12:11 am

    whit10 wrote:Nope, that's JT.  The vamp is at 0907.  farao

    Roger that. Just keeping you on your toes. Wink




    "Right, then..." mutters the Colonel beneath his breath as sights down the rifle...

    Attack action, shoot vampire with rifle -

    Target is in melee, -4
    Target is within 30 ft, +1
    Bullet, +1/+1
    True strike, +20
    Bane, +2/+2+2d6
    BAB & Dex, +8
    Target is within 1st range increment, attack vs touch AC


    Attack is +28/+3+2d6+1d6 fire

    Rifle attack:
    Result of the throw of dice "1d20 +28" :

    7 + 28 = 35

    Dmg if hits:

    Result of the throw of dice "1d12 +3d6 +3" :

    6 + 5 + 6 + 2 + 3 = 22

    22 DMG, 2 of which is fire.



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    Re: The Tomb, part 2

    Post  whit10 on Tue Dec 23, 2014 12:19 am

    the Colonel sights his prey carefully and shoots her (as he becomes visible) dead in the side of her head... she reels but is still standing. (Damage recorded)


    CR III is up, there was no movement so I will do a new update after Alan takes his turn.
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    Re: The Tomb, part 2

    Post  navyik on Tue Dec 23, 2014 12:57 am

    Can cr3 slip between the statues legs and drop into 908?
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    Re: The Tomb, part 2

    Post  whit10 on Tue Dec 23, 2014 1:35 am

    yes, but give me a skill check (acrobatics) to see if you make it through, it will take a full move action for you to reach your targeted spot.
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    Re: The Tomb, part 2

    Post  navyik on Tue Dec 23, 2014 6:13 pm

    19+12=31 acro.
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    Re: The Tomb, part 2

    Post  whit10 on Sat Dec 27, 2014 4:21 am

    lol... CR III spins himself easily through the legs of the statue. He is at 908 now. (I'll update the map after your action)
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    Re: The Tomb, part 2

    Post  navyik on Sun Dec 28, 2014 3:38 pm

    Attempt to sunder frenchie's necklace.

    19+9=28
    Dmg=1+4=5
    Can I spend hero point to add damage?
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    Re: The Tomb, part 2

    Post  whit10 on Sun Dec 28, 2014 4:02 pm

    you could spend one to re-roll damage...
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    Re: The Tomb, part 2

    Post  navyik on Sun Dec 28, 2014 6:13 pm

    Ok.

    6+4=12 dmg

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    Re: The Tomb, part 2

    Post  whit10 on Sun Dec 28, 2014 6:21 pm

    nicely done, you damage it enough for it to drop.

    He suddenly does a "huh, whazzat?" look and will act and in the next round.


    Update coming...
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    Re: The Tomb, part 2

    Post  whit10 on Sun Dec 28, 2014 7:53 pm

    Top of round 5.

    Rifle soldier snaps out of his trance, he sees the Vamp, steps back 5', and shoots twice

    Roll(1d20)+10:
    9,+10
    Total:19


    Roll(1d20)+5:
    7,+5
    Total:12

    First shot hits for:

    Roll(1d12)+4:
    1,+4
    Total:5

    Roll(1d6)+0:
    3,+0
    Total:3

    crap damage

    Vampiress is up... she will attempt to withdraw but doing so allows an AoO by Elliot.

    Elliot, go ahead...


    map updated, initiative updated

    'Rifle soldier': 24
    Anak Shep-sut: 20
    JT: 18
    Elliot, Olivia: 11
    'maching-gun' soldier: 10
    CJC and dog: 9
    CRIII: 7

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    Chris

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    Re: The Tomb, part 2

    Post  Chris on Sun Dec 28, 2014 9:57 pm

    nicely done CR3!

    I was just hoping that the French rifleman would stop attacking us, I didn't figure he would join us.
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    Arcturus2

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    Re: The Tomb, part 2

    Post  Arcturus2 on Mon Dec 29, 2014 3:36 pm

    Awesome job CRIII!

    Elliot's last attack was a vicious bayonet stab and twist to the vampiress' chest...

    When she tries to withdraw, Elliot gives the wicked sawbacked blade another twist and attempts to rip it sideways out of her, trying to do maximum damage with the incredibly sharp teeth on the back of the blade...

    Attack roll: 1d20+12 (14+12)=26
    If that hits, might as well use his vital strike feat..
    Damage: 2d4 + 6 (2+4+6)=12 +2d6 vs evil (3+5)=8
    Total damage: 20

    Not bad for a freebie, if it hits her


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    Chris

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    Re: The Tomb, part 2

    Post  Chris on Mon Dec 29, 2014 3:52 pm

    Arcturus2 wrote:Awesome job CRIII!

    Elliot's last attack was a vicious bayonet stab and twist to the vampiress' chest...

    When she tries to withdraw,  Elliot gives the wicked sawbacked blade another twist and attempts to rip it sideways out of her, trying to do maximum damage with the incredibly sharp teeth on the back of the blade...

    Attack roll: 1d20+12 (14+12)=26
    If that hits,  might as well use his vital strike feat..
    Damage: 2d4 + 6 (2+4+6)=12 +2d6 vs evil (3+5)=8
    Total damage: 20

    Not bad for a freebie, if it hits her

    JT nods approvingly at Elliot's trench-honed bayonet technique
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    whit10

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    Re: The Tomb, part 2

    Post  whit10 on Mon Dec 29, 2014 4:37 pm

    you can't use Vital Strike on a AoO. Sorry...


    all other damage recorded, stand by for an update (she moved fast enough that you held on to the bayonet as it ripped out of her)
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    Re: The Tomb, part 2

    Post  Chris on Mon Dec 29, 2014 4:43 pm

    whit10 wrote:you can't use Vital Strike on a AoO.  Sorry...

    study I think that is right, though I would have thought it was allowed   scratch


    Vital Strike (Combat)

    You make a single attack that deals significantly more damage than normal.

    Prerequisites: Base attack bonus +6.

    Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage.



    you can use Trip, Sunder, disarm, etc as part of an AoO, but the wording is a bit different

    Trip

    You can attempt to trip your opponent in place of a melee attack.

    good catch, mr GM
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    whit10

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    Re: The Tomb, part 2

    Post  whit10 on Mon Dec 29, 2014 5:26 pm

    thank you... I'm not just another pretty face. lol!

    I'll get this updated tonight, I'm a bit swamped today (part of being gone for four days)
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    Arcturus2

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    Re: The Tomb, part 2

    Post  Arcturus2 on Mon Dec 29, 2014 6:15 pm

    Chris wrote:
    whit10 wrote:you can't use Vital Strike on a AoO.  Sorry...

    study I think that is right, though I would have thought it was allowed   scratch


    Vital Strike (Combat)

    You make a single attack that deals significantly more damage than normal.

    Prerequisites: Base attack bonus +6.

    Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage.



    you can use Trip, Sunder, disarm, etc as part of an AoO, but the wording is a bit different

    Trip

    You can attempt to trip your opponent in place of a melee attack.

    good catch, mr GM

    Aw.. ok, fair enough. I think 5 his came up in Matt's campaign as well, now that I think about it.
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    whit10

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    Re: The Tomb, part 2

    Post  whit10 on Mon Dec 29, 2014 8:29 pm

    Anak Shep-sut rushes by Elliot and pays for her haste with another punishing wound from the American's bayonet.

    She is leaking blood from several wounds as she finishes her movement at the west entrance to this room.  As she turns to the party with a horrible scowl on her face, you see her eyes glow red and she yells "kill them for your master!" ( the machine gunner Frenchman's eyes glow red as well).

    She then grabs a lever that you could not see until now... and a heavy stone door drops down, sealing that tunnel for the moment. (for those that might be keeping count, yes, she used a double move and then a standard action... Major NPCs or monsters get anti-hero points in my world, flunkies do not)

    Map is updated,  it is JT's turn... there is one enemy left.

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    Re: The Tomb, part 2

    Post  navyik on Mon Dec 29, 2014 8:40 pm

    Go ahead JT. Beat him up and take his milk money! Cool

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    Re: The Tomb, part 2

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