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    The Tomb, part 2

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    Arcturus2

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    Re: The Tomb, part 2

    Post  Arcturus2 on Tue Dec 16, 2014 12:31 am

    whit10 wrote:The weapon is +1 and shocking, actually.  You see electricity spark off of his body as you cut into him.

    I'll just roll the d6 for you

    Roll(1d6)+0:
    2,+0
    Total:2

    so.. I believe that's 21 pts. of damage overall..   one thing, how on earth is your attack bonus an 11 right now with the sword?  You would have hit him with the roll that you got anyway but I was just curious.  



    Olivia is up... the pistol is Undead Bane, +1 - 1d8+3 damage (+2d6 vs. undead), 7 rounds.  

    Elliot has a BAB of 7, and a melee weapon uses his STR bonus of +4 besides that, for a total of 11, right? Unless I've been misunderstanding the rules this whole time (entirely possible, lol)

    He should be proficient with simple and martial weapons.

    And regarding the pistol, I thought we decided heavy Pistols did 1d10 base dmg.. unless I have that wrong too. (Also entirely possible) otherwise, spot on.


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    Robyo

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    Re: The Tomb, part 2

    Post  Robyo on Tue Dec 16, 2014 9:33 am

    Olivia takes a shot with Lucy at the big snake:
    18 + 1 + 6 = 25
    damage (or is it 1d10?) 1d8+3 = 4 + 3 = 7
    or if undead (2d6) = 3 + 6 = 9

    6 rounds remaining.

    Then Olivia will move up to 1308 or whatever is closed to that hex that she can make a legal move to.

    The eagle continues to attack the brute:
    (2 talons) 1st) 17 + 3 = 20, 3 damage
    2nd) 12 + 3 = 15, 4 damage
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    whit10

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    Re: The Tomb, part 2

    Post  whit10 on Tue Dec 16, 2014 10:30 am

    damage should be 1d8 for 'heavy' pistols, 1d6 for light. Sorry if I haven't stuck to this but it's whats listed on the New Equipment page.

    where are you getting a +4 strength bonus from, do you have something that raises your strength above a 14?

    I'll update everything later on this morning...
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    Chris

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    Re: The Tomb, part 2

    Post  Chris on Tue Dec 16, 2014 10:49 am

    whit10 wrote:damage should be 1d8 for 'heavy' pistols, 1d6 for light.  Sorry if I haven't stuck to this but it's whats listed on the New Equipment page.


    Heavy Pistols are 1d10

    whit10 wrote:Ok, after careful deliberation, I have decided on the following:

    light pistols (9mm, .38 and so forth) do 1d8 damage with x4 crit mod.
    heavy pistols (.45, .44 mag, etc.) do 1d10 damage, same crit mod.

    Rifles - 1d12 with x4 crit mod.
    Shotguns - same damage as in Ultimate Combat Guide, same rules for scatter


    you listed d8 in the first post and then changed it further down the page. I (and probably Dan and Matt) have been using the updated damage codes
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    Arcturus2

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    Re: The Tomb, part 2

    Post  Arcturus2 on Tue Dec 16, 2014 11:03 am

    whit10 wrote:damage should be 1d8 for 'heavy' pistols, 1d6 for light.  Sorry if I haven't stuck to this but it's whats listed on the New Equipment page.

    where are you getting a +4 strength bonus from, do you have something that raises your strength above a 14?

    I'll update everything later on this morning...

    Oops, my fault.. honestly, when I was working out the damage, I was thinking of a different character. You're right, STR bonus is +2, so the attack would have been at +9, 2 handed damage would have been +3.. so take away 2 from his attack and 3 from his damage, sorry. santa
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    whit10

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    Re: The Tomb, part 2

    Post  whit10 on Tue Dec 16, 2014 12:02 pm

    ah, thanks Chris, I thought that I had changed it too but I couldn't find it this morning.

    Ok, damage on the pistol is 1d10 +3 (undead bane, yadda yadda)
    Olivia can only move 6 hexes if she attacks too... I put you at 1507 (tell me if that doesn't work)

    Elliot's strength bonus is +2.

    The eagle hits on it's first attack, misses on it's second. Your shot hits the snake

    Ok, Machine gun guy tries to climb up the side (just like his buddy) to try and flank...

    Roll(1d20)+6:
    8,+6
    Total:14

    He fails his first attempt (but he gets two, as he gets two move actions)

    Roll(1d20)+6:
    15,+6
    Total:21

    He gets that one, but still in the process of hoisting himself over the wall behind the statue. He is done for now.

    CJC and dog are up, then CR III

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    Chris

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    Re: The Tomb, part 2

    Post  Chris on Tue Dec 16, 2014 12:37 pm

    GM - friendly request.... can you fix your most recent map please?

    the map quoted a few posts up has the correct placement for JT and Elliot, but no eagle. the new map added the eagle, but it looks like an old map with JT on the wrong side and Elliot still out of melee. I think you probably just updated the wrong map
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    whit10

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    Re: The Tomb, part 2

    Post  whit10 on Tue Dec 16, 2014 12:41 pm

    dammit! Sorry 'bout that. The problems with having to upload stuff from work...

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    MAS
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    Re: The Tomb, part 2

    Post  MAS on Tue Dec 16, 2014 1:30 pm

    By my count, a full move should be able to end CJC at 1409. The hound moves to 1509.

    IF CJC gains LOS on the Vampire woman along the way (which I think may be possible at 1608) he will stop there.

    Either way, at the end of the move -

    Swift action, rifle is now Undead Bane for 6 rounds.
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    Chris

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    Re: The Tomb, part 2

    Post  Chris on Tue Dec 16, 2014 1:36 pm

    MAS wrote:By my count, a full move should be able to end CJC at 1409. The hound moves to 1509.

    IF CJC gains LOS on the Vampire woman  along the way (which I think may be possible at 1608) he will stop there.

    Either way, at the end of the move -

    Swift action, rifle is now Undead Bane for 6 rounds.

    nice stalking mr hunter-sniper
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    whit10

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    Re: The Tomb, part 2

    Post  whit10 on Tue Dec 16, 2014 1:58 pm

    map is updated... I put shading on you to emulate the invisibility.

    CRIII is up

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    MAS
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    Re: The Tomb, part 2

    Post  MAS on Tue Dec 16, 2014 2:12 pm

    So, your saying there is no LOS on the vampire woman from 1608, correct?

    Is she at 207 or 105?
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    Re: The Tomb, part 2

    Post  whit10 on Tue Dec 16, 2014 2:34 pm

    she is at 207. You can barely make her out (the statue in front of you partially blocks your view) but you can see her (there would be a penalty to shoot from this spot, unless one or both of you move)

    Is that clearer?
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    Re: The Tomb, part 2

    Post  Chris on Tue Dec 16, 2014 2:56 pm

    MAS wrote:So, your saying there is no LOS on the vampire woman from 1608, correct?

    Rolling Eyes I did spend like 3-4 posts asking all these same questions on the first page so we could make informed decisions.....  

    Chris wrote:
    whit10 wrote:all good questions:

    1) yes, the ramp is the blue rectangle in the middle.  You will be able to see what's on the second tier if you get to the top of the ramp or line 1200 (running north - south) - though anyone standing next to the wall has at least partial cover unless you are on the same tier.  
    2) there are two statues that are holding up the roof here, both will provide partial or total cover, depending on where you are standing.  Cover also applies to anyone on the lower tier who is standing next to it (as regards anyone on the upper tier)
    3) Brute - 0604, Rifle merc - 0908 (though you can't see him at the present), Maching-gun merc - 0405, CoA dude - 0406, Vamp - 0207

    Does that clear it up?

    yeah, that helped a lot, thx.

    1 last question, regarding the LOS to the lower tier.....  
    1200 is 3 hexes to the right\east of the drop off to the lower tier, which is a straight drop down and harder to get LOS
    the 1200 is beyond the start of the ramp slope, so I would assume that as the floor drops away we could see down the ramp from a further (right\east) line.

    What line do we need to reach to see straight down the ramp?

    whit10 wrote:you could see down the ramp from the 1400 spaces

    according to the first page GM responses, mutual LOS to the bottom tier is the 1200 line, mutual LOS up\down at the RAMP AREA ONLY is 1400.  
    but apparently that is now changing lol!

    whit10 wrote: You can barely make her out (the statue in front of you partially blocks your view) but you can see her (there would be a penalty to shoot from this spot, unless one or both of you move)
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    Re: The Tomb, part 2

    Post  MAS on Tue Dec 16, 2014 3:59 pm

    It is clear now, thank you.
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    Re: The Tomb, part 2

    Post  whit10 on Tue Dec 16, 2014 4:18 pm

    Don't know what you're talking about Chris, he's on line 1400 and he can see her.
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    Robyo

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    Re: The Tomb, part 2

    Post  Robyo on Tue Dec 16, 2014 4:23 pm

    whit10 wrote:Ok, damage on the pistol is 1d10 +3 (undead bane, yadda yadda)

    Okay, I rolled an "8" on a d10, so her pistol damage to the snake is: 8 + 3 = 11

    Did she notice if the snake took undead (+2d6 = 9) damage?
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    Re: The Tomb, part 2

    Post  Chris on Tue Dec 16, 2014 4:33 pm

    whit10 wrote:Don't know what you're talking about Chris, he's on line 1400 and he can see her.

    oh, you're right! he is on the ramp and looking down.

    I give up
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    Re: The Tomb, part 2

    Post  whit10 on Tue Dec 16, 2014 5:03 pm

    I said that the line of 1400 allows you to see down the other level, if I was unclear, I apologize.

    Rob, 10 is fine (13). It did not look like the snake was affected by the Bane part
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    Re: The Tomb, part 2

    Post  whit10 on Tue Dec 16, 2014 7:59 pm

    aw shit... Chris got me here.  1200 is the line by which you can see over the 'lip' of the top tier.  The colonel cannot quite see her enough at this point, maybe just the top of her head.

    I'm very sorry for the confusion.... you have to be on the ramp to be able to see anything before that north-south line (1200).
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    Re: The Tomb, part 2

    Post  navyik on Tue Dec 16, 2014 8:47 pm

    Using the quickrun shirt, CR3 approaches the snake in a roundabout way to 1207, (avoiding threatened areas).
    Flanking with the eagle, he snaps a jump kick to the snakes vitals (stun) and then flurries with a spinning back kick.

    19+10=29
    Dmg 4+4=8
    Snk 2+4=6  (total 14)
    Stun dc 16

    11+10=21
    Dmg 2+4=6
    Snk 3+3=6 (total 12)
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    Re: The Tomb, part 2

    Post  whit10 on Tue Dec 16, 2014 11:42 pm

    ok, damage accounted for on the Snake,  Fort save vs. stun:

    Roll(1d20)+5:
    8,+6
    Total:14

    I'll be damned, ya stunned it.  The snake goes all cock-eyed for a second....

    Top of round 3




    Initiative Order:
    'Rifle soldier': 24
    Anak Shep-sut: 20
    JT: 18
    CoA sorcerer: 15
    Brute: 14
    Elliot, Olivia: 11
    'maching-gun' soldier: 10
    CJC and dog: 9
    CRIII: 7

    The frenchie with the rifle takes moves to his left and takes a shot at Elliot (he has precise shot, so no penalty for shooting into melee)

    Ranged Touch attack (hee hee)

    Roll(1d20)+10:
    14,+10
    Total:24

    A hit!  A round goes searing into Elliot's shoulder... and it burns as it strikes flesh

    Roll(1d12)+5:
    11,+5
    Total:16

    Fire damage:

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

    19 total damage...

    the Vampiress can now tell that you are closer  "to me" she yells at the robed mage.

    She moves forward with speed yet grace and raises her hand.... an green arrow shoots towards CR III.

    Ranged Touch Attack:

    Roll(1d20)+8:
    5,+8
    Total:13

    I believe that's a miss... it flies by CR IIIs head by a few inches.  She bellows in frustration.

    (snake has been accounted for... it was too damned big for what it actually is rules-wise)

    It is now JT's turn
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    Re: The Tomb, part 2

    Post  Chris on Wed Dec 17, 2014 1:00 am

    Ok, so using the enemy melee units as cover apparently isn't working. "Damn, that Frenchie must have a teleporting bullets!" JT thinks to himself. "I better put a stop to this sniper"

    JT will will tumble past the suddenly smaller snake, as part of his Scout's Charge at the French Rifleman. Snake is stunned to no AoO, but the ork might get a swing at him, not sure. I can't see the hex#, but JT should end up 3 hexes to his left, on the ramp to the right of the Frenchie.

    Acro vs Ork's CMD
    Roll(1d20)+18:
    11,+18
    Total:29

    Attack vs Frenchie, who is now flatfooted and denied is dex to AC
    Roll(1d20)+12:
    12,+12
    Total:24

    if that hits, damage
    Roll(1d10)+7:
    3,+7
    Total:10

    sneak attack
    Roll(3d6)+0:
    2,6,2,+0
    Total:10

    20 total

    JT's AC is now 21 (20 +3 -2)
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    Re: The Tomb, part 2

    Post  whit10 on Wed Dec 17, 2014 12:08 pm

    Update coming by lunch... you hit him and made your CMD roll.
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    Re: The Tomb, part 2

    Post  whit10 on Wed Dec 17, 2014 2:31 pm

    There has been an email conversation between Chris and I about soft cover. I was remiss in remembering that for the shots that are "going through" the space with the snake. The spell missed anyway, no big deal, the shot at Elliot was high enough to hit, regardless of the penalty (-4). This penalty will apply for everyone equally.

    The sorcerer moves up to his mistress's side and casts Burning Gaze - he stares at CR III who must make a Fort Save, (magic resistance, if any, also applies). As there is some question about casting spells and soft cover, I'll allow for and additional +1 circumstance bonus to resist this... I can't find a rule that says this particular spell can't be used in this way (with something somewhat in the way of LOS)

    ... the Brute also swings his club at JT's head

    Roll(1d20)+10:
    12,+10
    Total:22

    Thump... JT sees stars for a second.

    damage:

    Roll(1d10)+6:
    6,+6
    Total:12

    this is getting rather complicated, please let me know if I've missed anything...

    map is updated. Elliot, Olivia and her eagle are up

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    Re: The Tomb, part 2

    Post  Chris on Wed Dec 17, 2014 5:39 pm

    Chris wrote:
    JT will will tumble past the suddenly smaller snake, as part of his Scout's Charge at the French Rifleman. Snake is stunned to no AoO, but the ork might get a swing at him, not sure. I can't see the hex#, but JT should end up 3 hexes to his left, on the ramp to the right of the Frenchie.

    whit10 wrote:T
    ... the Brute also swings his club at JT's head

    map is updated.  

    you forgot to move JT.  he is 1 hex to the right of the rifleman and no longer adjacent to the ork bounce
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    Re: The Tomb, part 2

    Post  navyik on Wed Dec 17, 2014 7:25 pm

    Oh snap!

    1+7=8 Fort.
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    Re: The Tomb, part 2

    Post  whit10 on Wed Dec 17, 2014 8:26 pm

    ah, fuck. I'll fix that tonight then.
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    Re: The Tomb, part 2

    Post  whit10 on Wed Dec 17, 2014 9:43 pm

    Ok, JT is in the proper spot, which is my fault for not realizing his position. JT can ignore the damage from the Orc and I won't retcon it (but I really want to, harumph)

    anyway... CR III takes 1d6 fire damage. He will also need to make a Reflex Save to avoid catching on fire.

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

    3 damage to CR III (Reflex Save pending)

    It is still Elliot and then Olivia's turn

    map should be accurate

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    Re: The Tomb, part 2

    Post  whit10 on Wed Dec 17, 2014 9:44 pm

    JT, on your turn, please make a perception check (I'll explain later)
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    Re: The Tomb, part 2

    Post  navyik on Wed Dec 17, 2014 10:01 pm

    Ref 5+11=16
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    Re: The Tomb, part 2

    Post  Chris on Wed Dec 17, 2014 10:11 pm

    whit10 wrote:Ok, JT is in the proper spot, which is my fault for not realizing his position.  JT can ignore the damage from the Orc and I won't retcon it (but I really want to, harumph)

    JT waves his hands about
    "this is not the target you are looking for"
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    Re: The Tomb, part 2

    Post  whit10 on Wed Dec 17, 2014 11:05 pm

    CR III made his save, you did not catch on fire.. barely. affraid

    ... Since this guy moved up and is in LoS, I would like a perception check from JT and CRIII.  On your next turn is fine.
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    Re: The Tomb, part 2

    Post  Arcturus2 on Thu Dec 18, 2014 10:16 am

    Elliot chokes up on the magic sword and swings for the fences against the orc..

    Attack 1: 1d20+10 (13+10)=23
    If that hits : 1d8+4 +1d6 Electric (4+4+2)=10

    Attack 2: 1d20+4 (13+10)=17
    If that hits: 1d8+4 (2+4+5)=11

    That's it for Elliot.
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    Re: The Tomb, part 2

    Post  whit10 on Thu Dec 18, 2014 12:39 pm

    The orc is teetering, he's losing blood rather freely now...

    Olivia and Eagle are up, then I'll update the map
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    Re: The Tomb, part 2

    Post  Chris on Thu Dec 18, 2014 12:55 pm

    whit10 wrote:The orc is teetering, he's losing blood rather freely now...

    Olivia and Eagle are up, then I'll update the map

    wow, nice, I expected the summoned snake to drop first. once these front-liners go down, we got to get melee on their mages to hamper their casting ability
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    Re: The Tomb, part 2

    Post  whit10 on Thu Dec 18, 2014 1:04 pm

    oh.. the snake ain't looking so good either, heh
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    Re: The Tomb, part 2

    Post  navyik on Thu Dec 18, 2014 5:59 pm

    Perception cyclops 15+14=29
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    Re: The Tomb, part 2

    Post  Robyo on Thu Dec 18, 2014 6:17 pm

    Olivia takes another shot at the big snake:
    17 + 1 + 6 = 24
    damage = 4 + 3 = 7
    if undead, additional damage: (2d6) = 3 + 5 = 8

    5 rounds remaining.

    Then Olivia will move up to 1406 hex. She intends to engage the brute in melee with her hair.

    The eagle continues attacking the brute, clawing at his eyes and face:
    (2 talons)
    1st) 5 + 3 = 8
    3 damage

    2nd) 3 + 3 = 6
    3 damage
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    Re: The Tomb, part 2

    Post  whit10 on Thu Dec 18, 2014 9:57 pm

    Olivia hits the snake... it's bleeding badly now (the undead part doesn't affect this particular creature)

    the Eagle misses on both attacks.

    Machine gunner is up....  he tries to finish his climb up to the statue again...

    Roll(1d20)+6:
    4,+6
    Total:10

    he fails and falls flat on his ass... (well this guy is useless, sigh).  The robed wizard barks at him "just shoot them you French fool!"

    the Colonel and hound are up then so is CRIII



    Last edited by whit10 on Sat Dec 20, 2014 11:28 pm; edited 1 time in total
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    MAS
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    Re: The Tomb, part 2

    Post  MAS on Thu Dec 18, 2014 11:40 pm

    Hound: moves to 1209, readies action - intercept melee hostiles, condition - CJC is attacked in said manner.

    CJC:

    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 = 22

    Cast spell, standard action, "True strike" = Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus.

    Move action = standard, 20 ft, ending in 1010




    Patiently, the Colonel continues to ease into position...
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    Re: The Tomb, part 2

    Post  navyik on Fri Dec 19, 2014 1:44 am

    CR3 takes a 5' step to 1307, flanking, and gives the half-orc a punch to the throat. If the beast drops, he will move on to the snake with more giant stomping kicks.

    13+10+2=25 to hit
    7+4=11 dmg
    5+4=9 sneak att.
    Total 20

    6+10=16 to hit
    3+4=7 dmg
    1+3=4 sneak(snake is stunned from last rnd.)
    Total 11

    If the snake doesn't drop, CR3 spends 1 ki to attack again.

    15+10=25 to hit
    1+4=5 dmg
    1+3=4 sneak
    Total 9
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    Re: The Tomb, part 2

    Post  whit10 on Fri Dec 19, 2014 10:36 am

    are you just attacking the Orc until he drops before moving onto the snake? The first strike did not kill the Orc, the second strike would miss him... is the third strike aimed at the Orc?

    your first hit has him just about down
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    Re: The Tomb, part 2

    Post  navyik on Fri Dec 19, 2014 4:39 pm

    Just the orc unless he drops.
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    Re: The Tomb, part 2

    Post  whit10 on Fri Dec 19, 2014 5:14 pm

    ok, you did just enough damage to take him down (your second attack DID actually hit him, I had to remember the loss of a AC point due to rage)... His Orc blood, that might have kept him up and fighting under 0 HP, is not enough. He goes down with a thud.

    Very busy day today. I'll update tonight as soon as I have time.
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    Re: The Tomb, part 2

    Post  Chris on Fri Dec 19, 2014 5:17 pm

    whit10 wrote:ok, you did just enough damage to take him down (your second attack DID actually hit him, I had to remember the loss of a AC point due to rage)...  His Orc blood, that might have kept him up and fighting under 0 HP, is not enough.  He goes down with a thud.

    Very busy day today.  I'll update tonight as soon as I have time.

    so does his 3rd attack drop the snake too?

    navyik wrote:
    If the snake doesn't drop, CR3 spends 1 ki to attack again.

    15+10=25 to hit
    1+4=5 dmg
    1+3=4 sneak
    Total 9
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    Re: The Tomb, part 2

    Post  whit10 on Fri Dec 19, 2014 5:34 pm

    my mistake, it takes all three attacks to drop the Orc given that he has the Orc blood thing that allows him to stay up and fighting at under 0 HP. The third attack drops him completely unless CR III wants to aim it elsewhere
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    Re: The Tomb, part 2

    Post  whit10 on Fri Dec 19, 2014 8:38 pm

    ok, top of round 4

    Initiative Order:
    'Rifle soldier': 24
    Anak Shep-sut: 20
    JT: 18
    CoA sorcerer: 15
    Brute: 14
    Elliot, Olivia: 11
    'maching-gun' soldier: 10
    CJC and dog: 9
    CRIII: 7

    "rifle soldier" drops back 5' and shoots at JT, twice (he's high enough to do so on a full attack)

    Roll(1d20)+10:
    2,+10
    Total:12

    Roll(1d20)+5:
    2,+5
    Total:7

    fuck me!  My dice are sub zero at the moment... yikes!  Two misses at JT

    ...but there is a Vampiress that can now target JT too:

    She moves up and looks into JT's eyes and says "you will obey my commands"  (use of Dominate)

    I need a Will Save from JT please.

    Map is updated



    can everyone, when they post their actions, also post current HPs and any conditions or spells that are currently in effect please? This would be very helpful (and I meant to ask for it sooner). Thanks
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    Re: The Tomb, part 2

    Post  Chris on Sat Dec 20, 2014 12:09 am

    whit10 wrote:

    ...but there is a Vampiress that can now target JT too:

    She moves up and looks into JT's eyes and says "you will obey my commands"  (use of Dominate)

    I need a Will Save from JT please.


    ** does this provoke an attack of opportunity, if it is a Spell Like Ability (they usually do)** edit

    JT gets lost in her porcelain beauty for a moment.....

    Ok, Will save
    Roll(1d20)+5:
    15,+5
    Total:20

    +4 vs spell like ability (if this imitates the dominate spell) = 24


    JT status
    HP 72\72
    AC 21
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    Re: The Tomb, part 2

    Post  whit10 on Sat Dec 20, 2014 12:43 am

    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.

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    Re: The Tomb, part 2

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