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4 posters

    Port Nowhere like Home

    Chris
    Chris


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    Port Nowhere like Home Empty Port Nowhere like Home

    Post  Chris Sat Dec 19, 2015 10:01 pm

    study by my calculations (please correct me if I am wrong), we had 5 rounds of combat + 4 rounds of down time = 9 total rounds of time

    Shivak = 1 rd left of Battlemind and Enhance Ability
    SDX = 6 rds left of Improved Inviso
    Sharn - 4 rds of Aura of Madness (got turned off after combat), no DD left

    all = Aid 30 rds (3 min)

    any other buffs I am missing?

    ________________________________________________________

    roll initiative

    placement - SDX is at 12, Shivak at 3, I will put Tarro at 6 and Sharn at 9, unless you care, I am happy to switch
    whit10
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    Post  whit10 Sun Dec 20, 2015 1:31 am

    Initiative for Shivak:

    Roll(1d20)+7:
    16,+7
    Total:23

    He will be just re-buffing with Battle Mind and Enhance Ability
    Chris
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    Post  Chris Sun Dec 20, 2015 11:18 am

    Port Nowhere like Home 1_cc_f10

    zone into the lower left corner

    Jakarro and his remaining men have built a barricade in the center, but are surrounded by many worm-like Eldrazi W and 1 huge horror Eldrazi H.  

    The party also notices 3 of the cold shadow Eldrazi M that are putting the blast doors protecting the turbolift to the command center in a deep freeze.  They are trying to get access to the twin turbolift shafts to get to the Command and Control center where the Dockmaster sits.

    The map is all 1 level.  There are black walls on the original image mostly around row N, O.  They are full walls which block LoS, LoE and prohibit movement.

    There is more debris on the left side of the map - partial cover, difficult terrain.  more at S18-20

    The barricade is partial cover if they stand, full cover if they duck down and difficult terrain to climb over.  The entire white square is considered barricade, even though the image inside is smaller.

    any map questions?
    whit10
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    Post  whit10 Sun Dec 20, 2015 1:30 pm

    looks good
    Chris
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    Post  Chris Sun Dec 20, 2015 2:53 pm

    Initiative:  Rd 1

    Shivak 23
    Eldrazi H 19
    Eldrazi M 13
    Eldrazi W 5
    whit10
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    Post  whit10 Sun Dec 20, 2015 8:41 pm

    Reactivating Enhance Ability (standard) and Battle Mind

    Enhance Ability:

    Roll(1d20)+15:
    17,+15
    Total:32

    Battle Mind:

    Roll(1d20)+6:
    6,+6
    Total:12

    ick...

    Overall Bonus: +8 to Dex for one minute, +2 to Attack Bonus for one minute. Total HP cost of 9.  Shivak's current HP is 67/100 with 10 temp HP... unless that would have come out of the temp HP, in which case I will switch it when the GM clarifies.

    Done otherwise
    Chris
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    Post  Chris Sun Dec 20, 2015 9:59 pm

    whit10 wrote: Shivak's current HP is 67/100 with 10 temp HP... unless that would have come out of the temp HP, in which case I will switch it when the GM clarifies.

    Done otherwise

    Temporary Hit Points

    Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's temporary hit points is applied to his current hit points as normal. If the effect that grants the temporary hit points ends or is dispelled, any remaining temporary hit points go away. The damage they sustained is not transferred to the character's current hit points.

    When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.


    geeez... where's the fire?  you could wait for everyone to roll initiative Rolling Eyes
    whit10
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    Post  whit10 Mon Dec 21, 2015 10:31 am

    sorry
    Chris
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    Post  Chris Mon Dec 21, 2015 11:58 am

    Chris wrote:Initiative:  Rd 1

    Tarro 27
    Shivak 23
    Eldrazi H 19
    Eldrazi M 13
    Eldrazi W 5
    MAS
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    Post  MAS Mon Dec 21, 2015 6:41 pm

    Tonight is the festival of lights - a holiday dedicated to the pursuit of knowledge and cool looking lights, celebrated by only a handful of people wordwide. It is a night to consider that it is only a car if everyone agrees that it is a car, solemnly remember that Beavis and Butthead roam free on the Serengeti plains, and that sometimes I AM SUCH AN IDIOT!

    Happy Lumenarie Brothers!




    SDX init =

    Result of the throw of dice "1d20" :

    18
    Chris
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    Post  Chris Mon Dec 21, 2015 6:52 pm

    MAS wrote:Tonight is the festival of lights - a holiday dedicated to the pursuit of knowledge and cool looking lights, celebrated by only a handful of people wordwide. It is a night to consider that it is only a car if everyone agrees that it is a car, solemnly remember that Beavis and Butthead roam free on the Serengeti plains, and that sometimes I AM SUCH AN IDIOT!

    Happy Lumenarie Brothers!

    and for driving under the public safety building counting coup

    because you just never know what is going through the minds of the 4 guys in the car next to you

    Chris wrote:Initiative:  Rd 1

    Tarro 27
    Shivak 23
    Eldrazi H 19
    SDX 18
    Eldrazi M 13
    Sharn 11
    Eldrazi W 5

    see the map above

    Tarro is up

    Shivak - buffed himself in public Embarassed
    whit10
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    Post  whit10 Mon Dec 21, 2015 7:27 pm

    Shivak always buffs himself in public... he's kinky that way.

    And it's only the luminarie if 4 guys are sitting in a donut place with the walls vibrating.
    navyik
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    Post  navyik Tue Dec 22, 2015 12:47 am


    Tarro
    Ac 30 SR22
    Touch 20
    Hp 121(+10)/148
    PBAMF

    Aid +1 att/vs. Fear
    +3/+3 studied target

    "Protect those turbo lifts!" Tarro flies to N-9 near the ceiling studying one of the Eldrazi at the turbo lifts and makes a vital strike.

    20+19+1+3=43 to hit
    6+19+1+3=29 to crit

    Damage 9d8+4=41 (123 if crit).

    Chris
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    Post  Chris Tue Dec 22, 2015 11:38 am

    navyik wrote:
    Tarro
    Ac 30 SR22
    Touch 20
    Hp 121(+10)/148
    PBAMF

    Aid +1 att/vs. Fear
    +3/+3 studied target

    "Protect those turbo lifts!"  Tarro flies to N-9 near the ceiling studying one of the Eldrazi at the turbo lifts and makes a vital strike.

    20+19+1+3=43 to hit
    6+19+1+3=29 to crit

    Damage 9d8+4=41 (123 if crit).


    As Tarro enters the airspace around N-9 he realizes that he is flying into several clouds of noxious gas!

    Tarro needs to make 2 separate Fort. saves
    *this is both a poison and gas effect, if you have any immunities or resistances*

    study Is Tarro remaining in the air or is he landing before he shoots?
    *mostly looking at LOS issues
    navyik
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    Post  navyik Tue Dec 22, 2015 12:52 pm

    Necklace of adaptation. (Environmental armor). No gas effect.

    Staying high enough to target turbo lift area.
    Chris
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    Post  Chris Tue Dec 22, 2015 1:40 pm

    navyik wrote:Necklace of adaptation.  (Environmental armor).  No gas effect.

    Staying high enough to target turbo lift area.

    Ok, perfect.   Green clouds of noxious gas surround each of the smaller Eldrazi W

    Tarro blasts the nearest Eldrazi M.  It evaporates into a cloud of black smoke.

    Eldrazi H slithers 5ft forward and lashes out at Tarro with 2 of its long, slime-covered tentacles (extra reach)

    The first tentacle misses, but the second hits Tarro!  

    Tarro takes Result of the throw of dice "4d4 +8" :

    3 + 3 + 2 + 2 + 8 = 18 damage

    The slime-covered tentacle gets a free grab

    I think Tarro has a CMD = 30
    10 + BAB + Dex + Str

    grapple check CMB = +23
    Result of the throw of dice "1d20 +23" :

    17 + 23 = 40

    The slime covered tentacle gets ahold of Tarro and brings the tasty red morsel to its mouth....

    Tarro is grappled (inside the creatures mouth) and must make a Fort Save DC 24 because of the slimey saliva in the  Eldrazi H's foul maw.
    *not gas based, not poison*

    map is updated

    Port Nowhere like Home Cc_fig11

    SDX is up
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    Post  navyik Tue Dec 22, 2015 2:24 pm

    Fort 17+11=28
    Chris
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    Post  Chris Tue Dec 22, 2015 3:01 pm

    navyik wrote:Fort 17+11=28

    Tarro nearly puked inside his helmet, but he kept it down. There are no ill effects since you made the save cheers
    MAS
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    Post  MAS Tue Dec 22, 2015 11:14 pm

    Hey GM - Noticed on this map and looking back on others, you are making SDX pretty big.

    He is a small creature on a small carpet of flying. He only takes up a 5 ft square.




    SDX HP = 83/100
    Improved Invisibility, 6 rounds
    Mythic Power, 2 remaining




    SDX unleashes an advanced multiple attack nano-bot pattern along the axis of P-T/9.

    Standard action SLA, summon monster VI, 1d3 creatures of the same kind from the 5th-level list: Azata, Bralani  

    Superior summoning (When summoning more than one creature, summon an extra one)
    Result of the throw of dice "1d3 +1" :

    2 + 1 = 3

    BRALANI CR 6
    XP 2,400
    CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
    Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
    DEFENSE

    1 Point evolution (Evolved Summoned Monster feat) Acid resistance 5
    AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
    hp 86 (66+20 for medium Construct)
    Fort +9, Ref +9, Will +6
    DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17
    OFFENSE

    Speed 40 ft., fly 100 ft. (perfect)
    Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
    Ranged +1 composite longbow +12/+7 (1d8+8/×3)
    Special Attacks whirlwind blast
    Spell-Like Abilities (CL 6th)
    At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall
    2/day—lightning bolt (DC 15), cure serious wounds
    STATISTICS

    Str 24, Dex 18, Con 23, Int 13, Wis 14, Cha 15
    Base Atk +7; CMB +12; CMD 26
    Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
    Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14
    Languages Celestial, Draconic, Infernal; truespeech
    SQ wind form
    ECOLOGY

    Environment any (Elysium)
    Organization solitary, pair, or squad (3–6)
    Treasure double (+1 scimitar, +1 composite longbow [+5 Str])
    SPECIAL ABILITIES

    Whirlwind Blast (Su) When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based.
    Wind Form (Su) A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.

    Port Nowhere like Home Bralan10




    SLA summon is a standard action; the creatures arrive and can act/attack immediately.

    The Bralani nano-forms deploy and launch a volley of rapid electrical strikes against the large swarm at R/14.

    Here is hoping that Tarro is well insulated/grounded!

    Lightening bolt #1
    Result of the throw of dice "6d6" :

    4 + 1 + 1 + 4 + 5 + 2 = 17

    Lightening bolt #2
    Result of the throw of dice "6d6" :

    3 + 2 + 1 + 3 + 1 + 6 = 16

    Lightening bolt #3
    Result of the throw of dice "6d6" :

    1 + 3 + 4 + 1 + 6 + 6 = 21
    Chris
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    Post  Chris Wed Dec 23, 2015 12:30 pm

    MAS wrote:Hey GM - Noticed on this map and looking back on others, you are making SDX pretty big.

    He is a small creature on a small carpet of flying. He only takes up a 5 ft square.




    SDX unleashes an advanced multiple attack nano-bot pattern along the axis of P-T/9.

    Standard action SLA, summon monster VI, 1d3 creatures of the same kind from the 5th-level list: Azata, Bralani  





    SLA summon is a standard action; the creatures arrive and can act/attack immediately.

    The Bralani nano-forms deploy and launch a volley of rapid electrical strikes against the large swarm at R/14.


    Matt, I apologize about the size of SDX.  I could have sworn you said he was large at one point, but maybe I was confusing it with your eidolon or something - FIXED

    I love the variety of summons cheers

    I positioned the Bralani as you indicated and I am happy to resolve their lightning bolts as you said, however....  Lightning bolt actually creates a Line of Effect and will hit all targets within its range, in that same line

    Area 120-ft. line

    You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.


    I can just have the lightning bolts hit the Eldrazi H and Tarro if that is all that you want, but I think if you actually draw a line, each Bralani could possibly hit multiple enemies.  Use their starting position and then (within 120ft or 24 squares) tell me an end square.  By drawing a straight line, connecting origin and terminus, we can see what targets are affected.

    I drew 3 proposed LoE for the 3 lightning bolts, if this is ok with you, we can resolve.  Feel free to alter their position and the lines though, as these are your summons.  I just wanted to give an example of how each could actually hit 3 targets (4, counting Tarro  Twisted Evil  )

    map updated

    Port Nowhere like Home Cc_fig12

    study  ok to proceed or something you want to change?
    MAS
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    Post  MAS Wed Dec 23, 2015 4:57 pm

    No worries about SDX size - he was originally going to be bigger, confusion understandable.

    Proposed lines are fine, thanks for doing the math! I didn't want to take time last night to make calculations so just stated Id blast the big guy and try to get Tarro out of trouble ASAP.

    I see the current position puts one of the Bralani in a poison cloud. Constructs are immune to poison, FYI.

    Hang tough Tarro, I got healz for after we get you free!
    Chris
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    Post  Chris Wed Dec 23, 2015 5:35 pm

    I actually remembered that contstructs are immune to poison this time Laughing
    which is why I wasn't worried about placing them in the Stinking Clouds

    Tarro needs to make 3 Reflex saves DC 15 each for half damage or deal with the damages Matt listed above.

    I knew the big Eldrazi H was immune to electricity, but after review, it appears all Eldrazi are immune, unfortunately.

    The 2 remaining Eldrazi M continue to freeze the blast doors on the turbo lift shafts.  It looks like they will break through next round, if both survive.  They would have broken through this round, if not for Tarro's quick strike!

    Sharn runs around the work station and a sickly green ray springs from his finger tip.  It strikes the Eldrazi H.  There is a green cascading aura around the Eldrazi H who is now barred from any type of extra-dimensional movement.  (dimensional anchor)

    3 of the Eldrazi W move and attack the 3 Bralani with bites.  2 hit, 1 misses

    Bralani at P-9 takes 4 damage
    Bralani at R-9 takes 3 damage

    The other 3 Eldrazi W surround Jakarro and his men, many of whom are puking instead of fighting.  Jakarro takes a bite attack and fights back with his rifle.


    map updated

    Port Nowhere like Home Cc_fig13

    Chris wrote:Initiative:  Rd 1

    Tarro 27
    Shivak 23
    Eldrazi H 19
    SDX 18
    Eldrazi M 13
    Sharn 11
    Eldrazi W 5

    Top of round 2 - please adjust all periodic conditions

    Shivak is up

    .... we may be paused here for a bit, Josh is traveling today and told me he may be limited in his ability to update
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    Post  MAS Wed Dec 23, 2015 8:59 pm

    Honestly, lets pause till the weekend. I'll be off the grid till late friday too.

    Dammit! Now that you mention it, we may have known that from an earlier attack result. Bollocks!
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    Post  navyik Wed Dec 23, 2015 9:59 pm

    Tarro's ref saves (thanks alot Matt).

    16+14=30
    2+14=16
    18+14=32
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    Post  Chris Wed Dec 23, 2015 10:48 pm

    navyik wrote:Tarro's ref saves  (thanks alot Matt).

    16+14=30
    2+14=16
    18+14=32

    Tarro makes all 3 saves and takes half damage (or none if you have Evasion)

    8, 8, 10 all electric (if you have any resistances
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    Post  MAS Wed Dec 23, 2015 11:10 pm

    navyik wrote:Tarro's ref saves  (thanks alot Matt).

    16+14=30
    2+14=16
    18+14=32

    Trying to kill the beast and get you out!

    Like I said, I got Healz for you.
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    Post  whit10 Sun Dec 27, 2015 10:55 pm

    Shivak will stick with a tried and true method for the moment...

    Affect Mind on the Big Guy. "You will leave and never come back."

    Affect Mind - 4 HP cost

    Roll(1d20)+24:
    11,+24
    Total:35

    DC 25 Will Save for him

    Shivak is at 63/100 HP for now

    he will wait to see the effect of this before taking any further action.
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    Post  Chris Mon Dec 28, 2015 10:46 am

    whit10 wrote:Shivak will stick with a tried and true method for the moment...
    Affect Mind on the Big Guy.  "You will leave and never come back."
    he will wait to see the effect of this before taking any further action.

    Shivak's suggestion seems to have no effect. Any other actions?
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    Post  whit10 Mon Dec 28, 2015 12:10 pm

    yes.... how did we figure using Move object for throwing a lightsaber at someone and having it come back?
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    Post  Chris Mon Dec 28, 2015 6:54 pm

    whit10 wrote:yes.... how did we figure using Move object for throwing a lightsaber at someone and having it come back?

    There are two ways to do it, though I don't like the later, personally.

    1) Throwing a lightsaber is a ranged attack (standard) using a thrown weapon (+str dam) at -4 (since it isn't meant to be thrown) and use Move Object (move) to pull it back to your hand.

    2) Using Move Object to "hurl an object as an attack" uses your ranged attack (no penalty, no str bonus). This is a Full Round Action (so you can't call it back). This is more what Vader did to Luke, just to badger and annoy him. It causes minimal damage (1d4) but has a chance to daze the target for 1 rd.

    *The most effective use of Move Object in this manner is to lift something heavy and drop it on someone, which is also a Full Round Action

    FYI - Affect Mind is a Full Round Action
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    Post  Chris Mon Dec 28, 2015 6:56 pm

    Chris wrote:
    Chris wrote:Initiative: Rd 2

    Tarro 27
    Shivak 23
    Eldrazi H 19
    SDX 18
    Eldrazi M 13
    Sharn 11
    Eldrazi W 5

    Top of round 2 - please adjust all periodic conditions

    Shivak is up

    .... we may be paused here for a bit, Josh is traveling today and told me he may be limited in his ability to update

    Embarassed my bad.... Tarro has been up all along, sorry dude!

    Tarro can go while Shivak figures out if he is doing anything else, then Eldrazi H is up
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    Post  whit10 Mon Dec 28, 2015 7:29 pm

    ah, then for now (I forgot about the full round action) I'm going to have to be done for the moment... I can't see the map for some reason.
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    Post  Chris Mon Dec 28, 2015 7:46 pm

    whit10 wrote:ah, then for now (I forgot about the full round action) I'm going to have to be done for the moment... I can't see the map for some reason.

    that happens to me sometimes too, I can't see any images. I will email you the current map cheers
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    Post  navyik Tue Dec 29, 2015 12:13 am

    Tarro
    Ac 30 SR22
    Touch 20
    Hp 113/148
    PBAMF

    Aid +1 att/vs. Fear
    +3/+3 studied target

    SDX's guys have to beat Tarro's SR.

    Tarro studies the massive horror and fires a vital strike into its maw.
    Roll of 1.  Force point to re-roll.
    9+19+3+1+1=33
    37+4=41 dmg

    "Protect the elevators; I'll handle this." Cool

    Relentless, Tarro spends mythic power to fire a distant barrage down its throat.
    17+19+3+1+1=41
    17+4=21 dmg.
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    Post  Chris Tue Dec 29, 2015 12:06 pm

    navyik wrote:Tarro
    Ac 30 SR22
    Touch 20
    Hp 113/148
    PBAMF

    SDX's guys have to beat Tarro's SR.


    I'll just roll these for the summons to speed up the process

    Result of the throw of dice "1d20 +6" :

    1 + 6 = 7

    Result of the throw of dice "1d20 +6" :

    9 + 6 = 15

    Result of the throw of dice "1d20 +6" :

    3 + 6 = 9


    I don't think any of those actually break the SR
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    Post  navyik Tue Dec 29, 2015 12:09 pm

    Nope. SR=22
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    Post  Chris Tue Dec 29, 2015 12:10 pm

    navyik wrote:
    Tarro studies the massive horror and fires a vital strike into its maw.
    Roll of 1.  Force point to re-roll.
    9+19+3+1+1=33
    37+4=41 dmg

    Relentless, Tarro spends mythic power to fire a distant barrage down its throat.
    17+19+3+1+1=41
    17+4=21 dmg.

    Ok, so let's take a look at this for a minute....

    Chris wrote:
    The slime-covered tentacle gets a free grab

    The slime covered tentacle gets ahold of Tarro and brings the tasty red morsel to its mouth....

    Tarro is grappled (inside the creatures mouth) and must make a Fort Save DC 24 because of the slimey saliva in the  Eldrazi H's foul maw.
    *not gas based, not poison*


    Tarro is grappled and trying to use his rifle, which is a 2-handed weapon

    per PF

    Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform.


    is Tarro attempting to fire his rifle with only 1 hand?

    (I think you can still get this done, I just want to actually figure out how big the penalties are)
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    Post  navyik Tue Dec 29, 2015 12:30 pm

    It is a MEDIUM sized weapon just like a longsword or a mace. It can be used in 1 hand, as blaster rifles often are in the movies. Twisted Evil
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    Post  Chris Tue Dec 29, 2015 12:43 pm

    navyik wrote:It is a MEDIUM sized weapon just like a longsword or a mace.  It can be used in 1 hand, as blaster rifles often are in the movies.  Twisted Evil

    I agree that a rifle is a medium weapon, but that doesn't mean it is intended for 1 handed use.  I agree it is done in movies, but we don't see the penalty  Cool

    Size isn't the deciding factor, rifle is listed as a two-handed firearm in PF

    http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/firearms.html#table-advanced-firearms

    and here is a clip from SW that is on point

    Port Nowhere like Home Rifle10


    is Tarro firing the rifle with 1 hand or doing something else?

    it looks like the penalties will be -2 (-4 dex) -2 to all attacks and -5 for firing 1 handed
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    Post  navyik Tue Dec 29, 2015 6:37 pm

    Hmmm... Hadn't seen that. Been playing that wrong for years.

    Assuming drawing a weapon would depend on a grapple check, which is a losing bet, Tarro will take the penalty. Tarro has Pinpoint Targeting, however, so the beast loses its armor, natural armor and shield bonus to AC.

    Question: if a creature has you in its moith, should it lose dex to AC?
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    Post  Chris Tue Dec 29, 2015 7:12 pm

    navyik wrote:Hmmm...  Hadn't seen that.  Been playing that wrong for years.

    Assuming drawing a weapon would depend on a grapple check, which is a losing bet, Tarro will take the penalty.  Tarro has Pinpoint Targeting, however, so the beast loses its armor, natural armor and shield bonus to AC.

    Question:  if a creature has you in its moith, should it lose dex to AC?

    just like Thermal Detonators Cool   (though I would think a carbine should be less of a penalty, only -3 or -2)

    Thanks for the reminder about the feat and its adjustments

    I agree it loses its Dex bonus, since it can't really dodge while Tarro is inside its mouth.... both shots score!

    study remind me - does the mythic barrage shot bypass DR?

    Eldrazi H  howls in pain as the soft tissue of its throat is scorched by the super-heated gas of blaster bolts.  Eldrazi H decides to crunch the red-hot in its mouth and it bites down with 6 rows of shark-like teeth on Tarro

    If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

    Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.


    +5 to grapple check, since Tarro was previously grappled vs CMD 30  (standard action)

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

    12 + 28 = 40

    Instead of chewing (this turn) Eldrazi H pins Tarro using its teeth like an Iron Maiden!


    Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

    map is still current

    Port Nowhere like Home Cc_fig14

    Chris wrote:Initiative:  Rd 1

    Tarro 27
    Shivak 23
    Eldrazi H 19
    SDX 18
    Eldrazi M 13
    Sharn 11
    Eldrazi W 5

    SDX is up
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    Post  whit10 Tue Dec 29, 2015 7:19 pm

    Iron Maiden? "Excellent!!"

    Port Nowhere like Home 14668610
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    Post  navyik Tue Dec 29, 2015 7:32 pm

    Yes, DB bypasses DR. If it loses dex, Tarro gets sneak attack:
    +11 dmg
    +9 dmg
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    Post  Chris Tue Dec 29, 2015 7:36 pm

    navyik wrote:Yes, DB bypasses DR.  If it loses dex, Tarro gets sneak attack:
    +11 dmg
    +9 dmg

    drunken pencil whooped.... well played
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    Post  MAS Tue Dec 29, 2015 8:05 pm

    Is any part of Tarro visible and accessible to touch?
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    Post  Chris Tue Dec 29, 2015 9:44 pm

    MAS wrote:Is any part of Tarro visible and accessible to touch?

    Port Nowhere like Home Rancor10

    sure, that might be a hand or foot sticking out.....
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    Post  MAS Tue Dec 29, 2015 10:37 pm

    ROFL!!! That'll work.

    HEADS UP. The "Occult adventures" splat book content has been added to the Pathfinder SRD! New classes, feats, and magic!




    SDX HP = 83/100
    Improved Invisibility, 6 rounds
    Mythic Power, 2 remaining

    BRALANI CR 6
    XP 2,400
    CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
    Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
    DEFENSE

    1 Point evolution (Evolved Summoned Monster feat) Acid resistance 5
    AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
    hp 86 (66+20 for medium Construct)
    Fort +9, Ref +9, Will +6
    DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17
    OFFENSE

    Speed 40 ft., fly 100 ft. (perfect)
    Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
    Ranged +1 composite longbow +12/+7 (1d8+8/×3)
    Special Attacks whirlwind blast
    Spell-Like Abilities (CL 6th)
    At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall
    2/day—lightning bolt (DC 15), cure serious wounds
    STATISTICS

    Str 24, Dex 18, Con 23, Int 13, Wis 14, Cha 15
    Base Atk +7; CMB +12; CMD 26
    Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
    Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14
    Languages Celestial, Draconic, Infernal; truespeech
    SQ wind form

    SPECIAL ABILITIES

    Whirlwind Blast (Su) When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based.
    Wind Form (Su) A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.




    Each Bralani will engage the Elrazi it is facing, top to bottom, with sharp sword-like slashes! (Scimitar+1)


    B1
    Attack#1
    Result of the throw of dice "1d20 +13" :

    14 + 13 = 27

    Dmg if hits
    Result of the throw of dice "1d6 +8" :

    1 + 8 = 9

    Attack#2
    Result of the throw of dice "1d20 +8" :

    18 + 8 = 26

    Dmg if hits
    Result of the throw of dice "1d6 +8" :

    6 + 8 = 14

    B2
    Attack#1
    Result of the throw of dice "1d20 +13" :

    7 + 13 = 20

    Dmg if hits
    Result of the throw of dice "1d6 +8" :

    6 + 8 = 14

    Attack#2
    Result of the throw of dice "1d20 +8" :

    13 + 8 = 21

    Dmg if hits
    Result of the throw of dice "1d6 +8" :

    4 + 8 = 12

    B3
    Attack#1
    Result of the throw of dice "1d20 +13" :

    19 + 13 = 32

    Dmg if hits
    Result of the throw of dice "1d6 +8" :

    1 + 8 = 9

    Attack#2
    Result of the throw of dice "1d20 +8" :

    9 + 8 = 17

    Dmg if hits
    Result of the throw of dice "1d6 +8" :

    5 + 8 = 13




    SDX casts "Summon Eidolon" - it will mainifest at K/9 at the beginning of the next round.
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    Post  Chris Wed Dec 30, 2015 1:38 am

    The Bralani find their scimitars more effective against the weaker Eldrazi W than their lightning.  All 3 worms are cut down!

    The Eldrazi M finish freezing the turbolift shafts and the durasteel cracks and splits open - clearing a path to the command center.  All seems lost when the mighty Sharnralkin dashes forward, calling upon the ancient wookie mountain spirits.  A wall of stone rises up to block the Eldrazi M's path.

    "Mwarahar grharww dur zirrh"  (this won't hold them for long)

    The 3 remaining Eldrazi W continue to press their attack on Jakarro and his men.  Jakarro takes a wicked looking bite in neck and is bleeding badly.  His last 2 men fall to other Eldrazi W.

    map is updated

    Port Nowhere like Home 1_cc_f11

    Chris wrote:Initiative:  Rd 3

    Tarro 27 pinned
    Shivak 23
    Eldrazi H 19  grappled, no dex
    SDX 18
    Eldrazi M 13
    Sharn 11
    Eldrazi W 5

    Top of round 3 - please adjust all periodic conditions

    Tarro is up
    Shivak on deck
    navyik
    navyik


    Posts : 5033
    Join date : 2012-03-22

    Character Information
    Hit points:
    Port Nowhere like Home Left_bar_bleue68/68Port Nowhere like Home Empty_bar_bleue  (68/68)
    Action Points:
    Port Nowhere like Home Left_bar_bleue0/0Port Nowhere like Home Empty_bar_bleue  (0/0)
    Character Sheet:

    Port Nowhere like Home Empty Re: Port Nowhere like Home

    Post  navyik Wed Dec 30, 2015 2:24 pm

    Tarro will ready action to jump away if the beast loosens its grip to chew...

    "Protect the turbolifts. I have him right where I want him!"
    Chris
    Chris


    Posts : 9503
    Join date : 2011-10-26

    Character Information
    Hit points:
    Port Nowhere like Home Left_bar_bleue35/35Port Nowhere like Home Empty_bar_bleue  (35/35)
    Action Points:
    Port Nowhere like Home Left_bar_bleue0/0Port Nowhere like Home Empty_bar_bleue  (0/0)
    Character Sheet:

    Port Nowhere like Home Empty Re: Port Nowhere like Home

    Post  Chris Wed Dec 30, 2015 5:16 pm

    navyik wrote:Tarro will ready action to jump away if the beast loosens its grip to chew...

    "Protect the turbolifts.  I have him right where I want him!"

    I think the closest "trigger" to your intent is that Tarro readies an action to move if the creature fails its grapple check, thus releasing Tarro.

    Remember, the creature must roll each round to maintain the grapple at +5 AND it can chew (damage) or pin or etc

    Fair warning - if the creatures fails its grapple and Tarro moves (triggered condition) within its melee threat zone, it would get an AoO on Tarro (for moving) which if it hits would trigger the "improved grab" and give it a chance to re-grapple Tarro


    Shivak is up

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