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5 posters
the twilight is upon me
Chris- Posts : 9473
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- Post n°51
Re: the twilight is upon me
MAS- Admin
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- Post n°52
Re: the twilight is upon me
navyik wrote:What if Matt takes the wasps, one of us takes the facehuggers and the other two split the bigguns?
Brick will plant himself square between the portal and the temple and cast enlarge person. If he has two bigguns, they should be on either side of him at overlapping reach, maybe 15' apart?
Thats a good split that gives us each something to run.
Chop my "Bigguns" to Alan.
Josh - You know I am Montgomery on my Mother's side
Chris- Posts : 9473
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- Post n°53
Re: the twilight is upon me
Robyo- Posts : 3587
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- Post n°54
Re: the twilight is upon me
Sorry, been super busy this week and unable to check internet much.
I think Zang will need extra support to hold the temple. He'll try summoning some more creatures.
I think Zang will need extra support to hold the temple. He'll try summoning some more creatures.
whit10- Posts : 6598
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- Post n°55
Re: the twilight is upon me
cool with me
Chris- Posts : 9473
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- Post n°56
Re: the twilight is upon me
Robyo wrote:Sorry, been super busy this week and unable to check internet much.
I think Zang will need extra support to hold the temple. He'll try summoning some more creatures.
I figured you might. You also have Brick in front of you. Matt looks a little lonely in the far corner, but it seems everyone is fine with it.
Don't forget, you get 1 rd to BUFF UP (I think only Rob hasn't buffed yet)
Your Xeno troops move with you, just to keep it simple
INITIATIVE TIME!!
XXXX Warriors 15
Rasso 14
XXXX Cmdr 10
XXXX Pilots + XXXXX 1
whit10- Posts : 6598
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- Post n°57
Re: the twilight is upon me
Korvaq's Initiative:
Roll(1d20)+3:
18,+3
Total:21
Roll(1d20)+3:
18,+3
Total:21
navyik- Posts : 5020
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- Post n°58
Re: the twilight is upon me
Brick Rockman
HP. 110/110
AC 21 (23 vs. Xenomorph)
SR 21
Resist Acid 10
CMD 30 (41 grapple)
+1 when huge
Space 15 / reach 15
Unarmed strike is +1, flaming 1min
Enlarge person. 5min
Initiative 3+2=5
HP. 110/110
AC 21 (23 vs. Xenomorph)
SR 21
Resist Acid 10
CMD 30 (41 grapple)
+1 when huge
Space 15 / reach 15
Unarmed strike is +1, flaming 1min
Enlarge person. 5min
Initiative 3+2=5
Chris- Posts : 9473
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- Post n°59
Re: the twilight is upon me
Chris wrote:
INITIATIVE TIME!!
Korvaq 21
XXXX Warriors 15
Rasso 14
XXXX Cmdr 10
Brick 5
XXXX Pilots + XXXXX 1
MAS- Admin
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- Post n°60
Re: the twilight is upon me
Argul initiative
Result of the throw of dice "1d20" :
18
Really too bad that no one chose to fight in the South with me, I can only imagine the extra hurt that we could be laying down with another PC getting an extra attack and move in...
I will harass and restrict their approach against the ruins.
GM -
Did I end up with any face huggers?
Result of the throw of dice "1d20" :
18
Really too bad that no one chose to fight in the South with me, I can only imagine the extra hurt that we could be laying down with another PC getting an extra attack and move in...
I will harass and restrict their approach against the ruins.
GM -
Did I end up with any face huggers?
Chris- Posts : 9473
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- Post n°61
Re: the twilight is upon me
MAS wrote:
GM -
Did I end up with any face huggers?
There are 2 in the tower that I put under Josh's control just to match up with the suggestion of dividing control by type. If you want those 2 facehuggers in the tower, just figure out with Josh who is running them. You have all 4 wings of wasps in the corner. NPC units are color-coded to match the PC.
Korvaq, starting in stealth and looking to backstab Rasso would be a logical choice for a comrade in the South...
Chris wrote:
INITIATIVE TIME!!
Korvaq 21
Argul 18
XXXX Warriors 15
Rasso 14
XXXX Cmdr 10
Brick 5
XXXX Pilots + XXXXX 1
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- Post n°62
Re: the twilight is upon me
Roger, that clarifies, face huggers in tower are under Josh's command.
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- Post n°63
Re: the twilight is upon me
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- Post n°64
Re: the twilight is upon me
Cool, thats what my 2 love potions are for!
whit10- Posts : 6598
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- Post n°65
Re: the twilight is upon me
Well, as luck would have it, Korvaq has his anti-Vampiric- Half dragon- terrasque- cyborg- reverse vampire- werewolf- munchkin - Lich- armor on today. So no problem!
Chris- Posts : 9473
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- Post n°66
Re: the twilight is upon me
we are waiting on Rob's initiative roll, but it looks like Korvaq and Argul go before any enemy units, just maybe not before Rob.
You guys can go, as I doubt it would interfere with Rob
You guys can go, as I doubt it would interfere with Rob
Chris wrote:
ROUND 1 - FIGHT!
Zang\Skree ??
Korvaq 21
Argul 18
XXXX Warriors 15
Rasso 14
XXXX Cmdr 10
Brick 5
XXXX Pilots + XXXXX 1
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Re: the twilight is upon me
HP - 60
AC - 17 (13 +4 "mage armor" 10 hours)
SR - 20
INIT - 18
Phrenic Pool - 8
CMD - 15
DR - 10/Admamantine
Spell Slots Used:
Potions used:
Racial SLA used:
Action points used:
Mythic Power used: 1/5
Used Items: Scroll of Stoneskin,
Invisible
Argul armors himself with his Scroll of Stoneskin (standard action).
He then recalls a secret from the esoteric mysteries vault in the Libraries of Ling. Focusing his will on constructing a detailed imaginary creature, he creates substance from mental shadow to anchor it in reality. A huge lizard with a deadly crushing tail joins the fray at location 66 - M!
Swift action, Wild Arcana (Su): SUMMON MONSTER V, Ankylosaurus (dinosaur)
The Wasps remain staged behind the tower, hovering at 30 ft. They hold their actions, "take full movement" on condition, "enemy forces complete movement for this round"
ANKYLOSAURUS CR 6
XP 2,400
N Huge animal
Init +0; Senses low-light vision, scent; Perception +14
DEFENSE
AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
hp 75 (10d8+30)
Fort +12, Ref +7, Will +4
OFFENSE
Speed 30 ft.
Melee tail +14 (3d6+12 plus stun)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Base Atk +7; CMB +17; CMD 27 (31 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +14
ECOLOGY
Environment warm forests and plains
Organization solitary, pair, or herd (3–12)
Treasure none
SPECIAL ABILITIES
Stun (Ex) The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.
The ankylosaurus is a powerful, squat dinosaur more than capable of defending itself against enemies. Its back is heavily armored with thick bony plates and spikes. A solid blow from an ankylosaurus's tail can leave most creatures stunned long enough for the armored dinosaur to make good an escape, although once confronted, most ankylosauruses are too ill-tempered and stubborn to flee. Instead, they stand their ground and use their tails to great effect in battle. An ankylosaurus is 30 feet long and weighs 6,000 pounds.
AC - 17 (13 +4 "mage armor" 10 hours)
SR - 20
INIT - 18
Phrenic Pool - 8
CMD - 15
DR - 10/Admamantine
Spell Slots Used:
Potions used:
Racial SLA used:
Action points used:
Mythic Power used: 1/5
Used Items: Scroll of Stoneskin,
Invisible
Argul armors himself with his Scroll of Stoneskin (standard action).
He then recalls a secret from the esoteric mysteries vault in the Libraries of Ling. Focusing his will on constructing a detailed imaginary creature, he creates substance from mental shadow to anchor it in reality. A huge lizard with a deadly crushing tail joins the fray at location 66 - M!
Swift action, Wild Arcana (Su): SUMMON MONSTER V, Ankylosaurus (dinosaur)
The Wasps remain staged behind the tower, hovering at 30 ft. They hold their actions, "take full movement" on condition, "enemy forces complete movement for this round"
ANKYLOSAURUS CR 6
XP 2,400
N Huge animal
Init +0; Senses low-light vision, scent; Perception +14
DEFENSE
AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
hp 75 (10d8+30)
Fort +12, Ref +7, Will +4
OFFENSE
Speed 30 ft.
Melee tail +14 (3d6+12 plus stun)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Base Atk +7; CMB +17; CMD 27 (31 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +14
ECOLOGY
Environment warm forests and plains
Organization solitary, pair, or herd (3–12)
Treasure none
SPECIAL ABILITIES
Stun (Ex) The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.
The ankylosaurus is a powerful, squat dinosaur more than capable of defending itself against enemies. Its back is heavily armored with thick bony plates and spikes. A solid blow from an ankylosaurus's tail can leave most creatures stunned long enough for the armored dinosaur to make good an escape, although once confronted, most ankylosauruses are too ill-tempered and stubborn to flee. Instead, they stand their ground and use their tails to great effect in battle. An ankylosaurus is 30 feet long and weighs 6,000 pounds.
whit10- Posts : 6598
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- Post n°68
Re: the twilight is upon me
free action, Korvaq makes the Hypo-spray appear = injects Bull Strength.
Lasts 3 minutes, +4 to his Strength. Now a 20 for this fight
Move in Stealth (normal movement w/ Fast Stealth) to C 24
Stealth -
Roll(1d20)+17:
18,+17
Total:35
Free action - hypo spray back in glove of storing.
Done for now
CMD: 24, 26 temp
HP: 114
AC: 24
+2 to melee attacks for 3 minutes
Lasts 3 minutes, +4 to his Strength. Now a 20 for this fight
Move in Stealth (normal movement w/ Fast Stealth) to C 24
Stealth -
Roll(1d20)+17:
18,+17
Total:35
Free action - hypo spray back in glove of storing.
Done for now
CMD: 24, 26 temp
HP: 114
AC: 24
+2 to melee attacks for 3 minutes
Last edited by whit10 on Fri May 26, 2017 11:44 pm; edited 1 time in total
Robyo- Posts : 3587
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- Post n°69
Re: the twilight is upon me
Zang/Skree Initiative: 10 + 4 = 14
Bonus Round Actions: Use magic ring to cast Major Image of the xeno queen at P-17 (standard), use Totemic Transformation to gain scales AC +2 (swift), and hide behind the wall (move).
Stealth check: 17 + 12 = 29
Major Image
School illusion (figment); Level bard 3, sorcerer/wizard 3
Duration Concentration + 3 rounds
This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.
The image disappears when struck by an opponent unless you cause the illusion to react appropriately.
Silent Image
School illusion (figment); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (a bit of fleece)
Range long (400 ft. + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration concentration
Saving Throw Will disbelief (if interacted with); Spell Resistance no
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Zangulor
AC: 23, SR: 21, CMD: 20
HP: 93/93
Pass Perc: 23
Move: 30', Fly 30'
Initiative:+4 (DEX 14)
Buffs: Scales (+2 AC)
Hero points remaining: 9
Skree
AC: 24, CMD: 25
HP: 126/126
PPerc: 16
Move: 60'
Init: w/Zang (DEX 20)
Bonus Round Actions: Use magic ring to cast Major Image of the xeno queen at P-17 (standard), use Totemic Transformation to gain scales AC +2 (swift), and hide behind the wall (move).
Stealth check: 17 + 12 = 29
Major Image
School illusion (figment); Level bard 3, sorcerer/wizard 3
Duration Concentration + 3 rounds
This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.
The image disappears when struck by an opponent unless you cause the illusion to react appropriately.
Silent Image
School illusion (figment); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (a bit of fleece)
Range long (400 ft. + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration concentration
Saving Throw Will disbelief (if interacted with); Spell Resistance no
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Zangulor
AC: 23, SR: 21, CMD: 20
HP: 93/93
Pass Perc: 23
Move: 30', Fly 30'
Initiative:+4 (DEX 14)
Buffs: Scales (+2 AC)
Hero points remaining: 9
Skree
AC: 24, CMD: 25
HP: 126/126
PPerc: 16
Move: 60'
Init: w/Zang (DEX 20)
Chris- Posts : 9473
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- Post n°70
Re: the twilight is upon me
whit10 wrote:
CMD: 24, 26 temp
HP: 114
AC: 24
Stealth - Total:35+2 to melee attacks for 3 minutesBull's Strength - 30 rds
Heroism - 9
Thanks for a good effort on the stat block! Can you track the actual spell, not the bonus as above? That way I know what I need for dispels or anti-magic effects.
Korvaq creeps forward undetected.... as far as he knows.
Last edited by Chris on Sat May 27, 2017 4:15 pm; edited 1 time in total
whit10- Posts : 6598
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- Post n°71
Re: the twilight is upon me
Bull Strength is 1 minute/level. You have to be 3rd level to cast it (or make a potion) in the first place, hence the 3 Minutes, or, if you will, 30 rounds.
Will do on the rest, I just did Bull Strength that way to give the net result.
I would assume that the DC is no more than 12 -14 since it's dependent on caster level (the person who made it)so... for all intents and purposes - 13.
Heroism - DC 14 29 minutes, 9 rounds (10 min./level)
Will do on the rest, I just did Bull Strength that way to give the net result.
I would assume that the DC is no more than 12 -14 since it's dependent on caster level (the person who made it)so... for all intents and purposes - 13.
Heroism - DC 14 29 minutes, 9 rounds (10 min./level)
Chris- Posts : 9473
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- Post n°72
Re: the twilight is upon me
MAS wrote:HP - 60
AC - 17 (13 +4 "mage armor" 10 hours)
SR - 20
INIT - 18
Phrenic Pool - 8
CMD - 15
DR - 10/Admamantine
Spell Slots Used:
Potions used:
Racial SLA used:
Action points used:
Mythic Power used: 1/5
Used Items: Scroll of Stoneskin,
Invisible
ANKYLOSAURUS
AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
hp 75 (10d8+30)
Awesome stat block!
Sorry, I got involved in tearing out the carpet in our bedroom last night and finishing the new carpet today.
Matt - a couple small issues, just for book keeping sake:
any summon is a "full round action" which means you cast it this round, but it doesn't appear until next round. I know your SLA is a swift action and like the Champion or Archemage other abilities, it is meant to be "in addition" to other spells cast in a round, but it doesn't actually change the casting time of the spell or the time to swing a sword. So... You could have used your 1 setup round to cast Summon Monster V and cast Improved Inviso as a swift action this round. Your monster would appear on THIS turn and could act NOW. The only change would be the duration of the two spells. Is that ok?
Wasps - you are "delaying" not readying, as the condition and action are not specific. "wait for them to finish and then I will do something" is a DELAY which would move their initiative until a later time. I don't really want to deal with this given the already-complicated combat, so I am just going to allow anyone to use DELAY - as long as it is later in this round, without changing when the minions go next turn. If you don't act later in this round, you lose their action. ok?
Ankylosaurus is placed - he has an action, which I will assume is DELAY unless you state otherwise
Chris- Posts : 9473
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- Post n°73
Re: the twilight is upon me
Robyo wrote:
Zangulor
AC: 23, SR: 21, CMD: 20
HP: 93/93
Pass Perc: 23
Move: 30', Fly 30'
Initiative:+4 (DEX 14)
Buffs: Scales (+2 AC)
Hero points remaining: 9
Skree
AC: 24, CMD: 25
HP: 126/126
PPerc: 16
Move: 60'
Init: w/Zang (DEX 20)
Great stat blocks! Nice idea with the illusionary distraction - your illusion has a yellow border, like you and your minions
Chris- Posts : 9473
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- Post n°74
Re: the twilight is upon me
At 15, the black hole shimmers like a heat mirage. The party can hear heavy, clanking footsteps. You wonder absently how the sound is escaping a black hole.... but that thought is forgotten by the appearance of Rasso's foot soldiers!
Undead Machines march out of the sphere in all directions forming a perimeter around it. They march methodically in military fashion. Their glowing green eyes mark immediate targets. In unison, they assume firing positions but then halt as if answering a silent command.
map is updated
Undead Machines march out of the sphere in all directions forming a perimeter around it. They march methodically in military fashion. Their glowing green eyes mark immediate targets. In unison, they assume firing positions but then halt as if answering a silent command.
map is updated
Chris wrote:
ROUND 1 - FIGHT!
Zang\Skree ??
Korvaq 21
Argul 18
NECRON Warriors 15
Zang\Skree 14
Rasso 14
XXXX Cmdr 10
Brick 5
XXXX Pilots + XXXXX 1
Chris- Posts : 9473
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- Post n°75
Re: the twilight is upon me
the Necrons were created using the Race builder and have the following racial packages:
Half-Construct (7 RP)
A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical. A half-construct race has the following features.
Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
Half-Undead (5 RP)
Half-undead races are strange or unholy fusions of the living and the undead. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. A half-undead race has the following features.
Half-undead have the darkvision 60 feet racial trait.
Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.
Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.
Before Zang can go at 14.....
A portal opens on the side of the battlefield. A dozen small mechanical robot birds fly out. They buzz to the far corners of the combat zone. The party can hear them chirp as a chorus, "Crickey Boss! We almost missed the fight."
A wookie with a microphone steps out of the portal before it closes. He appears to be protected by some kind of force field. "Rawwrawrwrw Gurffflllppa uuhhrhrhruuraar" ("Welcome gentle beings from every world of the Multiverse! Sharnralkin is here at the end of space and time to bring you live coverage of what may indeed be the LAST BATTLE!")
This fight is being broadcast (somehow?) to every high tech planet. Argul senses that there is also a psychic projection (through Sharn's Force abilities?) going out as well, so any low-tech shamans will receive it as a vision to relay to their people.
Brick now has the largest audience in the history of existence!
Sharn: Rasso's first wave has just emerged and the heroes look to have them surrounded! A good start, if I do say so myself. Let's see... it looks like Zang is up next!
Half-Construct (7 RP)
A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical. A half-construct race has the following features.
Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
Half-Undead (5 RP)
Half-undead races are strange or unholy fusions of the living and the undead. Players interested in playing a half-undead race might also consider the dhampir, the progeny of a vampire and a human. A half-undead race has the following features.
Half-undead have the darkvision 60 feet racial trait.
Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.
Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.
Before Zang can go at 14.....
A portal opens on the side of the battlefield. A dozen small mechanical robot birds fly out. They buzz to the far corners of the combat zone. The party can hear them chirp as a chorus, "Crickey Boss! We almost missed the fight."
A wookie with a microphone steps out of the portal before it closes. He appears to be protected by some kind of force field. "Rawwrawrwrw Gurffflllppa uuhhrhrhruuraar" ("Welcome gentle beings from every world of the Multiverse! Sharnralkin is here at the end of space and time to bring you live coverage of what may indeed be the LAST BATTLE!")
This fight is being broadcast (somehow?) to every high tech planet. Argul senses that there is also a psychic projection (through Sharn's Force abilities?) going out as well, so any low-tech shamans will receive it as a vision to relay to their people.
Brick now has the largest audience in the history of existence!
Sharn: Rasso's first wave has just emerged and the heroes look to have them surrounded! A good start, if I do say so myself. Let's see... it looks like Zang is up next!
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- Post n°76
Re: the twilight is upon me
Chris wrote:
Matt - a couple small issues, just for book keeping sake:
All suggested adjustments are good, Big Lizard delays with wasps.
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- Post n°77
Re: the twilight is upon me
Cool enemies!
I stated earlier Zang is hiding behind the wall.
The illusion of the queen lifts a handkerchief in her dainty hand, as if overwhelmed. (In southern drawl) "Oh my! I do declare, the tiny unit fascist brigade has arrived!"
Zang casts Summon Nature's Ally V: Wooly Rhinoceros!
XP 2,400
N Large animal
Init +0; Senses scent; Perception +15
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 76 (8d8+40)
Fort +13, Ref +6, Will +3
OFFENSE
Speed 30 ft.
Melee gore +14 (2d8+13)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 4d8+18), trample (2d6+13, DC 23)
STATISTICS
Str 28, Dex 10, Con 21, Int 2, Wis 13, Cha 3
Base Atk +6; CMB +16; CMD 26 (30 vs. trip)
Feats Diehard, Endurance, Great Fortitude, Skill Focus (Perception)
Skills Perception +15
Components V, S, DF
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).
The spell conjures one of the creatures from the 1st Level list on Table: Nature’s Ally. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell’s type match your alignment.
This spell functions like summon nature’s ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
The beast appears at D-27.
Skree and xenos hold their attacks. Trigger: any foe advancing into their threat zone.
Zangulor
AC: 23, SR: 21, CMD: 20
HP: 93/93
Pass Perc: 23
Move: 30', Fly 30'
Initiative:+4 (DEX 14)
Buffs: Scales (+2 AC)
Hero points remaining: 9
Skree
AC: 24, CMD: 25
HP: 126/126
PPerc: 16
Move: 60'
Init: w/Zang (DEX 20)
I stated earlier Zang is hiding behind the wall.
The illusion of the queen lifts a handkerchief in her dainty hand, as if overwhelmed. (In southern drawl) "Oh my! I do declare, the tiny unit fascist brigade has arrived!"
Zang casts Summon Nature's Ally V: Wooly Rhinoceros!
XP 2,400
N Large animal
Init +0; Senses scent; Perception +15
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 76 (8d8+40)
Fort +13, Ref +6, Will +3
OFFENSE
Speed 30 ft.
Melee gore +14 (2d8+13)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 4d8+18), trample (2d6+13, DC 23)
STATISTICS
Str 28, Dex 10, Con 21, Int 2, Wis 13, Cha 3
Base Atk +6; CMB +16; CMD 26 (30 vs. trip)
Feats Diehard, Endurance, Great Fortitude, Skill Focus (Perception)
Skills Perception +15
Summon Nature’s Ally I
School conjuration (summoning); Level druid 1, ranger 1, shaman 1CASTING
Casting Time 1 roundComponents V, S, DF
EFFECT
Range close (25 ft. + 5 ft./2 levels)Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).
The spell conjures one of the creatures from the 1st Level list on Table: Nature’s Ally. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell’s type match your alignment.
Summon Nature’s Ally V
School conjuration (summoning); Level druid 5, shaman 5This spell functions like summon nature’s ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
The beast appears at D-27.
Skree and xenos hold their attacks. Trigger: any foe advancing into their threat zone.
Zangulor
AC: 23, SR: 21, CMD: 20
HP: 93/93
Pass Perc: 23
Move: 30', Fly 30'
Initiative:+4 (DEX 14)
Buffs: Scales (+2 AC)
Hero points remaining: 9
Skree
AC: 24, CMD: 25
HP: 126/126
PPerc: 16
Move: 60'
Init: w/Zang (DEX 20)
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- Post n°78
Re: the twilight is upon me
Robyo wrote:
Zang casts Summon Nature's Ally V: Wooly Rhinoceros!
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 76 (8d8+40) CMD 26 (30 vs. trip)
Zangulor
AC: 23, SR: 21, CMD: 20
HP: 93/93
Pass Perc: 23
Move: 30', Fly 30'
Initiative:+4 (DEX 14)
Buffs: Scales (+2 AC)
Hero points remaining: 9
Skree
AC: 24, CMD: 25
HP: 126/126
PPerc: 16
Move: 60'
Init: w/Zang (DEX 20)
Skree readies an action if a foe approaches. Zang is casting this round. As I mentioned with Matt, summoning spells are 1 full round, so the wholly mammoth will appear NEXT round ready to go at D-27.
Is Zang "hiding" or just using the wall for cover?
If he is actually hiding, give me a stealth check. I assumed cover, but that might be my mistake
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- Post n°79
Re: the twilight is upon me
Rasso takes an unobserved action at 14
______________________________________________________________________________________________
Sharn: "What's Zang up to behind that wall? I just can't quite tell. But wait! Here comes something else out of the madness portal. What is it folks? The answer in a minute, but first a word from our sponsors....
Hyperdrive engines running slow? Can't make .5 past light speed anymore? You need WD-4000! Lube up that old sub-light engine and get it running faster-than-light in no time. For a limited time, Shuttle-Quest is having a BOGO special on WD-4000. See your participating retailer today! And now, back to the action....
Look! This must be one of Rasso's field Commanders, an Efreeti by the name of Ignis who hails from The City of Brass in a quaint place called Sunnyvale, awww... sounds lovely. What's he doing fighting for Rasso? Perhaps I can get an interview after the fight.
_____________________________________________________________________________________________
2 swarms of what look like flies from the distance appear next to Ignis (just a Genie, not actually Ignis stats!), who floats directly above the center of the madness portal. He commands a full view of the field from here.
A WALL OF FIRE springs from the ground about 5 ft from Brick and his 2 Bigguns! Heat radiates towards the temple catching Brick and his buddies for
Result of the throw of dice "2d4" :
2 + 2 = 4
fire damage
NO SAVE, so the Bigguns take 8 each
check to pass SR - Result of the throw of dice "1d20 +11" :
3 + 11 = 14
The wall of fire is 20 ft high, so it also obstructs Line of Sight and Line of Effect to the Necron Warriors on the ground. Ignis is still visible, flying high above the portal.
Brick is up
______________________________________________________________________________________________
Sharn: "What's Zang up to behind that wall? I just can't quite tell. But wait! Here comes something else out of the madness portal. What is it folks? The answer in a minute, but first a word from our sponsors....
Hyperdrive engines running slow? Can't make .5 past light speed anymore? You need WD-4000! Lube up that old sub-light engine and get it running faster-than-light in no time. For a limited time, Shuttle-Quest is having a BOGO special on WD-4000. See your participating retailer today! And now, back to the action....
Look! This must be one of Rasso's field Commanders, an Efreeti by the name of Ignis who hails from The City of Brass in a quaint place called Sunnyvale, awww... sounds lovely. What's he doing fighting for Rasso? Perhaps I can get an interview after the fight.
_____________________________________________________________________________________________
2 swarms of what look like flies from the distance appear next to Ignis (just a Genie, not actually Ignis stats!), who floats directly above the center of the madness portal. He commands a full view of the field from here.
A WALL OF FIRE springs from the ground about 5 ft from Brick and his 2 Bigguns! Heat radiates towards the temple catching Brick and his buddies for
Result of the throw of dice "2d4" :
2 + 2 = 4
fire damage
NO SAVE, so the Bigguns take 8 each
check to pass SR - Result of the throw of dice "1d20 +11" :
3 + 11 = 14
The wall of fire is 20 ft high, so it also obstructs Line of Sight and Line of Effect to the Necron Warriors on the ground. Ignis is still visible, flying high above the portal.
Chris wrote:
ROUND 1 - FIGHT!
Korvaq 21
Argul 18, Wasps HOLD, Ankylo HOLD
NECRON Warriors READY 15
Zang\Skree READY 14
Rasso 14
Cmdr Ignis 10
XXXX swarms 10
Brick 5
XXXX Pilots + XXXXX 1
Brick is up
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- Post n°80
Re: the twilight is upon me
*Post 69Robyo wrote:Zang/Skree Initiative: 10 + 4 = 14
Bonus Round Actions: Use magic ring to cast Major Image of the xeno queen at P-17 (standard), use Totemic Transformation to gain scales AC +2 (swift), and hide behind the wall (move).
Stealth check: 17 + 12 = 29
Zang is impressed by the aura his enemies, and the breadth of their abilities. Maybe we're fighting on the wrong side... no, the necrons are obviously evil. Perhaps the efreet and the others are simply misled.
Illusion Queen: "Oh boys, does anyone want a lemonade?"
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- Post n°81
Re: the twilight is upon me
navyik- Posts : 5020
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- Post n°82
Re: the twilight is upon me
[size=30]Brick Rockman[/size]
[size=30]HP. 110/110
AC 21 (23 vs. Xenomorph)
SR 21[/size]
[size=30]Resist Acid 10
CMD 30 (41 grapple)
+1 when huge
Space 15 / reach 15[/size]
[size=30]Unarmed strike is +1, flaming 1min[/size]
[size=30]Enlarge person. 5min[/size]
[size=30]Brick's bigguns move back to get line of sight on the swarms they will shoot their acid bolts at at one, concentrating fire if the first one doesn't drop. Dmg 12 and 19[/size]
[size=30]Brick's rocket boots thrust him up and over the flames as he hastens towards the effreet. As a swift action, Brick changes his flaming ability to frost before stopping 15' from the effreet and punching.[/size]
[size=30]Spellstrike 13+19+1=33 to hit[/size]
[size=30]Dmg 10+12+5 cold+1+1= 29[/size]
[size=30]Shocking grasp dmg 21[/size]
[size=30]Sudden Attack (1mp) 10+19+1=31 to hit. Bypass all DR[/size]
[size=30]Dmg 12+12+3 cold +1+1=29[/size]
[size=30]HP. 110/110
AC 21 (23 vs. Xenomorph)
SR 21[/size]
[size=30]Resist Acid 10
CMD 30 (41 grapple)
+1 when huge
Space 15 / reach 15[/size]
[size=30]Unarmed strike is +1, flaming 1min[/size]
[size=30]Enlarge person. 5min[/size]
[size=30]Brick's bigguns move back to get line of sight on the swarms they will shoot their acid bolts at at one, concentrating fire if the first one doesn't drop. Dmg 12 and 19[/size]
[size=30]Brick's rocket boots thrust him up and over the flames as he hastens towards the effreet. As a swift action, Brick changes his flaming ability to frost before stopping 15' from the effreet and punching.[/size]
[size=30]Spellstrike 13+19+1=33 to hit[/size]
[size=30]Dmg 10+12+5 cold+1+1= 29[/size]
[size=30]Shocking grasp dmg 21[/size]
[size=30]Sudden Attack (1mp) 10+19+1=31 to hit. Bypass all DR[/size]
[size=30]Dmg 12+12+3 cold +1+1=29[/size]
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- Post n°83
Re: the twilight is upon me
Brick's 2 bigguns back up 10ft, more to get out of the heat range of the Wall of Fire than to get LoS over the 20ft high Wall of Fire. The first tail blast weakens the swarm on the left of Ignis and the 2nd blast finishes it off. The party notices that they appear to be metalic bugs of some kind that fall back into the abyss of the black hole.
__________________________________________________________________________________________
As for Brick... help a GM out here mr engineer Winged Boots give Brick a 60ft fly speed. Normally we play that you have fly both up and any direction to avoid doing more math. In that case, Brick definitely can't reach Ignis with 1 move.
Ok, I am going to try to do the math (please show the math on your end in the future if you have already figured it!)
I count that Brick is 70ft away from Ignis. Ignis is also +60ft up in the air, but Brick is 15ft tall. Brick has 15ft of reach, so effectively he is 45ft below and 55ft away from Ignis. I don't think Brick can reach Ignis with 1 move, but maybe I am wrong?
1 square = 5ft
A = 9 (45ft)
B = 12 (60ft)
C = 15 so 15 squares = 75 ft at an angle of flight that would definitely mean you fly through the wall of fire, taking damage, since it is right in front of Brick.
By my calcuations, Brick would only make it about 3/4 of way up and towards Ignis (even assuming Brick is stopping 15ft away and below)
You could take a double move to get there, but then no regular attack, only the Sudden one.
Please advise what you want to do. And please calculate Brick's TOUCH AC as the Necron's have a readied action to shoot anyone crossing the fire line
__________________________________________________________________________________________
As for Brick... help a GM out here mr engineer Winged Boots give Brick a 60ft fly speed. Normally we play that you have fly both up and any direction to avoid doing more math. In that case, Brick definitely can't reach Ignis with 1 move.
Ok, I am going to try to do the math (please show the math on your end in the future if you have already figured it!)
I count that Brick is 70ft away from Ignis. Ignis is also +60ft up in the air, but Brick is 15ft tall. Brick has 15ft of reach, so effectively he is 45ft below and 55ft away from Ignis. I don't think Brick can reach Ignis with 1 move, but maybe I am wrong?
1 square = 5ft
A = 9 (45ft)
B = 12 (60ft)
C = 15 so 15 squares = 75 ft at an angle of flight that would definitely mean you fly through the wall of fire, taking damage, since it is right in front of Brick.
By my calcuations, Brick would only make it about 3/4 of way up and towards Ignis (even assuming Brick is stopping 15ft away and below)
You could take a double move to get there, but then no regular attack, only the Sudden one.
Please advise what you want to do. And please calculate Brick's TOUCH AC as the Necron's have a readied action to shoot anyone crossing the fire line
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- Post n°84
Re: the twilight is upon me
Sorry; no time for math; Starlight tech week. 1st summer under new management...
If Brick can't get there in one turn, he will use the quick run shirt to gain another move action.
Touch ac 16. . Kill me quickly with your system breaking gunslingers...
If Brick can't get there in one turn, he will use the quick run shirt to gain another move action.
Touch ac 16. . Kill me quickly with your system breaking gunslingers...
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- Post n°85
Re: the twilight is upon me
navyik wrote:Sorry; no time for math; Starlight tech week. 1st summer under new management...
If Brick can't get there in one turn, he will use the quick run shirt to gain another move action.
Touch ac 16. . Kill me quickly with your system breaking gunslingers...
Starlight? new mgt? I need an email update!
Ok, Brick can make it there with an extra move, flying through the wall of fire and hail of disintegration rays.
gunslingers? no... but that is a great idea ! I forgot about them
Passing through the wall of fire, Brick takes
Result of the throw of dice "2d6 +11" :
5 + 2 + 11 = 18 fire damage
Brick is targetted by 7! Necron warriors with held actions (ouch!) to fire upon anyone foolish enough to charge at their Commander Ignis
Necron warriors are armed with Gauss Flayers, an arcane energy gun that fires disintegration rays at 50ft vs a touch AC.
Luckily the Necrons only have +4 to hit (touch) with their ranged attack. 3 hit, 4 missed and 1 botched his roll.
Brick takes 14,11,16 damage on the way to Ignis = 41 total disintegration damage (+18 fire from flying through the wall)
the botched gun explodes in the Necron's hands injuring its user
Brick hits with both swings!
Dealing 27 + 4 cold (vulnerable) + 21 (shock) + 27 + 4 (cold) = 83 damage! wow
the first swing did over 50 damage, which is more than half Ignis' HP, so he must save vs DC 15 FORT or die
Result of the throw of dice "1d20 +7" :
13 + 7 = 20
Ignis lives, but just barely
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- Post n°86
Re: the twilight is upon me
Brick should have enough movement (120') not to fly through the wall...
Hero point for extra Attack
3+19=22. (Damnit). Can I use mythic power to surge here?
Dmg if it hits.
11+12+1+1+5 cold=30
Hero point for extra Attack
3+19=22. (Damnit). Can I use mythic power to surge here?
Dmg if it hits.
11+12+1+1+5 cold=30
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- Post n°87
Re: the twilight is upon me
Finally, at 1, the last of Rasso's first wave arrive, better late than never. The party can hear the deep oscillation of heavy wings. It sounds like a large helicopter is approaching. The profile resembles a Russian Hind assault helicopter. But 4 large Bombardier Beeltes, piloted by Necrons, emerge out of the black hole at high speeds. 2 go forward and 2 hover in a rear guard.
They are all at 30ft in the air. The 2 forward Bombardier Beetles buzz around Brick and halt just behind the Wall of Fire. Their bodies contract and a spray of oil shoots through the Wall of Fire. The oil ignites as it passes through the flames but is heavy enough to land on the ground and continue burning.
Brick's Bigguns shriek in terror at the approaching flames.
map is updated
Korvaq is up next, unless anyone wants to use a HELD action (Argul's wasps and Ankylo) with possible counter-action by the Necrons and Bombardier Beetles in the Southern theater.
They are all at 30ft in the air. The 2 forward Bombardier Beetles buzz around Brick and halt just behind the Wall of Fire. Their bodies contract and a spray of oil shoots through the Wall of Fire. The oil ignites as it passes through the flames but is heavy enough to land on the ground and continue burning.
Brick's Bigguns shriek in terror at the approaching flames.
map is updated
Korvaq is up next, unless anyone wants to use a HELD action (Argul's wasps and Ankylo) with possible counter-action by the Necrons and Bombardier Beetles in the Southern theater.
Chris wrote:
ROUND 2 - FIGHT!
Korvaq 21
Argul 18, Wasps HOLD, Ankylo HOLD
NECRON Warriors READY 15
Zang\Skree READY 14
Rasso 14
Cmdr Ignis 10
XXXX swarms 10
Brick 5
Necron Pilots + Flying Bombadier Beetles 1
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- Post n°88
Re: the twilight is upon me
Did you see my hero point response above?
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- Post n°89
Re: the twilight is upon me
navyik wrote:Brick should have enough movement (120') not to fly through the wall...
Hero point for extra Attack
3+19=22. (Damnit). Can I use mythic power to surge here?
Dmg if it hits.
11+12+1+1+5 cold=30
oops, good point, all that damn math got me confused. Brick can avoid the fire damage, no problem there.
I think you can use a Mythic Power Surge if you want. I thought you could only use 1 MP per turn, but I can't seem to actually find the rule, so I might have been confusing it with Hero Points. Go ahead and roll d6 and add it to the attack, you are close....
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- Post n°90
Re: the twilight is upon me
+4 makes 26
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- Post n°91
Re: the twilight is upon me
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- Post n°92
Re: the twilight is upon me
Just going to give Matt a chance to respond. Will go in the morning
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- Post n°93
Re: the twilight is upon me
LOL! Next time maybe try gaseous form as a reaction to massive damage. Or immunity from bludgeoning..Chris wrote:You killed my Fire Efreeti in the first round
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- Post n°94
Re: the twilight is upon me
Robyo wrote:LOL! Next time maybe try gaseous form as a reaction to massive damage. Or immunity from bludgeoning..Chris wrote:You killed my Fire Efreeti in the first round
It's an action, not a reaction unfortunately. Rasso even buffed him before he went through the portal, but it didn't save him. Rasso can only put a Contingency on himself, not Ignis. I was planning on Gaseous Form for next round, but his job was to set up the flaming carpet for his Bombardiers to drive the Xenos back.
It is a loss to be sure, but only a Bishop.
It was very well played by Alan, all credit to Brick for that burst. But Brick did take a lot of damage to get there and is now in a bad spot
If Brick is lost, it's like trading a Queen for a Bishop.
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- Post n°95
Re: the twilight is upon me
ANKYLOSAURUS will use its 15 ft reach to tail strike the footsoldier located 63 - I.
Result of the throw of dice "1d20 +14" :
9 + 14 = 23
DMG if hits:
Result of the throw of dice "3d6 +12" :
5 + 4 + 3 + 12 = 24
Footsoldier must STR Save vs DC 23 or become DAZED for 1 round.
WASPS hold position under cover of the tower.
Result of the throw of dice "1d20 +14" :
9 + 14 = 23
DMG if hits:
Result of the throw of dice "3d6 +12" :
5 + 4 + 3 + 12 = 24
Footsoldier must STR Save vs DC 23 or become DAZED for 1 round.
WASPS hold position under cover of the tower.
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- Post n°96
Re: the twilight is upon me
MAS wrote:ANKYLOSAURUS will use its 15 ft reach to tail strike the footsoldier located 63 - I.
Footsoldier must STR Save vs DC 23 or become DAZED for 1 round.
WASPS hold position under cover of the tower.
Necron at 63-I is dazed and crushed to metal scrap! (dead, well dead-er than it was)
5 other Necron warriors open fire with their readied action on the dino. the 6th one on the left side can't get LoS as his buddy is blocking him
Ankylo has a touch AC of 8
all 5 are hits + 1 natural 20 which confrimed as a crit
Ankylo takes 74 damage!
The 2 bombardier beetles spray cones of greasy oil - Ankylo needs 2 REF saves DC 15 or he slips and falls prone
map is updated
Chris wrote:
ROUND 2 - FIGHT!
Korvaq 21
Argul 18, Wasps HOLD, Ankylo HOLD
NECRON Warriors READY 15
Zang\Skree READY 14
Rasso 14
Cmdr Ignis 10
XXXX swarms 10
Brick 5
Necron Pilots + Flying Bombadier Beetles 1
Korvaq is up, please adjust any buffs duration for rd 2
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- Post n°97
Re: the twilight is upon me
GM - the footsolider targeted was located 63 - I. You smashed a target on 63 - M.
The Ankle-Saur survives the bombardment with 1 HP left, lol!
REF saves =
Rolling "1d20 +7" 2 times
1: 18 + 7 = 25
2: 9 + 7 = 16
A-saur is on his feet!
Judging by the amount of troops (actions) and dmg laid down by the 1st wave, I forecast a 100% chance of TPK no later than round 5. I'm being generous based on complications from invisibility.
The Ankle-Saur survives the bombardment with 1 HP left, lol!
REF saves =
Rolling "1d20 +7" 2 times
1: 18 + 7 = 25
2: 9 + 7 = 16
A-saur is on his feet!
Judging by the amount of troops (actions) and dmg laid down by the 1st wave, I forecast a 100% chance of TPK no later than round 5. I'm being generous based on complications from invisibility.
whit10- Posts : 6598
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°98
Re: the twilight is upon me
Can Korvaq see any shadows on the other side of the wall of fire?
whit10- Posts : 6598
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°99
Re: the twilight is upon me
Ignore that question for now.
Korvaq's turn:
Sizing up his enemies - Korvaq feels primal Klingon urges to fight and die with honor... but still using his head:
Free action -Click his boots – Haste – as per spell, +30’ to movement and +1 to AC and Reflex Saves
Draw out plasma launcher (wand of fireballs)
Move straight forward to C- 43. Use Surprise Strike with the Disrupter: (swift action and 1 use of MP) – Wall of Fire needs to do more than 20 pts of damage to affect him (Ring of Fire resistance). Korvaq also has SR: 15
Move in Stealth:
Roll(1d20)+17:
13,+17
Total:30
Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Attack plus sneak attack at the nearest construct thing (D - 46)
Roll(1d20)+14:
18,+14
Total:32
Damage:
Fire from the Disrupter:
Roll(1d8)+3:
6,+3
Total:9
Sneak Attack:
Roll(4d6)+0:
5,2,3,5,+0
Total:15
Hero Point:
Blast space F – 46 with a plasma burst (Fireball) to hit the guy he shot and the baddie at H-45
Damage: Save DC: 14
Roll(5d6)+0:
4,5,6,3,6,+0
Total:24
Done
Updated Stats
HP: 114
AC: 25
Bull Strength 29 rounds left
Heroism – 28 rounds left
Wand of Fireballs – 5 charges left
Boots of Speed - 9 rounds left
Mythic power points – 4
Hero pts.: 2
Korvaq's turn:
Sizing up his enemies - Korvaq feels primal Klingon urges to fight and die with honor... but still using his head:
Free action -Click his boots – Haste – as per spell, +30’ to movement and +1 to AC and Reflex Saves
Draw out plasma launcher (wand of fireballs)
Move straight forward to C- 43. Use Surprise Strike with the Disrupter: (swift action and 1 use of MP) – Wall of Fire needs to do more than 20 pts of damage to affect him (Ring of Fire resistance). Korvaq also has SR: 15
Move in Stealth:
Roll(1d20)+17:
13,+17
Total:30
Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Attack plus sneak attack at the nearest construct thing (D - 46)
Roll(1d20)+14:
18,+14
Total:32
Damage:
Fire from the Disrupter:
Roll(1d8)+3:
6,+3
Total:9
Sneak Attack:
Roll(4d6)+0:
5,2,3,5,+0
Total:15
Hero Point:
Blast space F – 46 with a plasma burst (Fireball) to hit the guy he shot and the baddie at H-45
Damage: Save DC: 14
Roll(5d6)+0:
4,5,6,3,6,+0
Total:24
Done
Updated Stats
HP: 114
AC: 25
Bull Strength 29 rounds left
Heroism – 28 rounds left
Wand of Fireballs – 5 charges left
Boots of Speed - 9 rounds left
Mythic power points – 4
Hero pts.: 2
Chris- Posts : 9473
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°100
Re: the twilight is upon me
MAS wrote:GM - the footsolider targeted was located 63 - I. You smashed a target on 63 - M.
The Ankle-Saur survives the bombardment with 1 HP left, lol!
REF saves =
Rolling "1d20 +7" 2 times
1: 18 + 7 = 25
2: 9 + 7 = 16
A-saur is on his feet!
Judging by the amount of troops (actions) and dmg laid down by the 1st wave, I forecast a 100% chance of TPK no later than round 5. I'm being generous based on complications from invisibility.
oops, my bad on the target, adjusted in the next map.
I would agree with your assessment of the fight if it was just the party vs all these mobs. The party has 4 bigguns, 4 wasps, 4 facehuggers. Out of 12 NPCs, only 2 were used at all in round 1 vs a full deployment by the enemy. All of the damage taken by the party was because you provoked their readied actions, which you knew they were holding. By the same token, you have also taken out the single most powerful piece on the enemy board, so that is a major accomplishment!
The Necrons, if you noticed, are glass cannons
I have confidence that the party will use its resources and adjust its tactics based on what you have learned.
Last edited by Chris on Mon May 29, 2017 4:38 pm; edited 2 times in total
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