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    Bloody Zombies!

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    whit10

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    Bloody Zombies!

    Post  whit10 on Sun Aug 06, 2017 12:45 am

    Initiative Results:

    Preacher - 24
    Olistaff - 18
    Dak - 12
    Trig- 9
    Zombies - 4 (my dice are off to a wonderful start as usual when I GM, lol)

    Konrad is staying back and allowing you guys to do your thing while he protects de Genovisi... he has drawn two shiny .45 pistols however.

    The room that you're in is on the second floor and the outside door is about 60' away, including a stair case that leads down to the first level.



    please let me know if there is any issue with placement or seeing something.  The suited guys are just random people still on the street. Most of them are running. The zombies seems to be moving at "normal" speed. The two cars with stars on them are turned over and damaged.
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    Re: Bloody Zombies!

    Post  navyik on Sun Aug 06, 2017 11:33 am

    Are the innocent people with blood spots dead?
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    Re: Bloody Zombies!

    Post  Chris on Sun Aug 06, 2017 12:20 pm

    whit10 wrote:
    please let me know if there is any issue with placement or seeing something.  

    I really like the numbered hex map! That will help with locations and targets.

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    Re: Bloody Zombies!

    Post  whit10 on Sun Aug 06, 2017 3:29 pm

    sorry Alan, yes, they are dead.  Some are being fed upon as well.

    Sorry about the size of the map. I will endeavor to get that corrected in the future
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    Re: Bloody Zombies!

    Post  Robyo on Sun Aug 06, 2017 7:04 pm

    Preacher is still at the window. He opens it. If it doesn't stay open on it's own, he holds it open. If it's stuck, he breaks glass with gun.

    Does he still have a move left? If so, Preacher delays action until after Oli, Dak, and Trig go.
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    Re: Bloody Zombies!

    Post  navyik on Sun Aug 06, 2017 7:22 pm

    Olistaff
    AC 18 (mage armor)
    Hp 88

    Atticus
    AC 21
    Hp 44


    Oli casts web, centered on 1307.  That should get every zombie except the one at 1807 but no live innocents.

    Atticus will shoot magic missiles at the bottom left zombie just in case it still has a chance to reach the people.  2+3+3+2+5=15 dmg
    Reflex save DC 20


    Last edited by navyik on Wed Aug 09, 2017 1:12 am; edited 1 time in total
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    MAS
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    Re: Bloody Zombies!

    Post  MAS on Sun Aug 06, 2017 8:01 pm

    Stated Trig was moving directly to the front door when the screaming started, and I have a 40 ft move. How am I starting farthest back?
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    Re: Bloody Zombies!

    Post  Chris on Sun Aug 06, 2017 9:43 pm

    Dok (not Dak Razz ) takes no damage from the Life Links, as nobody has been injured yet.

    Do will move to 0707 drawing his meteor hammer, if it wasn't already out, and dropping his medical bag by the front door. Dok begins to swing the meteor hammer over his head like a helicopter blade. He yells to the nearby people on the street, "Run! Get behind me."

    Dok threatens the zombies at 0907 and 1006 (15ft reach with Lunge feat) so he gets an AoO if they move.

    Dok will channel positive energy as an Oracle to harm the undead. It has a 30ft burst radius, so he should hit the 8 nearest to him, including the 2 at 1306 and 1307

    They get a Will save for 1/2 with a DC of 21
    10 +2 +8 +1

    damage to all 8 zombies

    Result of the throw of dice "4d6" :

    6 + 5 + 3 + 2 = 16
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    Re: Bloody Zombies!

    Post  whit10 on Mon Aug 07, 2017 1:27 pm



    Please try to stay in order.

    Dak runs into the street and immediately looks like a sci-fi hero.  The burst of energy staggers the zombies but they are still going.

    I have corrected Trig's position, he is right at the door when his action begins.

    I'll update soon for Olistaff's action
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    Re: Bloody Zombies!

    Post  Chris on Mon Aug 07, 2017 11:59 pm

    whit10 wrote:Initiative Results:
    Preacher - 24
    Olistaff - 18
    Dak - 12
    Trig- 9
    Zombies - 4 (my dice are off to a wonderful start as usual when I GM, lol)

    We did go in order scratch

    Preacher
    Oli
    Dok

    Trig just asked a question

    We just didn't wait for results lol!
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    Re: Bloody Zombies!

    Post  whit10 on Tue Aug 08, 2017 1:22 pm

    yeah, my bad. Sorry for the delay, I'm trying to figure out a way to show the Web spell... plus I got four new cases in the last week so I'm kinda slammed today.
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    Re: Bloody Zombies!

    Post  Chris on Tue Aug 08, 2017 3:28 pm

    just use a "shape" in PP, a circle here for the radius

    then do like 50% transparency so we can see all the other tokens through it

    you can put it either over or under all the other tokens, whatever you think is easier to see
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    Re: Bloody Zombies!

    Post  Chris on Tue Aug 08, 2017 3:32 pm

    just quickly as an example

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    Re: Bloody Zombies!

    Post  whit10 on Tue Aug 08, 2017 4:48 pm

    Thanks man!
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    Re: Bloody Zombies!

    Post  whit10 on Tue Aug 08, 2017 5:13 pm



    The web covers many now angry zombies... three are at the eastern edge and were not affected. The one that the dragon zapped looks pretty bad now.

    Unless I missed something, Trig is up and at the door, Preacher is holding his action for now.
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    Re: Bloody Zombies!

    Post  MAS on Tue Aug 08, 2017 10:35 pm

    Trig stands on the steps, looking out on the advancing mob of undead. He raises his arms as they start to glow with the low intensity of steel banked in coals. The sound of hammers falling against forges fills the air around him, growing in volume, ringing and vibrating the air as he gathers the might of the Mountain God around him...




    Full round action: Gather power (Burn reduction, 2)

    If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points.
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    Re: Bloody Zombies!

    Post  Robyo on Wed Aug 09, 2017 9:08 am

    Preacher flies out the window. He has 60' of flight movement (9 minutes/day). Being on the 2nd floor, he's already at least 10 feet up. He ascends another 20 feet and heads 40 ft towards the action. Ends his turn 30+ feet up in the air at 1209 (above the car).
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    Re: Bloody Zombies!

    Post  Chris on Wed Aug 09, 2017 12:43 pm

    damn, thunder gods and flying preachers!

    I am not the only one looking like a super hero cheers
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    Re: Bloody Zombies!

    Post  navyik on Wed Aug 09, 2017 12:48 pm

    And a theoretical research doctoral candidate who owns a pawn shop. Hmmm, who should we fear most?
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    Re: Bloody Zombies!

    Post  MAS on Wed Aug 09, 2017 1:13 pm

    Chris wrote:damn, thunder gods and flying preachers!

    I am not the only one looking like a super hero cheers

    And a theoretical research doctoral candidate who owns a pawn shop.

    Noir/pulp horror-scifi ala 1970's Stan Lee comic books.
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    Re: Bloody Zombies!

    Post  whit10 on Wed Aug 09, 2017 2:32 pm

    This is awesome!

    Matt, does that power of Trig's do any damage? I didn't see that posted.

    I will update the map after Matt answers. I will update Preacher's position as well
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    Re: Bloody Zombies!

    Post  MAS on Wed Aug 09, 2017 2:56 pm

    whit10 wrote:

    Matt, does that power of Trig's do any damage?  I didn't see that posted.


    No, it will be used in continuation with my move action next round to reduce the "Burn" cost of next round's attack action. Basically, Trig is inhaling power before he expels it.
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    Re: Bloody Zombies!

    Post  whit10 on Wed Aug 09, 2017 3:54 pm

    I looked it up, just wanted to be sure.

    Thanks!
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    Re: Bloody Zombies!

    Post  whit10 on Wed Aug 09, 2017 5:17 pm

    Zombies needed to make Reflex saves for the Web.

    Roll(1d20)+1:
    8,+1
    Total:9

    Roll(1d20)+1:
    13,+1
    Total:14

    Roll(1d20)+1:
    13,+1
    Total:14

    Roll(1d20)+1:
    2,+1
    Total:3

    Roll(1d20)+1:
    20,+1
    Total:21

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

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

    Roll(1d20)+1:
    20,+1
    Total:21

    Roll(1d20)+1:
    18,+1
    Total:19

    Roll(1d20)+1:
    13,+1
    Total:14

    Roll(1d20)+1:
    20,+1
    Total:21

    Alan, can you post the Save DC for this spell? I think its 28 (9th level caster with an Intelligence of 26). Sound right?

    Three got 20s, so they are not caught but the rest are grappled.

    The six zombies that are not grappled - all will try to move forward to the attack... and they seem "smarter" than you would guess.

    One moves around the web area and attacks Dok

    One claw attack -

    Roll(1d20)+8:
    17,+8
    Total:25

    Hit -
    Roll(1d4)+5:
    2,+5
    Total:7
    7 damage.


    2 in the top right corner attempt to jump up on the car in front of them - (nobody said they were THAT smart)

    Jump attempts - DC 22

    Roll(1d20)+1:
    14,+1
    Total:15

    Roll(1d20)+1:
    17,+1
    Total:18

    Both fail and are caught in the web for now.

    the two in the bottom right corner attempt the same thing, that car is partially in and partially out of the Web. They can climb up on the car with a "take 10"... which is what they do. They are finished.

    the last one, in the middle, will try to keep moving towards Dok. Three CMB checks (needs a 20)

    Roll(1d20)+8:
    15,+8
    Total:23

    First one fails, he is grappled. The ones that are grappled (8 of them) will all try to break free. Same DC 28

    They all fail. Map is current. The civilians all went at the same time as the zombies. The ones that were alive are all fleeing to the west.

    Zombies in 'red' are unstuck'. Zombies in 'light blue' are grappled.



    Top of Round 2 - Olistaff is up. Preacher held his action so he goes after Trig.

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    Re: Bloody Zombies!

    Post  Chris on Wed Aug 09, 2017 7:18 pm

    Dok gets an AoO before that zombie reaches him, as I noted above, he has a 10-15ft reach melee wpn
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    Re: Bloody Zombies!

    Post  Chris on Wed Aug 09, 2017 8:55 pm

    AoO on the zombie at 15ft away from Dok, hopefully that means he is still in the web, not sure which one it is

    meteor hammer + lunge feet = 15ft reach, -2 AC with lunge.
    meteor hammer had reach + trip

    attack roll:
    Result of the throw of dice "1d20 +12" :

    18 + 12 = 30

    that is also a Trip vs his CMD

    damage
    Result of the throw of dice "1d8 +6" :

    3 + 6 = 9

    + Trip at 15ft away

    Dok waits for the meteor hammer to come around as he whirls it over his head. When he sees the approaching zombie, he lowers the angle to try and take out its legs!
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    Re: Bloody Zombies!

    Post  whit10 on Wed Aug 09, 2017 9:29 pm

    my apologies... yes, you certainly do.

    In that case, he did NOT hit you; he is tripped 15' away from you. I will fix the map accordingly on the next update.
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    Re: Bloody Zombies!

    Post  navyik on Thu Aug 10, 2017 1:32 am

    Olistaff
    AC 18 (mage armor)
    Hp 88

    Atticus
    AC 21
    Hp 44

    The web DC is 20

    Olistaff levitates to the ground at 611 and summons a hound archon. The hound archon can act immediately. He will attack a zombie if he can reach one from the edge of the web.

    Atticus will stay with Olistaff and will magic missile the closest zombie that isn't grappled by the web.
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    Re: Bloody Zombies!

    Post  whit10 on Thu Aug 10, 2017 2:03 am

    ah, I didn't add the numbers right for the spell. No retcons.

    The zombie that was coming after Dok is down.

    Olistaff flies out the window (attacking some attention from running people who are still scared/astounded)






    Olistaff - 18
    Dok - 12
    Trig- 9
    Preacher - 8
    Zombies - 4

    Dok is up.
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    Re: Bloody Zombies!

    Post  Chris on Thu Aug 10, 2017 3:50 pm

    Dok assess the battlefield....  

    Oli and his Tanin are out of harm's way currently

    Trig is behind Dok and momentarily safe

    Preacher has flown out into danger

    Dok has taken no damage.

    None of the 4 Life LInks passed any damage to Dok


    Dok will cast Shield Other on Preacher.  Dok continues to whirl his meteor hammer in a threatening manner.
    Preacher gains +1 AC, +1 bonus to saves and Dok takes 1/2 of Preacher's damage for the next 9 hrs



    Shield Other
    School abjuration; Level cleric 2, paladin 2
    Casting Time 1 standard action
    Components V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target)
    Range close (25 ft. + 5 ft./2 levels)
    Target one creature
    Duration 1 hour/level (D)

    Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

    This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

    If you and the subject of the spell move out of range of each other, the spell ends.
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    Re: Bloody Zombies!

    Post  whit10 on Fri Aug 11, 2017 3:06 am

    Cool power.

    Trig is up.
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    Re: Bloody Zombies!

    Post  MAS on Fri Aug 11, 2017 1:17 pm

    AC: 13 (+9 Armor, +3 ring ) = 25
    SR: 20
    CMB: +8 (+10 raged) +1 Large)
    CMD: 21 (23 raged)  +1 Large)
    HP: 125 (Barbarian, 24; Kineticist 56)
    DR 3/Adamantine
    BAB: +7
    FORT: +8 (+3 Cloak) = +11
    REF: +5 (+3 Cloak) = +8
    WILL: +2 (+3 Cloak) = +5
    Rage: 12 rounds daily, +4 bonus HP, +4 bonus to CON & STR
    Movement: 40 ft, 45ft when Raged
    Stamina Pool: 12
    Burn Limit: 6/8
    Non-lethal HP dmg: 14




    Trig uses his move action to continue to "gather power" for a total Burn reduction of 3.

    He then releases the gathered fury in a kinetic EARTH BLAST of stone shards, empowering it with the following infusions:

    EARTH BLAST: 0 Burn (4d6+9 dmg)
    EXTENDED RANGE: 1 Burn (up to 120 ft range)
    FRAGMENTATION: 4 Burn (If you hit, the target takes your kinetic blast damage with no saving throw. All other creatures and objects within a 20-foot burst take half the normal amount of damage and can attempt a Reflex save to reduce that damage by half again. If the attack misses its target, the blast has no effect. The saving throw DC is Dexterity-based.)

    Total Burn: 5, minus 3 absorbed by "Gather power = 2 Burn and non-lethal HP taken by Trig

    Attack target Zombie located Hex 1306
    Result of the throw of dice "1d20 +9" :

    17 + 9 = 26

    DMG if Hits:
    Result of the throw of dice "4d6 +9" :

    3 + 3 + 5 + 3 + 9 = 23


    Last edited by MAS on Fri Aug 11, 2017 6:28 pm; edited 2 times in total
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    Re: Bloody Zombies!

    Post  Chris on Fri Aug 11, 2017 4:42 pm

    not to be a rules-lawyer, though we all know I am....

    I had made a Kineticist already, so I am familiar with the mechanics.  It's 1 pt of non-lethal damage per kineticist level

    For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level.

    so Trig takes 18 non-lethal, that can't be re-directed to Dok or healed in any manner.

    essentially there are 2 caps for Burn:  burn cap CON +3 and effective HP (as a non-lethal damage cap)


    I believe you have also miscalculated your HP

    barb 24 + kt 56 = 80

    you forgot your CON bonus 5 x9= 45

    total correct HP = 125
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    Re: Bloody Zombies!

    Post  MAS on Fri Aug 11, 2017 5:30 pm

    Chris wrote:not to be a rules-lawyer, though we all know I am....

    I had made a Kineticist already, so I am familiar with the mechanics.  It's 1 pt of non-lethal damage per kineticist level

    For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level.

    so Trig takes 18 non-lethal, that can't be re-directed to Dok or healed in any manner.

    essentially there are 2 caps for Burn:  burn cap CON +3 and effective HP (as a non-lethal damage cap)


    I believe you have also miscalculated your HP

    barb 24 + kt 56 = 80

    you forgot your CON bonus 5 x9= 45

    total correct HP = 125

    Right on, thanks! Been a bit distracted.

    The burn cap is CON mod +3, not CON score +3, correct?

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    Re: Bloody Zombies!

    Post  Chris on Fri Aug 11, 2017 5:38 pm

    MAS wrote:
    Right on, thanks! Been a bit distracted.

    The burn cap is CON mod +3, not CON score +3, correct?

    correct

    I am watching how this class plays out more closely than any other
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    Re: Bloody Zombies!

    Post  Robyo on Fri Aug 11, 2017 8:41 pm

    Preacher appreciates the buff from Dok!

    FORT:+4
    REF:+6
    WILL:+7
    Armor Class:17; Touch AC: 13
    Hit Points: 71
    BAB:+4
    CMB:+4
    CMD:18
    Initiative:+5
    Passive Perception: 20

    Will wait for response from Josh before taking my turn.. bounce
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    Re: Bloody Zombies!

    Post  Chris on Fri Aug 11, 2017 9:12 pm

    we interrupt this battle for moment...

    charge: manslaughter
    trial: 7 full court days

    verdict: NOT FUCKING GUILTY!

    an innocent man walked free today



    and now, back to Bloody Zombies!
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    Re: Bloody Zombies!

    Post  navyik on Fri Aug 11, 2017 11:37 pm

    Chris wrote:we interrupt this battle for moment...

    charge:  manslaughter
    trial: 7 full court days

    verdict:  NOT FUCKING GUILTY!

    an innocent man walked free today

    and now, back to Bloody Zombies!

    Well done.
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    Re: Bloody Zombies!

    Post  MAS on Fri Aug 11, 2017 11:39 pm

    an innocent man walked free today

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    Re: Bloody Zombies!

    Post  navyik on Fri Aug 11, 2017 11:54 pm

    Doesn't seem like that spell did enough damage to be worthy of a full round action of prep time, a move action, a standard action and still taking damage for casting it. I could see it if the whole radius took full damage with no save...
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    Re: Bloody Zombies!

    Post  MAS on Sat Aug 12, 2017 10:43 am

    navyik wrote:Doesn't seem like that spell did enough damage to be worthy of a full round action of prep time, a move action, a standard action and still taking damage for casting it.  I could see it if the whole radius took full damage with no save...

    So, that was two separate things.

    1) Gather power was a full round action, that I had the option of extending into the next round's move action, in order to reduce the burn on the Blast I was about to perform.

    2) The Blast itself, which is customizable depending on what infusions you spend burn points on. The Blast can be done as a single attack action if you have the burn management available to just "send it" as you want to.

    If I did it at closer range (30 ft) with my next higher level blast, it would have been 8d6+9 to the primary and 1/2 to all others instead. I needed to be closer to arrange the burn rate differently. Or have stated that I had buffered a burn point when I woke up today. In any case, I was 1 burn point short of doing my most damaging blast and still being able to "fragment" it for the blast radius, so I had to settle for a lesser blast at longer range than 30 ft.

    The nice thing is the primary target gets no save, so if there was a leader/high-value target I could have sniped it and shaved off a good amount of its mobs HPs too.
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    Re: Bloody Zombies!

    Post  Chris on Sat Aug 12, 2017 1:10 pm

    That's a large part of why I liked the KT kit. You have a ton of flexibility in how you use your abilities. It's like having access to most of the meta-magic feats - range, burst, damage, elemental change, etc as part of the class's core package.

    I do wonder if Trig has a high enough CON, as that is the primary stat for everything - burn #, non-lethal HP, saves on abilities, etc

    I know Trig will have a very strong 'basic attack' that he can do without any burn mgt.
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    Re: Bloody Zombies!

    Post  Chris on Sat Aug 12, 2017 1:14 pm

    navyik wrote:
    Well done.

    the lawyers spent a lot of time talking about wrongful convictions during closing arguments.  Unclear evidence + a dead body = recipe for wrongful conviction.  Sound familiar?

    But the jury held the DA to their burden beyond a reasonable doubt.  We gave them lots of doubts, particularly as to the causation.  They simply couldn't prove our client caused the death given the volume of testimony, from multiple witnesses about prior head injuries in the 48 hrs before her alcohol-fueled death.  It was sad.  It was a tragedy.  But it wasn't manslaughter.  

    http://www.steamboattoday.com/priority/main-carousel/jury-finds-steamboat-springs-man-not-guilty-of-manslaughter/


    Last edited by Chris on Sat Aug 12, 2017 1:16 pm; edited 1 time in total
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    Re: Bloody Zombies!

    Post  Chris on Sat Aug 12, 2017 1:15 pm

    bounce what are waiting on with the game?

    I want to pound zombies!
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    Re: Bloody Zombies!

    Post  MAS on Sat Aug 12, 2017 1:35 pm

    Chris wrote:That's a large part of why I liked the KT kit.  You have a ton of flexibility in how you use your abilities.  It's like having access to most of the meta-magic feats - range, burst, damage, elemental change, etc as part of the class's core package.

    I do wonder if Trig has a high enough CON, as that is the primary stat for everything - burn #, non-lethal HP, saves on abilities, etc

    I know Trig will have a very strong 'basic attack' that he can do without any burn mgt.  

    I should have been paying more attention and made sure that I banked a Burn point with Internal Buffer before the action started. It would have allowed me to go all out with a fragmented, long range metal blast in rnd 2 instead of settling for an earth blast. That is my highest burn cost combo.

    I could have upped the CON on this build but wanted to keep STR and DEX decent so it could deliver in melee. Definitely some fine tuning to do.
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    Re: Bloody Zombies!

    Post  whit10 on Sat Aug 12, 2017 3:20 pm

    Sorry, was busy and then sort of ill yesterday. Plus, lots of rules to look up for this.

    Anyway.

    No zombie makes his save vs. Trig's unleashing of power (which incidentaly, destroys the glass and body of the cars present)

    The center zombie and the others all explode (damaged previously by Dok's channel), the one on the car was not previously damaged, but he's not looking good.

    Preacher is up.

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    Re: Bloody Zombies!

    Post  MAS on Sat Aug 12, 2017 3:47 pm

    No worries Josh.

    GM - can you explain/notate what all your color borders on the bad guys are, please?
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    Re: Bloody Zombies!

    Post  Chris on Sat Aug 12, 2017 5:12 pm

    MAS wrote:No worries Josh.

    GM - can you explain/notate what all your color borders on the bad guys are, please?

    from N*24

    whit10 wrote:
    Zombies in 'red' are unstuck'. Zombies in 'light blue' are grappled.

    not sure about the black border

    I like the borders! they help me see the zombies on the white game board cheers
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    Re: Bloody Zombies!

    Post  MAS on Sat Aug 12, 2017 6:30 pm

    Chris wrote:

    I like the borders!  they help me see the zombies on the white game board cheers

    Agree, was just not sure what they notated.
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    Re: Bloody Zombies!

    Post  Robyo on Sat Aug 12, 2017 6:56 pm

    Chris wrote:But the jury held the DA to their burden beyond a reasonable doubt.  We gave them lots of doubts, particularly as to the causation.  They simply couldn't prove our client caused the death given the volume of testimony, from multiple witnesses about prior head injuries in the 48 hrs before her alcohol-fueled death.  It was sad.  It was a tragedy.  But it wasn't manslaughter.  

    http://www.steamboattoday.com/priority/main-carousel/jury-finds-steamboat-springs-man-not-guilty-of-manslaughter/

    Tragic. Sounds like demon alcohol may be the culprit.

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    Re: Bloody Zombies!

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