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+2
whit10
Chris
6 posters

    Cha Ra Mo Na Ah Na

    navyik
    navyik


    Posts : 5030
    Join date : 2012-03-22

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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
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    Post  navyik Tue Dec 18, 2018 10:18 pm

    "I think if I can fly, and you can keep them occupied, I can knock them in."
    MAS
    MAS
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    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue60/112Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (60/112)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
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    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  MAS Tue Dec 18, 2018 10:36 pm

    "... start with weapon, yes. Hunger decide from there." He flashes an enthusiastic smile, agreeing he is ready.
    Josef909
    Josef909


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    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue11/11Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (11/11)
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    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Josef909 Tue Dec 18, 2018 11:58 pm

    "The wave can knock them down, possibly, but I would not count on it toppling them from the bridge, Cap."
    Whitey
    Whitey


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    Age : 48
    Location : ColoRADo

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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
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    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Whitey Wed Dec 19, 2018 8:59 am

    “So...umm...Hawkes and Renda are flying...yeah?”
    Chris
    Chris


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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
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    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris Wed Dec 19, 2018 12:20 pm

    whenever you have a plan, do your buffs and roll initiative

    we can retcon Wilson in whenever he is ready, no worries. he can just come running down the lava tube
    whit10
    whit10


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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue1/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (1/0)
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    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  whit10 Wed Dec 19, 2018 4:19 pm

    Sam's initiative:

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


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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
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    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  navyik Wed Dec 19, 2018 9:06 pm

    "Ok. Two of us flying with a rope. Tangle their legs up a bit and then I can knock em off balance. We will catch the first one by surprise but the second may put up more of a fight. Gotta keep em on the bridge and busy."
    Any buffs?
    Chris
    Chris


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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
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    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris Wed Dec 19, 2018 9:25 pm

    "Rogue group, use your harpoons and tow cables. Go for the legs; it may be our only chance of stopping them!"
    Josef909
    Josef909


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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue11/11Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (11/11)
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    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Josef909 Wed Dec 19, 2018 9:28 pm

    "I'll take the snake out of the battle for now.  Try not to hurt him yet, boys."

    Sjon Barker Druid 9
    HP: 72/72 (7d8 HD)
    AC: 16
    Slots:4/3/2/3/1 (4/3/3/3/1 max)
    Wild Shape: 2 (2 max)
    Spell save DC: 17 Spell Attack: +9
    Staff of Arcane Defense – 6 charges (1d4/d)
    Shield = 2 charges, Mage Armor = 1 charge

    Initiative roll:
    Result of the throw of dice "1d20 +2" : 5 + 2 = 7
    Chris
    Chris


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    Join date : 2011-10-26

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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris Thu Dec 20, 2018 11:57 am

    Lava river fight initiative

    Sam 14
    Sjon 7


    go ahead and stat any buffs you are activating\casting with your initiative, so we can figure out their time counters as well
    Whitey
    Whitey


    Posts : 1757
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    Age : 48
    Location : ColoRADo

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    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue30/30Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (30/30)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
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    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Whitey Thu Dec 20, 2018 2:04 pm

    Crispy will burn a sorcery point to Twin a Fly spell, granting Renda and Hawkes the gift of flight for the next 10 minutes:

    3rd-level transmutation
    Casting Time 1 action
    Range Touch
    Components V S M (Bird's wing feather)
    Duration Conc. Up to 10 minutes
    Touch a willing creature. It gains a flying speed of 60 feet. If the target is flying when the spell ends, they fall.

    Initiative Roll:
    Roll(1d20)+3:
    16,+3
    Total:19
    MAS
    MAS
    Admin


    Posts : 3602
    Join date : 2011-09-12

    Character Information
    Hit points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue60/112Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (60/112)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  MAS Thu Dec 20, 2018 2:39 pm

    Renda' Mon
    Current Init: 15
    Result of the throw of dice "1d20 +3" :

    12 + 3 = 15

    HP: 50->95/102
    Short rest HD
    Barb x3 = Result of the throw of dice "3d12+2" :

    2 + 7 + 11 = 20+2 = 22 HP regained
    Monk x6 = Result of the throw of dice "6d8" :

    1 + 4 + 5 + 2 + 4 + 7 = 23 HP regained


    Rages daily: 1/3

    AC: 18
    Prof: +4
    Ki pool: 6/6

    Advantage on DEX saves vs things he can see.
    Unarmed attacks ignore resistance and immunity to nonmagical attacks and damage.
    Add 1d6+1 necrotic to weapon attack dmg on the first hit of the round.
    Condition; RAGED; +2 strength-based melee attack dmg, resistance vs slash, pierce, bludge
    ADVANTAGE ON STR BASED ATTACKS FOR THIS ROUND.
    ENEMIES HAVE ADVANTAGE ON ATTACKS AGAINST HIM THIS ROUND

    Venomblood Ring, Grants resistance to poison damage, Once per day, grant yourself advantage on a Wisdom saving throw.
    x1 Fire giant strength potion, Strength score changes to 25 for 1 hour. Unused.
    Kracken dagger.
    Handaxe +6/ 1d6+2/+4 raged S
    Unarmed +7/ 1d6+3/+5 raged B
    Bite +6/ 1d6+3/+5 raged P
    Standard round w/ bonus action max dmg, 3 bite attacks, 4d6 +21
    Flurry of blows round w/ bonus action max dmg, 4 bite attacks, 5d6 +26
    Renda speaks Draconic, as per Lizardfolk racial.
    Chris
    Chris


    Posts : 9499
    Join date : 2011-10-26

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    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue35/35Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (35/35)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris Thu Dec 20, 2018 4:13 pm

    Whitey wrote:Crispy will burn a sorcery point to Twin a Fly spell, granting Renda and Hawkes the gift of flight for the next 10 minutes:

    3rd-level transmutation
    Casting Time 1 action
    Range Touch
    Components V S M (Bird's wing feather)
    Duration Conc. Up to 10 minutes
    Touch a willing creature. It gains a flying speed of 60 feet. If the target is flying when the spell ends, they fall.

    Initiative Roll:
    Roll(1d20)+3:
    16,+3
    Total:19

    cheers Nice use of Twin Spell!

    study however, it would cost 3 sorcery points to twin fly, not just 1

    Tw i n n e d Sp e l l
    When you cast a spell that targets only one creature and
    doesn’t have a range o f self, you can spend a number of
    sorcery points equal to the spell’s level
    to target a second
    creature in range with the same spell (1 sorcery point if
    the spell is a cantrip).
    Chris
    Chris


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    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue35/35Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (35/35)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris Thu Dec 20, 2018 4:16 pm

    Chris wrote:Lava river fight initiative

    Crispy 19
    Renda 15 (fly)
    Sam 14
    Sjon 7

    Hawkes (fly)

    since fly has a duration of 100 rds, I am not going to bother tracking it here


    go ahead and stat any buffs you are activating\casting with your initiative, so we can figure out their time counters as well
    Whitey
    Whitey


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    Age : 48
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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Whitey Thu Dec 20, 2018 5:01 pm

    Ah. Yep. I can buy sorcery points with spell slots. I’ll do that math this evening and make it happen.
    Chris
    Chris


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    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue35/35Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (35/35)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris Thu Dec 20, 2018 5:20 pm

    Whitey wrote:Ah. Yep. I can buy sorcery points with spell slots. I’ll do that math this evening and make it happen.

    or just cast it twice. the value of twin spell is casting something twice in the same round
    Whitey
    Whitey


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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Whitey Fri Dec 21, 2018 1:11 pm

    “Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level”

    Crispy will burn a 1st level spell slot to get the additional sorcery point he needs (in addition to the 2 sorcery points he had in his original allotment) to Twin his fly spell.
    navyik
    navyik


    Posts : 5030
    Join date : 2012-03-22

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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  navyik Fri Dec 21, 2018 10:25 pm

    Hawkes gets a rope ready and hands the other end to Renda.

    Initiative:
    Result of the throw of dice "1d20 +5" :

    16 + 5 = 21
    Chris
    Chris


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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
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    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris Sun Dec 23, 2018 6:07 pm

    Sorry, i got busy!

    The crew gets a surprise round, just follow turn order. Delay if needed to act in harmony

    Hawkes is up
    navyik
    navyik


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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  navyik Sun Dec 23, 2018 11:40 pm

    Cap'n Hawkes
    AC 17
    Hp 63/58*

    Spell save 15
    Passive perception 14
    Passive insight 17

    +1 con save 1/day

    Inspiration 3x ✓
    Superiority (save 17) 4x

    Spells: 1:4 (3)
    2:3(2)
    Cantrip: Vicious Mockery, Message, minor illusion
    1: charm person, bane, healing word, detect magic, identify
    2: suggestion, shatter

    Current buff: Flight 60' 19 minutes

    Hawkes will ready to go with Renda. Trigger is Rendas turn. (He should be able to fly out line 8 just over their heads and drape the rope around the first robot's legs ending at K5). He will fly with his end of the rope between the constructs and wrap around. "Renda, you go 'round the other way and tie his legs up."
    Chris
    Chris


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    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue35/35Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (35/35)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris Mon Dec 24, 2018 1:31 am

    Ok, i th8jk i am tracking the flight path, which will happen at 15 w Renda

    Crispy is up at 19 first
    MAS
    MAS
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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  MAS Mon Dec 24, 2018 11:54 am

    navyik wrote:Hawkes will ready to go with Renda. Trigger is Rendas turn.  (He should be able to fly out line 8 just over their heads and drape the rope around the first robot's legs ending at K5). He will fly with his end of the rope between the constructs and wrap around.  "Renda, you go 'round the other way and tie his legs up."

    This plan has a certain vibe to it...

    Cha Ra Mo Na Ah Na  - Page 2 Coyote-and-rocket
    Whitey
    Whitey


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    Age : 48
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    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue30/30Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (30/30)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
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    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Whitey Mon Dec 24, 2018 9:50 pm

    Crispy is starting to recognize that much of his magic is neutralized in this place. But he still has a few tricks up his sleeve. He will get this party started by casting the cantrip Acid Splash at the two mechs on the bridge:
    CASTING TIME
    1 action
    RANGE
    60 feet
    COMPONENTS
    V, S
    DURATION
    Instantaneous
    Description

    You throw a bubble of acid at a creature you can see, or at two creatures within 5 feet of each other, and force them to pass a Dexterity save or take 1d6 acid damage.[1]

    Leveling

    This cantrip's damage die increases at levels 5, 11, and 17.[1]

    Roll(2d6)+0:
    2,3,+0
    Total:5


    Chris
    Chris


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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
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    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris Mon Dec 24, 2018 10:22 pm

    I put those mechs in just for Crispy, lol

    Acid burns both steam-o-nauts, but neither react if they felt pain

    Renda-E-crocodile is up, doc
    MAS
    MAS
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    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue60/112Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (60/112)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  MAS Tue Dec 25, 2018 11:46 am

    Claiming "holiday immunity" and posting tomorrow.

    Merry Christmas, brothers.
    MAS
    MAS
    Admin


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    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue60/112Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (60/112)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  MAS Wed Dec 26, 2018 3:35 pm

    [quote="MAS"]
    navyik wrote:Hawkes will ready to go with Renda. Trigger is Rendas turn.  (He should be able to fly out line 8 just over their heads and drape the rope around the first robot's legs ending at K5). He will fly with his end of the rope between the constructs and wrap around.  "Renda, you go 'round the other way and tie his legs up."

    Knowing this is the intent, what rolls do you want to see, GM?
    Chris
    Chris


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    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue35/35Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (35/35)
    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Cha Ra Mo Na Ah Na  - Page 2 Empty Re: Cha Ra Mo Na Ah Na

    Post  Chris Wed Dec 26, 2018 4:23 pm

    MAS wrote:
    MAS wrote:
    navyik wrote:Hawkes will ready to go with Renda. Trigger is Rendas turn.  (He should be able to fly out line 8 just over their heads and drape the rope around the first robot's legs ending at K5). He will fly with his end of the rope between the constructs and wrap around.  "Renda, you go 'round the other way and tie his legs up."

    Knowing this is the intent, what rolls do you want to see, GM?

    good question, as there really aren't rules that cover it

    you tell me which of these is closer to your collective intent:

    Entangle, like the spell, you wrap the rope around its legs. It gets a STR save or it becomes "restrained" and cannot move. I think it could try to move later and then make a DEX save or trip itself. STR save (since this isn't a spell) vs DC 8+ prof + Str or Dex with +2 from the other partner using Help (action) since there isn't an active roll on your side.

    A more active Trip attack to knock it prone right now - it still gets a STR save and let's call it an opposed STR check from 1 of you, if the other uses Help (action) the primary tripper would roll with Advantage. no prof bonuses either way. It would go prone if it fails, but would not be "restrained" condition

    or am I missing it? if your intent is something else, explain what you are trying to do AND provide some rules reference for how to do it (ya'll are smart fellas)
    navyik
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    Action Points:
    Cha Ra Mo Na Ah Na  - Page 2 Left_bar_bleue0/0Cha Ra Mo Na Ah Na  - Page 2 Empty_bar_bleue  (0/0)
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    Post  navyik Wed Dec 26, 2018 6:20 pm

    Hawkes has a special attack to push up to a large creature. The intent is to disadvantage the target on it's save vs. that attack.
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    Post  Chris Wed Dec 26, 2018 8:52 pm

    navyik wrote:Hawkes has a special attack to push up to a large creature.  The intent is to disadvantage the target on it's save vs. that attack.

    Suspect ye olde Pushing Attack, eh?

    ok, I can see imposing Disadvantage on that roll by getting its legs all twisted up in a rope.  Let's go with the mechanics as explained for the Entangle option then.  If you can get it "restrained" around the legs, then it would suffer Disadvantage against your Pushing Attack check.

    Since you have surprise, making it a 2 round combo seems reasonable (or let Renda go it alone).  You are effectively eliminating 1 opponent assuming you send it for a lava bath Twisted Evil
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    Post  MAS Thu Dec 27, 2018 9:37 am

    Chris wrote: DC 8+ prof + Str or Dex with +2 from the other partner using Help (action) since there isn't an active roll on your side.


    8+ 4 (prof) +3 (dex) +2 (help action) = DC 17
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    Post  Chris Thu Dec 27, 2018 1:18 pm

    Renda and Hawkes succeed in hog-tying the mech !

    please state your position on the grid when you take your turn.  I placed Renda and Crispy by guess, but I can move them if needed

    Cha Ra Mo Na Ah Na  - Page 2 Lava-bridge


    Chris wrote:Lava river fight initiative

    Crispy 19
    Renda 15 (fly)
    Hawkes (fly)
    Sam 14
    Sjon 7




    Sam is up in the surprise round
    Sjon on deck
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    Post  whit10 Thu Dec 27, 2018 3:56 pm

    can you point me to the page or whatever where it says just how far you can jump? I can't seem to find it, I wanted to use the spell Jump (triples the distance) to try and just jump to the other side, but I'm not sure if that can be done.
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    Post  Josef909 Thu Dec 27, 2018 4:09 pm

    LMGTFY
    (Let me Google that for you. Search terms dnd5e jumping)

    JumpingYour Strength determines how far you can jump.

    Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

    This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

    When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

    High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strengthmodifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

    You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
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    Post  Chris Thu Dec 27, 2018 4:11 pm

    whit10 wrote:can you point me to the page or whatever where it says just how far you can jump?  I can't seem to find it, I wanted to use the spell Jump (triples the distance) to try and just jump to the other side, but I'm not sure if that can be done.

    PHB pg 182

    Jumping
    Your Strength determines how far you can jump.
    Long Jump. When you make a long jump, you cover a
    number o f feet up to your Strength score if you move at
    least 10 feet on foot immediately before the jump. When
    you make a standing long jump, you can leap only half
    that distance. Either way, each foot you clear on the
    jump costs a foot o f movement.



    Sam's STR is 11, so his base jump distance is 11ft with a running start and 33ft with jump spell, not counting any other modifiers
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    Post  Chris Thu Dec 27, 2018 4:12 pm

    scratch study

    Josef909 wrote:LMGTFY
    (Let me Google that for you.  Search terms dnd5e jumping)


    lol!
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    Post  whit10 Thu Dec 27, 2018 4:21 pm

    yeah yeah, I could have googled it or they could have actually organized the fucking PHB a bit better...

    anyway

    looks like he can't make it... no idea what Sam should do here, so Sam will punt and just cast Witch Bolt at the other mech (that's it for 1st level spells I believe)

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

    damage if it hits;

    Roll(1d12)+0:
    7,+0
    Total:7

    (what a fucking useless character, or I'm just so detached from gaming anymore that I'm not seeing something) you can place Sam at Q-6 or wherever you feel like putting him
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    Post  Chris Thu Dec 27, 2018 4:37 pm

    witch bolt has a range of 30ft, so you can't reach the other mech from Q-6 and there is no clear LOS with Sam and the entangled mech blocking the path.

    study Sam would get his sneak attack damage since he is attacking as an unseen attacker (remember, you were hiding in the tunnel off map).

    if you have something with longer range, Sam could stand somewhere near P-2 or P-3 and have an angle at the back mech
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    Post  whit10 Thu Dec 27, 2018 4:51 pm

    oops...

    Change that to Firebolt. (120' range)

    Here's the updated damage (if it hit that is)

    Roll(2d10)+0:
    8,9,+0
    Total:17

    sneak attack:

    Roll(5d6)+0:
    6,5,5,5,1,+0
    Total:22

    about fucking time with the high damage roll!

    AC: 17
    +1 Studded Leather
    Saves: Dex. & Int. Immune to Magical Sleep and Advantage vs. Charm spells
    HP: 78
    Movement: 30’
    Initiative: +4
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    Post  Chris Thu Dec 27, 2018 5:01 pm

    Sam lances the back mech with a well-placed Firebolt for bonus damage!

    Cha Ra Mo Na Ah Na  - Page 2 Lava-bridge


    Google Druid is up
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    Post  Josef909 Fri Dec 28, 2018 11:16 am

    Sjon Barker Druid 9
    HP: 72/72 (7d8 HD)
    AC: 16
    Slots:4/3/2/3/1 (4/3/3/3/1 max)
    Wild Shape: 2 (2 max)
    Spell save DC: 17 Spell Attack: +9
    Staff of Arcane Defense – 6 charges (1d4/d)
    Shield = 2 charges, Mage Armor = 1 charge

    Sjon will approach the bridge, moving to N-6. He calls forth the sprit of nature to aid his transformative magic as he casts Polymorph on the lava snake, hoping to change him into a lowly turtle.

    Polymorph
    4th-level transmutation
    Casting Time 1 action
    Range 60 feet
    Duration Conc. Up to 1 hour

    You transform a creature that you can see into another form. An unwilling creature must make a Wisdom save to avoid it. The spell has no effect on a shapechanger or a creature with 0 hit points.

    The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose CR is equal or less than the target's. If it doesn't have a CR, use level. The target's statistics are replaced by the statistics of the chosen beast. It retains its alignment and personality.

    The target takes the hit points of its new form. When it reverts to its normal form, it gets its original hit points back. If it reverts because it dropped to 0 hit points, excess damage carries over to its normal form. If the excess damage doesn't reduce its normal form to 0 hit points, it isn't knocked unconscious.

    The creature is limited in to the actions of its new form, and it can't take any action that requires hands or speech. Its gear melds into the new form and it can't benefit from any of its equipment.

    As the seeds of his spell take root, he will retreat to the mouth of bridge if he has any movement left. Otherwise he will stay put, his eyes fixed on his target.
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    Post  Chris Fri Dec 28, 2018 11:37 am

    Josef909 wrote:
    Spell save DC: 17 Spell Attack: +9


    Sjon will approach the bridge, moving to N-6.  He calls forth the sprit of nature to aid his transformative magic as he casts Polymorph on the lava snake, hoping to change him into a lowly turtle.

    Polymorph
    4th-level transmutation
    Casting Time 1 action  
    Range 60 feet  
    Duration Conc. Up to 1 hour  

    You transform a creature that you can see into another form. An unwilling creature must make a Wisdom save to avoid it.

    As the seeds of his spell take root, he will retreat to the mouth of bridge if he has any movement left.  Otherwise he will stay put, his eyes fixed on his target.

    Ok, since the spell has that specific wording, Sjon can target him.  Normally, he would not have either LOS or Line of Effect, as it is blocked by 2 Steam-o-nauts, which was their purpose.  

    Fortunately for Sjon and the crew, Salamanders have terrible saves and the "lava snake" shrinks down to a Tiny turtle cheers  The salamander makes a sound like steam escaping a kettle as it shrinks

    Cha Ra Mo Na Ah Na  - Page 2 215635-672x450-Little-turtle

    turtle (there are no stats, so I am just winging it from Cat and Frog)

    Turtle
    AC 13
    HP 1
    SPD 5ft, swim 5ft
    amphibious
    no attacks

    Cha Ra Mo Na Ah Na  - Page 2 Lava-bridge

    Sjon back peddles to P-6

    this concludes the surprise round
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    Post  Chris Fri Dec 28, 2018 11:39 am

    Round 1, fight!

    Chris wrote:Lava river fight initiative

    Crispy 19
    Renda 15  (fly)
    Hawkes (fly)
    Sam 14
    Steam-o-nauts 12
    Azers 9

    Sjon 7
    turtle (sal) 3




    at 19, Crispy is up

    Renda and Hawkes combo at 15 are on deck
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    Post  Whitey Sat Dec 29, 2018 9:28 am

    Pyriannix "Crispy"

    HP: 59/59 (54/54)
    AC: 17
    Hit Dice 0d8/6d6
    Ki: (2/3)
    Sorcery Points: (0/6)
    Spells:
    1st: (2/4)
    2nd: (2/3)
    3rd: (2/3)
    Spell DC: 14

    Crispy will cast Scorching Ray targeting all three bolts at the Unrestrained Mech.

    2 evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V S
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

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

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

    Roll(1d20)+6:
    9,+6
    Total:15

    Roll(2d6)+0:
    2,3,+0
    Total:5

    Roll(2d6)+0:
    1,5,+0
    Total:6

    Roll(2d6)+0:
    1,3,+0
    Total:4

    Crispy advances to M5 in an attempt to use the mechs as cover from the towers.
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    Post  Chris Sat Dec 29, 2018 12:16 pm

    All 3 rays barely miss the mech, AC 17 as Sam discovered.

    Crispy advances, will update map after the calf-roping team goes

    Hawkes and Renda are up
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    Post  MAS Sat Dec 29, 2018 11:15 pm

    letting Capn Hawkes direct -
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    Post  navyik Sun Dec 30, 2018 12:06 am

    Cap'n Hawkes
    AC 17
    Hp 63/58*

    Spell save 15
    Passive perception 14
    Passive insight 17

    +1 con save 1/day

    Inspiration 3x ✓
    Superiority (save 17) 4x

    Spells: 1:4 (3)
    2:3(2)
    Cantrip: Vicious Mockery, Message, minor illusion
    1: charm person, bane, healing word, detect magic, identify
    2: suggestion, shatter

    Current buff: Flight 60' 19 minutes

    As a career sailor and a deft pilot, Hawkes knows that a large object can be moved by application of minimal force in just the right place. Just as a mighty ship is steered by a small rudder and propelled by a gentle breeze.
    Hawkes draws his rapier and attempts to find a think in the machines armor.

    Result of the throw of dice "1d20 +10" :

    3 + 10 = 13. "No not quite the right spot."

    Second attack:
    Result of the throw of dice "1d20 +10" :

    12 + 10 = 22

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

    5 + 6 = 11

    If it's a hit the machine must save Strength DC 17 or be pushed up to 15'
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    Post  navyik Sun Dec 30, 2018 12:44 am

    If it doesn't work, then Renda may be able to shove it as well.
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    Post  Chris Sun Dec 30, 2018 1:43 pm

    Hawkes' 2nd jab does indeed find a soft spot!  The mech saves with Disadvantage due to your previous efforts and it fails!  cheers

    the mech is pushed 15ft directly away from Hawkes.  Renda and Hawkes, who are still holding the ropes, go along for the ride lol!

    Since they are flying and have the mech lassoed, they are now supporting its massive weight and being dragged down towards the lava river Twisted Evil

    study   Str check to hold the weight or use a Reaction to let go of the rope (or something else)

    Cha Ra Mo Na Ah Na  - Page 2 Lava_b10

    Crispy's position updated

    Renda is up, pending resolution of Hawkes' action
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    Post  navyik Sun Dec 30, 2018 1:50 pm

    "Renda, let go the rope!". Hawkes let's go with Renda.
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    Post  MAS Sun Dec 30, 2018 1:57 pm

    "HOWL/HISSSSS"

    Translated from lizardfolk = "NO SHIT!?"


    Renda lets go, burning this round's reaction, assuming he is not currently floating over lava as the map suggests...

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