MAS wrote:About to head out of town - Nicole and I are going north a few hours.Taking her on her first trout fishing adventure tomorrow!
Ill be back tomorrow afternoon/evening, and we will resume then.
Ok, have a good trip!
MAS wrote:About to head out of town - Nicole and I are going north a few hours.Taking her on her first trout fishing adventure tomorrow!
Ill be back tomorrow afternoon/evening, and we will resume then.
Arcturus2 wrote:so garth needs a save vs pervert tentacles? lol
what do i roll? CMD?
Chirs2 wrote:
Swift Action - cast Quickened Black Tentacles - target F\G 3\4. (sorry Garth, you can save) as an 8th
1st BT to grapple 2 + Garth
Result of the throw of dice "1d20 +25" :
10 + 25 = 35 vs their CMD
damage
Result of the throw of dice "1d6 +4" :
5 + 4 = 9
Arcturus2 wrote:
Thanks for clearing that up for me. Hard to game attentively while Im at work.
MAS wrote:
While the Champions are de-selected, as per the spell description "The entire area of effect is considered difficult terrain while the tentacles last."
Difficult Terrain: Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. Each square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can't run or charge across difficult terrain.
Chirs2 wrote:Dr. Peabody will use 1 move action (+50ft spd mythic haste) to B-16, pick up Garth's stone (Mythic haste extra action) and then finish his movement at G-12 (Griz's stone). Dr Peabody will use his standard action to activate Garth's stone.
Move Action - Rasso will float to G-12 with the fuzzy Dr.
**I know that is a mess of stuff, I think I got everything right, let me know if you see any errors and I will try to correct.
whit10 wrote:I get 31 as it's CMD (10 plus the CL of the character +4 for Str. and +1 for Size) but it could be higher if Chris did something with the caster level or DC
MAS wrote:
Just needing to confirm the CMB...
Chirs2 wrote:
Tentacle CMB = 16 (caster level) + 4 (str) + 1 size + 2 prayer + 2 candle = +25 CMB to grapple
whit10 wrote:The Prayer wouldn't effect them. It was cast before they entered combat:
Area all allies and foes within a 40-ft.-radius burst centered on you (range for Prayer).
I have always taken this to mean that it's at the time of casting.
MAS wrote:
Tentacle CMB = 16 (caster level) + 4 (str) + 1 size + 2 candle +5 already grappled = +28 CMB to grapple
So the DC to break the grapple is 38.
DC to cast is 38 (10 + 28 CMB ) + level of spell being attempted.
Any objections?
navyik wrote:Cold rage froths from Grizzles maw as his paws clamp down into the guard's dried and decayed marrow.
9+37=46 to pin.
navyik wrote:Cold rage froths from Grizzles maw as his paws clamp down into the guard's dried and decayed marrow.
9+37=46 to pin.
navyik wrote:Technically griz still has 2 move actions, but to move with a grappled opponent is grapple check. I read that as a standard action?
Griz SHOULD just be able to drag this thing around effortlessly, but games have rules for a reason.
If allowed griz would lumber toward the dazed cg's in the other corner, dragging his pinned foe.
navyik wrote:Griz was about to do something very gnarly... Very. But okay.
MAS wrote:
The Champions have quickly rendered the Phylactery Vault's defenders irrelevant. One guard is pinned in Grizzle's maw, two are dazed for another round, and the rest are helplessly caught in the Black Tentacles.
The guards lack the scores and modifiers to cast spells, or break free from the tentacles to make moves.
navyik wrote:The damp dugeon air condenses against grizzles fur as the vengeance of his frozen heart awakens. The air thins as griz's paws clamp around the cg's ankles. Pulling, the helpless cg from his maw, he scrapes it across the ceiling, raising it over head to flop loosely across his back. Then again it folds and jostles in jerking motion as griz whips the cg back down in an overhead smashing motion to club the dazed cg's below.
Body bludgeon
Power attack
2+28+5(surge)-4(improv)-4(pow att)=27 to hit
Dmg=10+34=44
navyik wrote:The damp dugeon air condenses against grizzles fur as the vengeance of his frozen heart awakens. The air thins as griz's paws clamp around the cg's ankles. Pulling, the helpless cg from his maw, he scrapes it across the ceiling, raising it over head to flop loosely across his back. Then again it folds and jostles in jerking motion as griz whips the cg back down in an overhead smashing motion to club the dazed cg's below.
Body bludgeon
Power attack
2+28+5(surge)-4(improv)-4(pow att)=27 to hit
Dmg=10+34=44
MAS wrote:
Grizzle thrashes the dazed guards with their comrade as a weapon. They are unable to withstand the beating, falling motionless and crumbled to the ground.
The Guard being used as a weapon remains pinned, is not beaten and battered and pulped, but still retains a spark of un-life.
navyik wrote:
The "weapon" also takes damage. Griz will probably just keep pounding it against walls and floor until it too is dust. (Though he is tempted to keep it around the way a dog does an old sock).
navyik wrote:MAS wrote:
Grizzle thrashes the dazed guards with their comrade as a weapon. They are unable to withstand the beating, falling motionless and crumbled to the ground.
The Guard being used as a weapon remains pinned, is not beaten and battered and pulped, but still retains a spark of un-life.
The "weapon" also takes damage. Griz will probably just keep pounding it against walls and floor until it too is dust. (Though he is tempted to keep it around the way a dog does an old sock).
Chirs2 wrote:aside from loot party members want, can we trade\sell it to Oberon's faction in exchange for crafting time at his forges or items crafted by his artisans?
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