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Chirs2
whit10
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    Ill Humor

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    Post  MAS Fri Jun 27, 2014 8:38 pm

    Arcturus2 wrote:So are we out of initiative?

    If we are, Garth has something to say.

    After everyone's saves, of course.

    No, initiative is still active.
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    Post  whit10 Fri Jun 27, 2014 9:13 pm

    Jules has Death Ward active: He should take no damage

    The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.

    If a save is needed for some weird reason.

    Roll(1d20)+22:
    8,+22
    Total:30
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    Post  whit10 Fri Jun 27, 2014 9:14 pm

    Garth essentially goes right after Jules now since you held the one action. Speaking is a free action (but I think it's supposed to be on your turn?)
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    Post  MAS Fri Jun 27, 2014 9:24 pm

    whit10 wrote:Jules has Death Ward active:  He should take no damage

    The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.

    If a save is needed for some weird reason.

    Roll(1d20)+22:
    8,+22
    Total:30

    Jules takes no damage.

    Speaking is free action, but must be on your turn.
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    Post  Arcturus2 Fri Jun 27, 2014 9:27 pm

    whit10 wrote:Garth essentially goes right after Jules now since you held the one action.  Speaking is a free action (but I think it's supposed to be on your turn?)

    That's why I asked about initiative.  Surprised 
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    Post  navyik Fri Jun 27, 2014 9:57 pm

    Grizzle strolls through the gate last. He is never casual, but with no promise of a meal in this fight, it takes him longer than usual to get motivated. Before his brain is finished sloshing from the portal, the fight is over. Curious, griz sniffs around, but is disappointed by the stench. He is not very smart, but he is wise enough to let the smart people plan things.

    Griz ambles to center on e-22 slipping the daylight stone out of his cheek to his lips and activates it, UNLESS he sees something to attack, He will spit it through the doorway.

    Hp: 197
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    Post  Chirs2 Fri Jun 27, 2014 10:19 pm

    whit10 wrote:Garth essentially goes right after Jules now since you held the one action.  Speaking is a free action (but I think it's supposed to be on your turn?)

    I'm confused  Suspect  what are you talking about? an AoO isn't a held action, Garth used his move and standard on his turn

    SR 18

    assuming it bypasses that....

    Rasso Will Save
    Roll(1d20)+23:
    8,+23
    Total:31 +2 if Evil
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    Post  MAS Fri Jun 27, 2014 10:24 pm

    navyik wrote:Grizzle strolls through the gate last.  He is never casual, but with no promise of a meal in this fight, it takes him longer than usual to get motivated.  Before his brain is finished sloshing from the portal, the fight is over.  Curious, griz sniffs around, but is disappointed by the stench.  He is not very smart, but he is wise enough to let the smart people plan things.

    Griz ambles to center on e-22 slipping the daylight stone out of his cheek to his lips and activates it, UNLESS he sees something to attack, He will spit it through the doorway.

    Hp: 197

    I know that one can move through spaces occupied by friendlies, but they can not occupy the same space at the end of the move. Your stated move would place you into the same space as Garth, so it is a no-go.
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    Post  MAS Fri Jun 27, 2014 10:25 pm

    Chirs2 wrote:

    Rasso Will Save
    Roll(1d20)+23:
    8,+23
    Total:31 +2 if Evil

    Rasso Save is SUCCESS. half damage.
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    Post  navyik Fri Jun 27, 2014 11:00 pm

    He can center on e-22 if he "squeezes" against the statues. garth is at g-22.
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    Post  whit10 Fri Jun 27, 2014 11:34 pm

    I meant when the next round starts Chris, Jules moved to first in initiative when Garth held his action. Not that it really matters that much.

    had nothing to do with the AoO
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    Post  Chirs2 Fri Jun 27, 2014 11:56 pm

    whit10 wrote:I meant when the next round starts Chris, Jules moved to first in initiative when Garth held his action.  Not that it really matters that much.

    had nothing to do with the AoO

    ah, the wand, now that makes sense!

    MAS wrote:
    Chirs2 wrote:

    Rasso Will Save
    Roll(1d20)+23:
    8,+23
    Total:31 +2 if Evil

    Rasso Save is SUCCESS. half damage.

    right, but doesn't it still need to bypass SR for Rasso and Grizwald to take any effect at all?  
    d20 + caster's lvl (of whatever put the spell\effect on the door).  The door radiated "strong necromantic" magic, as visible by Arcane Sight.

    -29 damage. 160 (with temp HP from GH)

    131\144
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    Post  Robyo Sat Jun 28, 2014 2:29 am

    MAS wrote:

    After withstanding the barrage of damage from Igniss, the Corpse Guard draws his scroll and begins to recite the evil spell -

    Giving Garth an opening! He quickly slays the Guard with a backhanded slash, scattering its bones in a cloud of flying debris...

    The Corpse Guard's head goes twisting, turning, flying through the air....striking the door as it goes.

    The door shatters like a pane of brittle glass, and a wave of negative energy rolls through the entire room.

    58 damage to ALL Champions, WILL save for half


    Ignis WILL save:
    13+15=28
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    Post  MAS Sat Jun 28, 2014 8:56 am

    Chirs2 wrote:
    whit10 wrote:I meant when the next round starts Chris, Jules moved to first in initiative when Garth held his action.  Not that it really matters that much.

    had nothing to do with the AoO

    ah, the wand, now that makes sense!

    MAS wrote:
    Chirs2 wrote:

    Rasso Will Save
    Roll(1d20)+23:
    8,+23
    Total:31 +2 if Evil

    Rasso Save is SUCCESS. half damage.

    right, but doesn't it still need to bypass SR for Rasso and Grizwald to take any effect at all?  
    d20 + caster's lvl (of whatever put the spell\effect on the door).  The door radiated "strong necromantic" magic, as visible by Arcane Sight.

    -29 damage.  160 (with temp HP from GH)

    131\144

    Negative. "Only spells and spell-like abilities are subject to spell resistance" - as per the PRD. This is not a "Spell or spell-like ability".

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    Post  MAS Sat Jun 28, 2014 9:31 am

    navyik wrote:He can center on e-22 if he "squeezes" against the statues.  garth is at g-22.

    "Squeezing: In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.

    When a Large creature (which normally takes up 4 squares) squeezes into a space that's 1 square wide, the creature's miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into.

    A creature can squeeze past a creature while moving but it can't end its movement in an occupied square."

    Grizzle shoulders his way past the other party members, jostling and outright shoving them along as he does so, and the squeezes into place (–4 penalty on attack rolls and a –4 penalty to AC).

    Just as he lumbers into place - a streak of fire arcs out of the next room's darkness and explodes at his feet!
    (attacker was invisible prior to spell)

    Fireball, maximized = 60 damage, REF save for half, SR applies
    Result of the throw of dice "1d20 +11" :

    12 + 11 = 23
    23 vs your SR

    Grizzle, Garth, and Igniss within effect zone

    Ill Humor - Page 2 R1g10

    Is Grizzle still intending to spit the Bright Stone into the room? If so - he'll need a throw or athletics check or something relevant, as well as declaration of a target square please.
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    Post  navyik Sat Jun 28, 2014 11:56 am

    6+13=19 reflex
    Add surge bonus of 6 to save=25
    Resist fire 4

    Athletics 18+12=30

    F-8 target square.
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    Post  Robyo Sat Jun 28, 2014 12:11 pm

    Reflex: 13+17 = 30

    Ignis currently has Fire Resistance 20.
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    Post  MAS Sat Jun 28, 2014 12:33 pm

    Grizzle and Igniss SAVE is SUCCESS.
    half damage and subtract resistance.

    Once Garth checks in, I'll resolve the throw and we'll flip the round.
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    Post  Arcturus2 Sat Jun 28, 2014 12:34 pm

    Garth's REF save: 1d20 + 18 (5+18)=23

    Also, his Frost Brand grants him 10 DR/Fire


    Last edited by Arcturus2 on Sat Jun 28, 2014 2:54 pm; edited 1 time in total
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    Post  Robyo Sat Jun 28, 2014 12:38 pm

    MAS wrote:Grizzle and Igniss SAVE is SUCCESS.
    half damage and subtract resistance.

    Ignis takes 10 damage.
    HP 90/100
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    Post  navyik Sat Jun 28, 2014 1:30 pm

    Griz hp: 171
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    Post  MAS Sat Jun 28, 2014 6:34 pm

    Grizzle's target for the Bright Stone exceeds his ability to throw, but it lands and rolls into the room well enough.

    Round ends.




    Ill Humor - Page 2 R2a10

    Initiative =

    Garth - 31
    Jules - 24
    Rasso - 24
    Igniss - 20
    L3 - 17 / Unknown
    Grizzle - 5

    Garth is up (previous round holding back of action does not affect this round's initiative).
    Jules on deck
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    Post  Arcturus2 Sat Jun 28, 2014 6:38 pm

    Did Garth make his REF save or not? Also, Garth & Jules switched initiative so it's Jules up, Garth on deck.
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    Post  MAS Sat Jun 28, 2014 6:58 pm

    Arcturus2 wrote:Did Garth make his REF save or not? Also, Garth & Jules switched initiative so it's Jules up, Garth on deck.

    Yes Garth made the save. Half damage

    Jules is up.
    Garth on deck.
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    Post  Arcturus2 Sat Jun 28, 2014 7:12 pm

    Copy on initiative. Stuck at a fucking wedding, will post Garth's turn ASAP.
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    Post  Chirs2 Sat Jun 28, 2014 7:21 pm

    what can we see in the main chamber now that it is glowing like daylight?

    Griz - nice job getting your Daylight off in round 1, I didn't expect that.
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    Post  navyik Sat Jun 28, 2014 7:27 pm

    If the baddie promised to taste better, griz may have attacked instead... pig 
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    Post  whit10 Sat Jun 28, 2014 8:07 pm

    Jules:

    Move action (extra from Haste): put wand of darkvision away.

    Free Action - Quick Draw- 2nd Revolver.

    Move Action - H-19 (Jules is under the affects of Greater Invisibility.)  Let me know if you want a Stealth check.  What does he see?

    Perception?

    Roll(1d20)+26:
    9,+27
    Total:36


    Last edited by whit10 on Sat Jun 28, 2014 9:09 pm; edited 1 time in total
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    Post  Chirs2 Sat Jun 28, 2014 8:25 pm

    Dr. Peabody hops up on top of the golf bag, he is holding Rasso's Bright Stone as he pantomimes a reminder of our objective

    Ill Humor - Page 2 Profes10

    MAS wrote:
    "They are Bright Stones, and each carries the 1 round of pure daylight. They require a full standard action to activate, and once unleashed, will burn for a single round. In order to destroy the Phylactery that are stored in the vault, you must subject them to 3 rounds pure daylight."

    Griz took care of round 1, let's focus on what matters and clean up the baddies afterwards if we want
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    Post  Chirs2 Sat Jun 28, 2014 9:00 pm

    Chirs2 wrote:

    -29 damage. 160 (with temp HP from GH)

    131\144

    I forgot I have DR5 to all elements from my ring

    136\144
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    Post  Arcturus2 Sat Jun 28, 2014 11:32 pm

    So the daylight effect should kick in at the start of Griz's next turn, right? Garth may as well mix shit up with whatever baddies we got til then, unless I'm misunderstanding how these glow rocks work? He's still at 224/270 so he can hang with these assholes for a bit yet..
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    Post  Chirs2 Sun Jun 29, 2014 12:18 am

    Arcturus2 wrote:So the daylight effect should kick in at the start of Griz's next turn, right? Garth may as well mix shit up with whatever baddies we got til then, unless I'm misunderstanding how these glow rocks work? He's still at 224/270 so he can hang with these assholes for a bit yet..

    lets see what the GM says, but I read it like a glow stick: Griz activated it, it is now glowing, so the room should be full daylight, hopefully that affects these undead in some fashion.

    our instructions aren't specific, but I think we should try to burn 3 consecutive rounds, nuke the whole site from orbit.... it's the only way to be sure
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    Post  MAS Mon Jun 30, 2014 11:04 am

    Arcturus2 wrote:So the daylight effect should kick in at the start of Griz's next turn, right? Garth may as well mix shit up with whatever baddies we got til then, unless I'm misunderstanding how these glow rocks work? He's still at 224/270 so he can hang with these assholes for a bit yet..

    The daylight effect begins when the stone lands. It burns until the character who threw it begins their next round action. It must burn the the entire round between actions in order to count.

    You may have noticed I deleted a ton of posts. gentlemen, its been said in damn near every game - PLEASE keep the idle chatter off the combat thread. It multiplies the difficulty of GMing a fight significantly.

    Stand by - I am in the process of resuming play.
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    Post  MAS Mon Jun 30, 2014 11:40 am

    whit10 wrote:Jules:

    Move action (extra from Haste): put wand of darkvision away.

    Free Action - Quick Draw- 2nd Revolver.

    Move Action - H-19 (Jules is under the affects of Greater Invisibility.)  Let me know if you want a Stealth check.  What does he see?

    Perception?

    Roll(1d20)+26:
    9,+27
    Total:36

    As Jules enters the second room, he sees Corpse Guard L3 (location L/14), the rest of the room appears empty.

    Suddenly from the corner of his eye, a blast of magical energy lashes out to strike him as another Corpse Guard becomes visible at L/19.

    Readied action, magic missile, foe enters room =
    Result of the throw of dice "5d4 +5" :

    4 + 2 + 3 + 2 + 4 + 5 = 20

    Jules takes 20 dmg. He is apparently less invisible than he thought.




    Ill Humor - Page 2 R2b11

    Garth is up - Rasso on deck.

    NOTE: due to readied actions and held actions, initiative order now stands as =

    Initiative =

    L4
    Jules
    Garth
    Rasso
    Igniss
    L3
    Grizzle


    Last edited by MAS on Mon Jun 30, 2014 1:18 pm; edited 1 time in total
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    Post  whit10 Mon Jun 30, 2014 12:29 pm

    so they have True Seeing.... nice to know. (otherwise, nope, still invisible)

    Jules takes no damage - Shield was cast earlier.

    Jules will call out "watch your 3 o'clock in here" and blast L 4 with one shot.

    Roll(1d20)+24:
    10,+24
    Total:34

    Touch attack (probably hits)

    Damage:

    Roll(1d8)+9:
    4,+9
    Total:13

    Cold damage (if applicable)
    Roll(1d6)+0:
    1,+0
    Total:1

    14? Well that sucked!

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    Post  Chirs2 Mon Jun 30, 2014 12:45 pm

    GM - with the daylight stone - do we see anything new?
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    Post  MAS Mon Jun 30, 2014 12:50 pm

    Chirs2 wrote:GM - with the daylight stone - do we see anything new?

    I have revealed everything that can be seen with peoples capabilities and sightlines.
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    Post  Chirs2 Mon Jun 30, 2014 1:09 pm

    from Rasso's limited POV, does he see any coffins or interned bodies in the vault room?

    can you give us a description of the phylacteries as well?

    thx
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    Post  MAS Mon Jun 30, 2014 1:26 pm

    Jules lands an unremarkable shot on the Corpse Guard...it blows a chunk of bone from it's arm but provokes no additional reaction.

    For those who can the see the phylacteries (Which is everyone but Rasso right now) they can see that the columns have shelves, and the shelves are lined with crystalline jars.

    Rasso sees no coffins or interred corpses. Disregard any skeletal remains shown on the map, I didn't have the ability to remove them.

    Rasso still up.

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    Post  whit10 Mon Jun 30, 2014 1:30 pm

    This is reminding me of the Dept. of Mysteries in the 5th Harry Potter book
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    Post  MAS Mon Jun 30, 2014 1:32 pm

    whit10 wrote:This is reminding me of the Dept. of Mysteries in the 5th Harry Potter book

    This is reminding me of the stuff I just asked you guys to stop cluttering the thread with Wink

    That being said - having only seen the movies - the scene escapes me.
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    Post  Chirs2 Mon Jun 30, 2014 1:37 pm

    MAS wrote:
    Rasso still up.


    I think Garth is up....
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    Post  MAS Mon Jun 30, 2014 1:42 pm

    Chirs2 wrote:
    MAS wrote:
    Rasso still up.


    I think Garth is up....

    Correct, sorry.

    Garth is up!
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    Post  Arcturus2 Mon Jun 30, 2014 2:50 pm

    Need a clarification on the mythic haste (sorry)
    ..

    It grants an extra move action, correct? Garth's base speed is 30, does his speed double with the buff?

    Never mind,  I looked it up.

    Garth shouts out to the party:

    "Peabody, get ready to throw Rasso's glow rock!" (Free action)

    He lifts his five foot blade over his head with both hands. It glows a faint blue with the magical light of it's frost.

    He screams and charges full speed at the first corpse guard who revealed himself.

    Move Action: Garth runs towards the Corpse guard in K-14. With the haste, he can get to K-15.

    Still screaming like a banshee, he crashes his mighty Frost Brand down on the crown of the rotting corpse's head..

    Mythic Vital Strike:

    Attack Roll: 1d20+39 (14+39)= 53

    If that hits, Damage Roll: 8d6+184 (5, 2, 5, 6, 1, 4, 6, 4+184)+1d6 cold (2)=214 +2 cold

    Used 2 Mythic powers today, Garth is at 224/270 HP

    Garth is a hammer, and EVERYTHING looks like a nail.
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    Post  MAS Mon Jun 30, 2014 5:36 pm

    Garth picks up speed as he dashes into the room, ready to drive steel through the heart of the Corpse Guard.

    As he moves through the door, yet another Guard appears,  points his finger, and launches a fireball into the door way.

    Readied action, second foe enters room, cast spell - maximized fireball

    60 damage, REF save for half, everybody EXCEPT Igniss.

    Ill Humor - Page 2 R2c10
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    Post  Arcturus2 Mon Jun 30, 2014 5:49 pm

    Garth REF save: 1d20 + 18 (12+18)=30

    +10 DR/fire

    Do I make that save?

    And does that mean I just flat out lose my attack or do I strike anyway?
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    Post  MAS Mon Jun 30, 2014 5:50 pm

    Arcturus2 wrote:Garth REF save: 1d20 + 18 (12+18)=30

    +10 DR/fire

    Do I make that save?

    And does that mean I just flat out lose my attack or do I strike anyway?

    Resolving as it happens, youll get your strike after this attack is resolved.

    Save SUCCESS, 30 damage, subtract your DR.


    Last edited by MAS on Mon Jun 30, 2014 6:05 pm; edited 1 time in total
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    Post  Chirs2 Mon Jun 30, 2014 5:58 pm

    alright, this is getting old....

    Reflex save
    Result of the throw of dice "1d20 +18" :

    17 + 18 = 35
    +2 if Evil

    5dr fire = 25 damage

    111\140
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    Post  whit10 Mon Jun 30, 2014 6:55 pm

    yeah, this IS getting old.

    Reflex save:

    Roll(1d20)+22:
    19,+22
    Total:41

    No damage - Evasion
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    Post  Arcturus2 Mon Jun 30, 2014 6:58 pm

    I believe Garth gets a second move action on his turn.. depending on how the attack resolves after the fireball, I may want to use it before Garth passes.

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