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.
Arcturus2 wrote:So are we out of initiative?
If we are, Garth has something to say.
After everyone's saves, of course.
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
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?)
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?)
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
Chirs2 wrote:
Rasso Will Save
Roll(1d20)+23:
8,+23
Total:31 +2 if Evil
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
MAS wrote:Chirs2 wrote:
Rasso Will Save
Roll(1d20)+23:
8,+23
Total:31 +2 if Evil
Rasso Save is SUCCESS. half damage.
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
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
navyik wrote:He can center on e-22 if he "squeezes" against the statues. garth is at g-22.
MAS wrote:Grizzle and Igniss SAVE is SUCCESS.
half damage and subtract resistance.
Arcturus2 wrote:Did Garth make his REF save or not? Also, Garth & Jules switched initiative so it's Jules up, Garth on deck.
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."
Chirs2 wrote:
-29 damage. 160 (with temp HP from GH)
131\144
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..
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..
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
Chirs2 wrote:GM - with the daylight stone - do we see anything new?
whit10 wrote:This is reminding me of the Dept. of Mysteries in the 5th Harry Potter book
MAS wrote:
Rasso still up.
Chirs2 wrote:MAS wrote:
Rasso still up.
I think Garth is up....
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?
|
|