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5 posters

    The Price of Honor

    MAS
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    Post  MAS Sat Nov 28, 2015 11:36 pm

    SDX Perception
    Result of the throw of dice "1d20 +11" :

    9 + 11 = 20

    Eidolon Perception
    Result of the throw of dice "1d20 +8" :

    8 + 8 = 16

    Dino-bot Perception
    Result of the throw of dice "1d20 +14" :

    12 + 14 = 26




    Standby for actions, tomorrow/Sunday AM.
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    Post  MAS Sun Nov 29, 2015 12:05 pm

    SDX -
    HP = 92/100
    AC = 14
    SR = 21
    INIT = 21


    EIDOLON -
    BIPED: Size Large; Speed 30 ft./ Fly 30 ft. ; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 30, Dex 10, Con 17, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).
    HD: 9 / Good Saves +6, Bad Save +3 / Armor +8 / Str +4 / Max Attacks = 5
    HP = 96
    FORT = +6
    REF = +2
    WILL = +6
    AC = 25
    BAB = +8
    Attacks = +17 / Claws x4, 1d4+10 +1d6 Acid
    Darkvision, Evasion, Link, Share Spells, Ability Score increase x2, Devotion, Multiattack
    Darkvision 60 feet.

    ANKYLOSAURUS CR 6
    Huge animal
    Init +0; Senses low-light vision, scent; Perception +14
    -DEFENSE-
    AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
    hp 75 + 40 (Construct, huge) = 115
    Fort +12, Ref +7, Will +4
    -OFFENSE-
    Speed 30 ft.
    Melee tail +14 (3d6+12 plus stun)
    Space 15 ft.; Reach 15 ft.
    -STATISTICS-
    Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
    Base Atk +7; CMB +17; CMD 27 (31 vs. trip)
    Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)
    Skills Perception +14
    -SPECIAL ABILITIES-
    -Stun (Ex) The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.
    -1 Point Evolution, Magic Attacks (Su): infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the creatures weapons are treated as the alignment of the creature for the purpose of overcoming damage reduction.




    Dino-bot moves to vicinity H/6 and swings its tail at Eldrazi located L/4.

    Attack =
    Result of the throw of dice "1d20 +14" :

    13 + 14 = 27

    Dmg =
    Result of the throw of dice "3d6 +12" :

    6 + 6 + 1 + 12 = 25

    Save vs Daze.




    Eidolon has Darkvision, 60 feet.

    Clarification: is the Elrazi at R/7 visible? If not, Eidolon is making a double move towards Tarro.

    If R/7 Erazi is visible, Eidilon will move and then attack it,  * is ACID dmg =


    Slam:
    Result of the throw of dice "1d20 +17" :

    7 + 17 = 24

    DMG =
    Result of the throw of dice "1d8 +10" :

    7 + 10 = 17

    Claw 1:
    Result of the throw of dice "1d20 +17" :

    2 + 17 = 19

    dmg
    Result of the throw of dice "1d6 +1d4 +10" :

    4* + 2 + 10 = 16

    Claw 2:
    Result of the throw of dice "1d20 +17" :

    17 + 17 = 34

    dmg
    Result of the throw of dice "1d6 +1d4 +10" :

    6* + 3 + 10 = 19

    Claw 3:
    Result of the throw of dice "1d20 +17" :

    5 + 17 = 22

    dmg
    Result of the throw of dice "1d6 +1d4 +10" :

    6* + 4 + 10 = 20

    Claw 4:
    Result of the throw of dice "1d20 +17" :

    12 + 17 = 29

    dmg
    Result of the throw of dice "1d6 +1d4 +10" :

    4* + 4 + 10 = 18



    SDX casts spell, Invisibility (greater) on self. 11 rounds

    He then moves towards the fading sound of the reactor 30 ft. Since he is floating in the air, being unable to see shouldn't cause any undue difficulties in moving, but let me know if it does.
    Chris
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    Post  Chris Sun Nov 29, 2015 12:46 pm

    SDX, Eidolon and Dino do not see Eldrazi M at R-7; it is invisible (DC 34 = 20 inviso + stealth)

    Dinobot can barely squeeze into space near H-6.  I removed the darkness cloud there to check terrain, but he appears to fit.  Dinobot clobbers the Eldrazi S with his tail.

    Save vs Stun DC 23
    Roll(1d20)+10:
    18,+10
    Total:28

    Eldrazi S is not stunned.  Dinobot's tail burns from touching the acidic slime-covered Eldrazi S.  

    Dinobot takes
    Roll(1d8)+0:
    7,+0
    Total:7

    7 Acid damage
    ___________________________________________________________

    Eidolon - with 60ft of movement, he cannot reach Tarro.  Remember the area around the reactor is "difficult terrain" because of all the wires, power rods, and the chain-link fence - not because the ground itself is hard to walk on (flying doesn't help here).  It is an obstruction to the entire space up to the ceiling.  

    I can see 3 paths for the Eidolon, let me know where you want him or if you want him to go a different route.

    Going around the back of the reactor would put him at about W-4

    Going through the middle, kind of NW, would put him at O-7

    Going north then around by the Dinobot would put him at K-7

    I chose the most direct path for him, but you can change it.
    _____________________________________________________________

    SDX fades from view and floats towards the reactor.

    map is updated (except for Eidolon's position)

    The Price of Honor - Page 3 1_tunn22

    Chris wrote:
    Initiative

    Dinobot 21A (8 rds)
    Eidolon 21B
    SDX 21C  (INVISO 11 rds)

    Tarro 19
    Eldrazi "M" 15
    CONFUSED Eldrazi "L" 15  (spore cloud 2) DEAD
    Shivak 14
    Eldrazi "S"  10  (1 is confused near Shivak)
    Sharn 5 (4 rds of Aura of Madness)


    Tarro is up
    MAS
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    Post  MAS Sun Nov 29, 2015 10:56 pm


    • I was pretty sure that the R/7 Elrazi was ghosted but couldnt find the entry, thanks for confirmation.


    • Eidolon path is fine, most direct route makes sense.


    • Dinobot has 15ft reach so he just needed to get in range for the strike. Takes 7 dmg.
    navyik
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    Post  navyik Mon Nov 30, 2015 9:10 pm

    I will post tonight. Sorry...

    navyik
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    Post  navyik Tue Dec 01, 2015 10:51 am

    Tarro
    Ac 30(32) SR22
    Touch 20(22)
    Hp 92/148
    PBAMF

    Studied target +3/+3 (up to 3 separate targets at once).

    +2 Ac/ -4 to attack

    "Some of them are cloaked. Watch for the distortion," Tarro warns.

    He sidesteps his attackers, fighting defensively, and fires at the eldrazi that is munching on the reactor.

    8+17+3+1-4=25
    7+5=12dmg
    12+5=17 dmg manyshot

    2+17+3+1-4=19
    15+5=20 dmg

    13+17+3+1-4=30
    8+5=13 dmg

    8+12+3+1-4=20
    9+5=14 dmg

    16+7+3+1-4=23
    11+5=16 dmg
    Chris
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    Post  Chris Wed Dec 02, 2015 12:13 am

    navyik wrote:Tarro
    Ac 30(32) SR22
    Touch 20(22)
    Hp  92/148
    PBAMF
    Studied target +3/+3  (up to 3 separate targets at once).
    +2 Ac/ -4 to attack
    "Some of them are cloaked.  Watch for the distortion," Tarro warns.
    He sidesteps his attackers, fighting defensively, and fires at the eldrazi that is munching on the reactor.

    Tarro fires off 5 shots, 4 of them hit, but again only the 1st (many shot) seems to do much damage. The Eldrazi M appear highly resistant to blaster fire.

    Eldrazi S have highly tuned combat reflexes and can make 3 additional attacks of opportunity each + the standard AoO Twisted Evil

    study I am not going to post all 8 rolls, but here are the results.....

    only 1 hits out of 8 attacks, lucky Slayer afro and it's not a sneak attack, since they lost flanking (It was a crit, but it wasn't confirmed)

    damage:

    claw
    Roll(1d6)+5:
    3,+5
    Total:8

    acid
    Roll(1d8)+0:
    4,+0
    Total:4

    12 total (4 acid)
    Chris
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    Post  Chris Wed Dec 02, 2015 12:34 am

    Eldrazi L is long dead, but the spores it released are still chewing on the flesh of Shivak, Sharn and SDX.  The spores have now sprouted into sickly black vines.  

    The Price of Honor - Page 3 Vines10

    Shivak, Sharn and SDX all take

    Roll(1d4)+0:
    4,+0
    Total:4
    damage from the spores\vines that are growing on your bodies

    Eldrazi "M" at U-2 sinks its claws deeper into the reactor core.  The party can see frost beginning to form on the some of the reactor wires as a 2nd Eldrazi "M" appears from the shadows at R-7 (it is now visible to all) and it also sinks its icy claws into the reactor core.

    The dockmaster broadcasts a panicked message over the fading comms, "We are losing power fast, you must protect the rea.....zzzzzzzzzzz"  it goes to static

    map is updated

    The Price of Honor - Page 3 1_tunn23

    Chris wrote:
    Initiative

    Dinobot 21A (8 rds)
    Eidolon 21B
    SDX 21C  (INVISO 11 rds)

    Tarro 19
    Eldrazi "M" 15
    CONFUSED Eldrazi "L" 15  (spore cloud 2) DEAD
    Shivak 14
    Eldrazi "S"  10  (1 is confused near Shivak)
    Sharn 5 (4 rds of Aura of Madness)


    Shivak is up
    whit10
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    Post  whit10 Wed Dec 02, 2015 11:18 am

    Shivak can see the one that is confused?
    Chris
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    Post  Chris Wed Dec 02, 2015 11:25 am

    whit10 wrote:Shivak can see the one that is confused?

    Shivak and the nearest Eldrazi S are in one of the Darkness fields. It is a 'magical' source, but it just effectively lowers the lighting level to total darkness. If Shivak has Darkvision he can see normally otherwise he cannot see at all.

    There are currently no invisible creatures on the map - all creature tokens are visible, unless they are in a globe of darkness.
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    Post  whit10 Wed Dec 02, 2015 12:18 pm

    Well, he has Darkvision.

    Affect Mind on the one next to him

    "Leave this place, never to return"

    Roll(1d20)+24:
    14,+24
    Total:38

    Let me know what happens... Shivak isn't done yet
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    Post  Chris Wed Dec 02, 2015 12:59 pm

    whit10 wrote:Well, he has Darkvision.

    Affect Mind on the one next to him

    "Leave this place, never to return"

    Roll(1d20)+24:
    14,+24
    Total:38

    Let me know what happens... Shivak isn't done yet

    what is the Will DC for the save?
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    Post  whit10 Wed Dec 02, 2015 1:48 pm

    I believe that it cannot be higher than 25. I will try to look it up here in a bit
    Chris
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    Post  Chris Wed Dec 02, 2015 1:58 pm

    whit10 wrote:I believe that it cannot be higher than 25.  I will try to look it up here in a bit

    I think that is correct....

    WILL SAVE

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

    9 + 5 = 14

    Eldrazi S has a strong desire to rethink his location. However.... and this is interesting - he is now both mind-affected AND confused.

    I think that the Affect Mind becomes his chosen action (instead of attacking, for example) but he then has to obey the results of his Confusion.

    Eldrazi S - these guys are up next, but I can't update their action right now. this gives Josh (or anyone else) time to object if you disagree
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    Post  whit10 Wed Dec 02, 2015 2:03 pm

    I would think that the newest affect would take over... but that's just my interpretation. I suppose it could go either way.

    Shivak would like to heal himself too but I'm forgetting if this takes a while or if it functions like the other healing effects
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    Post  whit10 Wed Dec 02, 2015 5:41 pm

    Shivak will use Heroic Burst for the second time today to Affect Mind on eldrazi M

    "Leave this place forever"

    Affect Mind:

    Roll(1d20)+24:
    9,+24
    Total:33

    Damned good thing he maxed that skill out
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    Post  Chris Wed Dec 02, 2015 11:21 pm

    Eldrazi S at Q-13 tries to leave but he just ends up babbling incoherently to himself; he is very confused right now

    Eldrazi M at R-7 hears Shivak's suggestion

    Will save DC 25
    Roll(1d20)+7:
    12,+7
    Total:19

    and fades away into the shadows, never to return

    Eldrazi S at U-17 can apparently see invisible; he charges to U-9 and attacks the invisible SDX.  

    Roll(1d20)+14:
    20,+14
    Total:34

    crit check

    Roll(1d20)+14:
    4,+14
    Total:18

    ouch, that is a crit vs AC 14

    damage:
    Roll(1d6)+5:
    5,+5
    Total:10 x2 = 20 damage

    acid
    Roll(1d8)+0:
    1,+0
    Total:1

    21 total (1 is acid) (+ 4 from the vines from earlier)

    Eldrazi S at L-4 and N-4 take 5ft steps to regain flanking on Tarro and make full attacks with 2 claws and bite each

    Tarro easily evades all but 1 of the attacks again

    claw
    Roll(1d6)+5:
    1,+5
    Total:6

    sneak attack
    Roll(2d6)+0:
    3,5,+0
    Total:8

    acid
    Roll(1d8)+0:
    5,+0
    Total:5

    19 total (5 acid)

    map is updated

    The Price of Honor - Page 3 1_tunn25

    Chris wrote:
    Initiative

    Dinobot 21A (8 rds)
    Eidolon 21B
    SDX 21C  (INVISO 11 rds)

    Tarro 19
    Eldrazi "M" 15
    CONFUSED Eldrazi "L" 15  (spore cloud 2) DEAD
    Shivak 14
    Eldrazi "S"  10  (1 is confused and mind-affected near Shivak)
    Sharn 5 (5 rds of Aura of Madness)


    Sharn is up
    Robyo
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    Post  Robyo Thu Dec 03, 2015 9:11 am

    Sharn
    AC 21
    HP 84
    Aura of Madness: 30'

    The wookie adept uses the Force to summon his family's traditional weapon out of the void.
    Spiritual Weapon (form of Bowcaster) at R-7. Blast the foe at N-3 (south of Tarro).
    Attack: 14 + 7 + 7 = 28
    Damage: 4 + 3 = 7
    Spell Resistance: 19 + 9 = 28


    He makes a Dimensional Hop to S-8 (about 50' to 55' feet, it's a little hard to tell from the map.. basically he wants to catch as many foes in his aura and channel energy aoe as possible for the next ability).

    Spend a Hero Point: because Sharn really wants to zap these guys with his Channel Negative Energy / Dark Side Lightning.
    5d6 = 3 + 4 + 6 + 6 + 1 = 20 damage. Foes make a Will Save DC 15 for half damage.

    Sorry ahead of time for Shivak and Tarro if they feel the pain. Shouldn't affect SDX or his nanobots though.



    Chris
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    Post  Chris Thu Dec 03, 2015 7:54 pm

    Robyo wrote:Sharn
    AC 21
    HP 84
    Aura of Madness: 30'  (5\9 rds used)
    Dimensional hop 90'\90' used

    Sorry ahead of time for Shivak and Tarro if they feel the pain. Shouldn't affect SDX or his nanobots though.

    Complicated action, nice!

    Unfortunately, Sharn doesn't have LOS or LOE (line of effect) to cast the spiritual weapon at R-7.  There is a big wall along line 13 from P to S but it is covered by one of the darkness globes, so you probably missed it.

    However, if Sharn does his dimensional hop FIRST - it would put him past the wall and give him LOS and LOE to R-7 cheers

    Sharn previously used 35ft of his 90ft per day, so hopping to S-8 would use another 50ft.  S-8, once I move the 30ft aura token, doesn't really hit very well.  You would miss both  Eldrazi S by Tarro.  I moved Sharn to ~Q-7 for his last 5ft, but that diagonal move allows him to hit 1 of the Eldrazi S south of Tarro.  I don't see Tarro getting hit either way.  In both options, Sharn will hit SDX, Shivak and Eidolon.  Dinobot gets missed both ways too.

    Both Channel Energy and Aura of Madness have a 30ft radius, so the same yellow circle token applies to both effects.

    Let me know if that is not ok with you, Rob.  It seemed to better match what you said you wanted to happen

    Robyo wrote:
    He makes a Dimensional Hop to S-8 (about 50' to 55' feet, it's a little hard to tell from the map.. basically he wants to catch as many foes in his aura and channel energy aoe as possible for the next ability).

    results:

    spiritual bowcaster (I love that!)  hits Eldrazi S for 7 damage.  Sharn penetrates its SR, so no issues there.

    I will roll for confusion on their turns

    Eldrazi S at N-4 fails its save and takes another 20 damage

    Eldrazi S at U-9 makes his save and takes 10

    Eldrazi M at U-3 fails his save scratch and takes 20 (bad dice).  He explodes into a cloud of black smoke.

    Channeled energy affects all living creatures - so SDX, Shivak and Eidolon must also make a WILL save DC 15 for 1/2 damage, failure = 20 damage

    map is updated

    The Price of Honor - Page 3 Tunnel12

    Chris wrote:
    Initiative

    Dinobot 21A (8 rds)
    Eidolon 21B
    SDX 21C (INVISO 11 rds)

    Tarro 19
    Eldrazi "M" all dead
    CONFUSED Eldrazi "L" 15 (spore cloud 2) DEAD
    Shivak 14
    Eldrazi "S" 10 (1 is confused and mind-affected near Shivak)
    Sharn 5 (5 rds of Aura of Madness)


    SDX and company are up, pending saves for damage
    Shivak needs to make his save too
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    Post  Robyo Thu Dec 03, 2015 8:37 pm

    Yeah, that looks fine, GM. I'd thought about having Sharn make the hop first, but wasn't sure about the walls/dark spaces for LOS. It's a very complex map!

    Bowcaster will stay in awhile, so you might want to add a token for that.


    Watch out! Crazy wookie going dark side nova!
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    Post  MAS Thu Dec 03, 2015 9:57 pm

    WTF Wookie!

    SDX save
    Result of the throw of dice "1d20 +7" :

    16 + 7 = 23

    Eidolon save
    Result of the throw of dice "1d20 +6" :

    8 + 6 = 14

    SDX takes half, Eidolon takes full
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    Post  MAS Thu Dec 03, 2015 10:20 pm

    SDX -
    HP = 57/100
    AC = 14
    SR = 21
    INIT = 21
    invisible (improved) 10 rounds


    EIDOLON -
    BIPED: Size Large; Speed 30 ft./ Fly 30 ft. ; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 30, Dex 10, Con 17, Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), limbs (legs).
    HD: 9 / Good Saves +6, Bad Save +3 / Armor +8 / Str +4 / Max Attacks = 5
    HP = 76/96
    FORT = +6
    REF = +2
    WILL = +6
    AC = 25
    BAB = +8
    Attacks = +17 / Claws x4, 1d4+10 +1d6 Acid
    Darkvision, Evasion, Link, Share Spells, Ability Score increase x2, Devotion, Multiattack
    Darkvision 60 feet.

    ANKYLOSAURUS CR 6
    Huge animal
    Init +0; Senses low-light vision, scent; Perception +14
    -DEFENSE-
    AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
    hp 75 + 40 (Construct, huge) = 108/115
    Fort +12, Ref +7, Will +4
    -OFFENSE-
    Speed 30 ft.
    Melee tail +14 (3d6+12 plus stun)
    Space 15 ft.; Reach 15 ft.
    -STATISTICS-
    Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
    Base Atk +7; CMB +17; CMD 27 (31 vs. trip)
    Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)
    Skills Perception +14
    -SPECIAL ABILITIES-
    -Stun (Ex) The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.
    -1 Point Evolution, Magic Attacks (Su): infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the creatures weapons are treated as the alignment of the creature for the purpose of overcoming damage reduction.




    Dinobot tail attack vs Elrazi L/3

    Result of the throw of dice "1d20 +14" :

    9 + 14 = 23

    dmg if hits
    Result of the throw of dice "3d6 +12" :

    2 + 5 + 6 + 12 = 25 + DC 23 save or be dazed for 1 round




    GM - Do the Elrazi appear to be subject to gravity? Are they hovering, or floating when they move?
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    Post  Chris Fri Dec 04, 2015 10:56 am

    Robyo wrote:
    Bowcaster will stay in awhile, so you might want to add a token for that.

    Watch out! Crazy wookie going dark side nova!

    There is a bowcaster token - it has a white background at ~P-3 Cool

    MAS wrote:
    Dinobot tail attack vs Elrazi L/3
    Result of the throw of dice "1d20 +14" :

    9 + 14 = 23

    dmg if hits
    Result of the throw of dice "3d6 +12" :

    2 + 5 + 6 + 12 = 25 + DC 23 save or be dazed for 1 round




    GM - Do the Elrazi appear to be subject to gravity? Are they hovering, or floating when they move?

    Eldrazi S FORT save vs DC 23

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

    2 + 10 = 12

    Eldrazi S
    takes a whoopin and is Dazed


    Eldrazi S (the green slime ones) move on the ground and appear to be subject to gravity

    Eldrazi M (the invisible black smokey ones) appeared to fly - all dead

    Eldrazi L  (the spore producing tentacle one) appeared on the ground but also teleported - dead
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    Post  whit10 Fri Dec 04, 2015 11:23 am

    Shivak's will save:

    Roll(1d20)+11:
    5,+11
    Total:16

    ooh, just made it
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    Post  Chris Fri Dec 04, 2015 1:02 pm

    whit10 wrote:Shivak's will save:

    Roll(1d20)+11:
    5,+11
    Total:16

    ooh, just made it

    Shivak takes 10 damage (half) from Sharn's dark side burst
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    Post  Robyo Fri Dec 04, 2015 4:37 pm

    Chris wrote:
    Robyo wrote:
    Bowcaster will stay in awhile, so you might want to add a token for that.

    Watch out! Crazy wookie going dark side nova!

    There is a bowcaster token - it has a white background at ~P-3 Cool

    Gotcha. You moved it, that's cool.

    I really didn't think SDX and kin were living, but makes sense.

    Next feat on the list, Selective Channel...

    Did the dark lightning fry those spores?
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    Post  Chris Fri Dec 04, 2015 4:51 pm

    Robyo wrote:
    Gotcha. You moved it, that's cool.

    I really didn't think SDX and kin were living, but makes sense.

    Next feat on the list, Selective Channel...

    Did the dark lightning fry those spores?

    ooops, sorry if I put it in the wrong spot drunken

    The spores were not affected by the channel\dark lightning. study It was a good idea, but there is a very specific list of things which can affect them. Otherwise and in general, they are treated as part of the infected character.
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    Post  navyik Fri Dec 04, 2015 5:21 pm

    It is still SDX's turn, right?
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    Post  Chris Fri Dec 04, 2015 5:27 pm

    navyik wrote:It is still SDX's turn, right?

    yes

    Dinobot has acted, but waiting on SDX and Eidolon

    Tarro is on deck
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    Post  whit10 Fri Dec 04, 2015 9:09 pm

    I will reflect Shivak's HP total on his next turn
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    Post  MAS Fri Dec 04, 2015 10:04 pm

    SDX expends one use of mythic power for a "summoner's surge" - improv programming a nano-swarm to create a "Hold Monster" effect, targeting the adjacent Elrazi swarm.

    This spell functions like hold person, except that it affects any living creature that fails its Will save.

    SAVE DC = 19
    HOLD PERSON
    School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric 2, sorcerer/wizard 3
    Casting Time 1 standard action
    Range medium (100 ft. + 10 ft./level)
    Target one humanoid creature
    Duration 1 round/level (D); (see text) 11 rounds
    Saving Throw Will negates; see text; Spell Resistance yes
    The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.




    Eidolon will make a double move to end adjacent to SDX.

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    Post  Chris Fri Dec 04, 2015 11:35 pm

    MAS wrote:SDX expends one use of mythic power for a "summoner's surge" - improv programming a nano-swarm to create a "Hold Monster" effect, targeting the adjacent Elrazi swarm.

    This spell functions like hold person, except that it affects any living creature that fails its Will save.

    Eidolon will make a double move to end adjacent to SDX.

    Please try to give me the Save DC of the spell when you cast it so that you are sure to include all relevant bonuses and so I don't have to look at your character sheet to try and figure it out.  Cool

    save DC = 10 + 5( attribute) + 5 (lvl of spell) = Will save 20

    However, since SDX is casting a spell adjacent to the Eldrazi S it gets an Attack of Opportunity first Twisted Evil

    Roll(1d20)+12:
    2,+12
    Total:14

    MAS wrote:SDX -
    HP = 57/100
    AC = 14
    SR = 21
    INIT = 21
    invisible (improved) 10 rounds

    I think that hits, as sad as it is.....

    damage:
    Roll(1d6)+5:
    5,+5
    Total:10

    acid
    Roll(1d8)+0:
    4,+0
    Total:4

    SDX takes 14 damage and must make a Concentration Check to keep his spell from failing

    DC = 10 + 5 (spell level) + 14 (damage dealt) = 29

    Concentration check = d20 + caster level + 5 (attribute)

    map updated to reflect Eidolon's move

    The Price of Honor - Page 3 1_tunn26

    pending resolution of spell + AoO

    Tarro can act, as long as his action isn't dependent on the above result
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    Post  navyik Fri Dec 04, 2015 11:52 pm

    Tarro
    Ac 30 SR22
    Touch 20
    Hp 73/148
    PBAMF

    Studied target +3/+3 (up to 3 separate targets at once).

    Tarro's fore-arm blade snaps forward as he side-steps to M-2, where he is flanking the green eldrazi at L-3 with dino-bot. If it drops he will move on to the other one.

    18+14+3+1=36 to attack
    7+2=9 dmg +8(snk)=17

    14+9+3+1=27 to attack
    8+2=10 dmg +11(snk)=21

    20+4+3+1=28 to attack
    3+4+3+1=11 (not a crit)
    8+2=10 dmg +9(snk)=19
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    Post  MAS Sat Dec 05, 2015 12:08 am

    MAS wrote:SDX expends one use of mythic power for a "summoner's surge" - improv programming a nano-swarm to create a "Hold Monster" effect, targeting the adjacent Elrazi swarm.

    This spell functions like hold person, except that it affects any living creature that fails its Will save.

    SAVE DC = 19
    Eidolon will make a double move to end adjacent to SDX.


    Pretty sure the bright red bolded text DID give the spells DC there chief.

    10+ Spell level 4 on the summoner's list + CHA mod = 19

    Although now that you mention it, the "Summoner's surge" places the effective caster level 2 higher than normal, so it would actually be 21.  My bad on that math.

    Concentration check =

    Caster level 11 + CHA 5

    Result of the throw of dice "1d20 +16" :

    18 + 16 = 34
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    Post  Chris Sat Dec 05, 2015 11:57 am

    MAS wrote:
    Pretty sure the bright red bolded text DID give the spells DC there chief.

    10+ Spell level 4 on the summoner's list + CHA mod = 19

    Although now that you mention it, the "Summoner's surge" places the effective caster level 2 higher than normal, so it would actually be 21.  My bad on that math.

    Concentration check =

    Caster level 11 + CHA 5

    Result of the throw of dice "1d20 +16" :

    18 + 16 = 34

    drunken don't mind the GM: he is drunk and blind

    Save DC is 19, you were right the first time. DC is based on the level of the spell, not caster level. +2 caster would, for example, give you +2d6 on a fireball. Or increase part of the spell that is level dependent.

    anyways....

    Eldrazi S WILL save
    Roll(1d20)+5:
    6,+5
    Total:11

    He is frozen in place
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    Post  Chris Sat Dec 05, 2015 12:10 pm

    navyik wrote:Tarro
    Ac 30 SR22
    Touch 20
    Hp  73/148
    PBAMF

    Studied target +3/+3  (up to 3 separate targets at once).

    Tarro's fore-arm blade snaps forward as he side-steps to M-2, where he is flanking the green eldrazi at L-3 with dino-bot. If it drops he will move on to the other one.

    18+14+3+1=36 to attack
    7+2=9 dmg +8(snk)=17

    14+9+3+1=27 to attack
    8+2=10 dmg +11(snk)=21

    20+4+3+1=28 to attack
    3+4+3+1=11 (not a crit)
    8+2=10 dmg +9(snk)=19

    Tarro goes Predator style on the Eldrazi S and does enough combined damage to destroy the fiend.

    Unfortunately, Tarro's arm blade takes 1d8 acid damage from each attack.

    Per SW, a vibro blade has DR5 and 5 HP

    The blade takes a total of 3 damage and gains the broken condition

    Broken: Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.

       If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.


    map is updated

    The Price of Honor - Page 3 1_tunn27

    Chris wrote:
    Initiative

    Dinobot 21A (8 rds)
    Eidolon 21B
    SDX 21C (INVISO 11 rds)

    Tarro 19
    Eldrazi "M" all dead
    CONFUSED Eldrazi "L" 15 (spore cloud 2) DEAD
    Shivak 14
    Eldrazi "S" 10 (1 is confused and mind-affected near Shivak)
    Sharn 5 (5 rds of Aura of Madness)


    Eldrazi L the spores continue to eat away at Shivak, Sharn and SDX.

    Roll(1d4)+0:
    3,+0
    Total:3

    each take 3 damage

    THe black vines continue to grow on their bodies

    Shivak is up
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    Post  whit10 Sun Dec 06, 2015 3:25 am

    I need some clarification. Which one is still "alive"?
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    Post  Chris Sun Dec 06, 2015 11:45 am

    whit10 wrote:I need some clarification.  Which one is still "alive"?

    3 of them are still alive.

    The one by Tarro is acting freely.

    The one by Shivak is confused and mind-affected.

    The one by SDX is held.
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    Post  whit10 Sun Dec 06, 2015 1:03 pm

    For whatever reason, I cannot seem to locate Tarro on the map.

    However, since they should all be in range... Shivak will turn to the one nearest Tarro and yell "leave! and never return to this place"

    Affect Mind:

    Roll(1d20)+24:
    19,+24
    Total:43

    ack! Wish the DC could be higher based on the roll.

    Done with turn

    Shivak: 49/100 HP
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    Post  Robyo Tue Dec 08, 2015 5:00 pm

    Awaiting DM's response before taking Sharn's turn. He will target one of the Eldrazi with the spiritual weapon again.
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    Post  Chris Wed Dec 09, 2015 1:30 am

    I am really sorry guys! I made a post on Sunday in response to Shivak's action, but it must not have saved Embarassed I have been in a trial all week, which will continue until Friday. This is the first I even checked for an update.


    The Eldrazi failed the save and teleported away after taking a 5ft step to clear Tarro's threat radius.

    The fight is essentially over as the only 2 remaining Eldrazi are either held or confused\affected to retreat.



    This encounter was a CR12, which is just a basic encounter for your ECL (11 + 1 mythic) so it is worht 19,400 in total which is 4,800 xp each.


    You all have a couple rounds to heal\buff before the next "room" of the dungeon.


    The spores\vines will continue to grow and do 1d4 each round for a while, so you do have those to deal with while you wait, but that can be down out of combat
    Robyo
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    Post  Robyo Wed Dec 09, 2015 10:14 am

    Takes a shot at any retreating Eldrazi with the Oojwarg clan heirloom bowcaster.

    I think we should definitely take one of the buggers alive.

    Sharn will cast Cure Wounds on anyone who wants it.



    whit10
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    Post  whit10 Wed Dec 09, 2015 1:04 pm

    Shivak will try to heal himself (full round action)

    Roll(1d20)+16:
    16,+16
    Total:32

    Hell yeah!

    So, we need to address something here. Normally, that would allow for Wound point healing. Since we aren't playing with Wound points, does that roll allow for Shivak to end the 'spores' from inflicting new damage?
    MAS
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    Post  MAS Wed Dec 09, 2015 10:21 pm

    How many rounds "down" time do we have?

    I need to calculate summon/spell time-outs.

    Additionally, I'd like to cast some spells, and what gets cast will depend on the time available.
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    Post  navyik Thu Dec 10, 2015 2:31 am

    Robyo wrote:

    Sharn will cast Cure Wounds on anyone who wants it.


    If healing is offered Tarro accepts, but he would not request it. He is down over 70 Hp.
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    Post  Robyo Thu Dec 10, 2015 8:42 am

    Sharn notices Tarro's bloodied state. He puts his hand on the mando's shoulder. Cure Critical Wounds...
    7 + 4 + 5 + 4 (+ 9). Tarro gets a heal-up of 29 points.

    "Garrowlf ruffar gurrr!" {That was some fine shooting, Red!}
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    Post  navyik Thu Dec 10, 2015 9:25 am

    Robyo wrote:
    "Garrowlf ruffar gurrr!" {That was some fine shooting, Red!}

    Tarro
    Ac 30 SR22
    Touch 20
    Hp 102/148
    PBAMF

    "We make a good team.  Thanks."

    "Now that we know their ability to translocate, we should tighten our defenses. If you can repair, get to work. If not, keep watch. Tarro will attempt repairs on the damage done to tge generator by the last attack. " Take the low hanging fruit. Kit-bash and bypads where you can. It needs to work once; we can make it efficient later."

    16+16=32 repair
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    Post  Chris Sun Dec 13, 2015 2:21 pm

    Ok guys, sorry for the long delay.  That trial was brutal but worth it.  Our client, a father of 3 small children, was acquitted of attempted 1st degree murder and only convicted of a lesser assault charge.  The jury was out until midnight on Friday after about 7 hrs of deliberation.   cheers  It was a huge win for our team and probably a just verdict all around.

    back to a galaxy far, far away...................


    I think we are going to have to go round by round since we have some lingering effects to deal with.  I don't think this is the easiest path, but it is probably the cleanest (until you can figure out how to neutralize the spores\vines).  

    ________________________________________________________________________________________
    Out-of-combat Round 1

    Spores do 2 damage to Shivak, Sharn and SDX.  The vines grow larger on their bodies.

    Tarro makes an excellent repair check and the hyperdrive reactor sputters, chokes, and spits like an old snowblower that hasn't been used since last winter.  It does ignite, but will take a couple rounds to 'power up'.

    Sharn uses the Force to heal Tarro

    Shivak uses the Force to heal himself.  Heal Self only heals damage (wound\vitality) or ability point damage.  Unfortunately, the spores only respond to a very few specific counter-effects.  They do not respond to direct healing or ability point restoration (they did not inflict ability point damage).  Shivak can heal himself of the damage they did, but they will continue to inflict it over time.

    SDX - has an available action (plus cohorts).  

    Sharn - I assume you are turning "off" your aura while out of combat?

    Eldrazi S is still HELD at ~U-8

    Eldrazi S at Q-13 can act normally this round and teleports away on its action (no AoO)

    ________________________________________________________________________________________
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    Post  MAS Sun Dec 13, 2015 4:38 pm

    The Eidolon will use full attacks against the "held" Elrazi. Do you want rolls?

    SDX will move 20 ft (half his fly rate as per difficult terrain) towards V/2-3 area. When he arrives, he will use "Wand of cure light wounds" on himself to release a swarm medical nano-bots.

    UMD =
    Result of the throw of dice "1d20 +22" :

    14 + 22 = 36

    Result of the throw of dice "1d8 +5" :

    8 + 5 = 13

    SDX now at 53/100, recent damage including vines accounted for.

    Dinobot will position itself in a blocking stance L/2-7 axis to guard that approach to the reactor.

    He'll nudge Tarro out of the way a bit if he needs to! Wink
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    Post  Chris Mon Dec 14, 2015 12:37 pm

    MAS wrote:The Eidolon will use full attacks against the "held" Elrazi. Do you want rolls?

    He'll nudge Tarro out of the way a bit if he needs to! Wink

    no rolls needed, Eidolon can coup de grace on a helpless target.  He finishes off the Eldrazi S

    but takes 3 damage from acid for his troubles

    __________________________________________________________________________________________________________________

    Out of Combat round 2

    SDX, Shivak and Sharn take 3 damage from the spores\vines

    The reactor has come online

    There are no further threats in this room currently.

    A holocall comes over the comm station by the reactor, it is the Dockmaster

    The Price of Honor - Page 3 Oruba_10

    "You got the power back online, great work!  I am plotting a hyperspace jump right now.  Jakaroo was holding well, but a new swarm of Eldrazi just appeared.  I don't see any Eldrazi on the cameras near your location.  They may have redirected their assault here, knowing they can't stop the jump now.  Even if we jump, there are enough Eldrazi here to overwhelm the command center.  If they get control of the orbital defense platforms, they will turn the guns on Port Nowhere.  Hold your position for a few more seconds, get up here asap once we make the jump."

    study there is no initiative, so people can act in any order

    next fight will occur near the command center or on the way, depending on what you do\how you move

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