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5 posters

    The Price of Honor

    whit10
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    Post  whit10 Fri Nov 20, 2015 10:38 am

    Shivak's Perception:

    Roll(1d20)+10:
    16,+10
    Total:26
    Chris
    Chris


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    Post  Chris Fri Nov 20, 2015 11:06 am

    whit10 wrote:Shivak's Perception:

    Roll(1d20)+10:
    16,+10
    Total:26

    Shivak notices nothing

    Shivak is still up
    Robyo
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    Post  Robyo Fri Nov 20, 2015 11:10 am

    Sharn perception: 3 + 12 = 15
    whit10
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    Post  whit10 Fri Nov 20, 2015 11:51 am

    "well this is a fine mess!"

    2 strikes at the beasts

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

    If it hits:

    Roll(3d8)+7:
    5,2,3,+7
    Total:17

    Roll(1d20)+11:
    6,+11
    Total:17

    ick. If it hits

    Roll(3d8)+7:
    3,5,8,+7
    Total:23
    Chris
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    Post  Chris Fri Nov 20, 2015 11:55 am

    whit10 wrote:"well this is a fine mess!"
    2 strikes at the beasts

    Shivak swings twice.

    Chris wrote:
    It is a quivering mass of mouths and tentacles.  It is hard to get a good look at it as it is constantly shifting its form, distracting your vision.


    The first swing hits where the beast appeared to be, but its shifting form must have tricked Shivak's eyes.  It is shifting slightly less now. The second was a total miss.


    Last edited by Chris on Fri Nov 20, 2015 12:07 pm; edited 1 time in total
    Chris
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    Post  Chris Fri Nov 20, 2015 12:06 pm

    Tarro catche a momentary glimpse of something alien and green, then his world plunges into Darkness.  No save, no SR

    Sharn doesn't notice anything

    map updated:

    The Price of Honor - Page 2 1_tunn14



    Chris wrote:
    Initiative

    SDX 21
    Tarro 19

    Eldrazi "M" 15
    Eldrazi "L" 15 (delayed)
    Shivak 14
    Eldrazi "S"  10
    Sharn 5


    Sharn is up
    MAS
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    Post  MAS Fri Nov 20, 2015 5:36 pm

    SDX concentration =

    Caster level 11 + CHA mod 5 + Combat Casting Feat 4 = +20
    Result of the throw of dice "1d20 +20" :

    4 + 20 = 24

    SDX Perception =

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

    13 + 11 = 24
    Chris
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    Post  Chris Fri Nov 20, 2015 5:45 pm

    SDX maintains his spell, but doesn't notice anything.

    Sharn is up
    Robyo
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    Post  Robyo Sat Nov 21, 2015 3:49 am

    Did the Eldrazi even roll to avoid Confusion from Sharn's aura? The DC is 21 (or 22 if rounding up). If it fails it acts as if under the Confusion spell.

    Another question: Is their undead in Star Wars? I mean, I seem to recall we encountered an ancient ghost in the last adventure, but that was like, a unique occurrence, right? I ask only because if there's no undead, or they are nearly nil, then it kind of makes half of Sharn's Channel Energy feature rather moot. I picked Channel Smite as his newest Feat, and if there's no possibility of ever using it, I might as well pick another Feat... Maybe Channel Energy (Positive) can be used against Evil creatures instead?


    I'll wait for GM's response before announcing Sharn's action.

    Chris
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    Post  Chris Sat Nov 21, 2015 11:36 am

    Robyo wrote:Did the Eldrazi even roll to avoid Confusion from Sharn's aura? The DC is 21 (or 22 if rounding up). If it fails it acts as if under the Confusion spell.

    Another question: Is their undead in Star Wars? I mean, I seem to recall we encountered an ancient ghost in the last adventure, but that was like, a unique occurrence, right? I ask only because if there's no undead, or they are nearly nil, then it kind of makes half of Sharn's Channel Energy feature rather moot. I picked Channel Smite as his newest Feat, and if there's no possibility of ever using it, I might as well pick another Feat... Maybe Channel Energy (Positive) can be used against Evil creatures instead?


    I'll wait for GM's response before announcing Sharn's action.


    Sorry about the Aura of Madness - I forgot Embarassed

    it failed its save, but Sharn needs to roll against its Spell Resistance

    d20 + Sharn's caster level (9)

    please note the aura and remaining duration in your stat block each round, so I don't forget it again  Cool

    There are undead; you have dealt with Sith ghosts.  Plus I am reskinning lots of PF (like these guys).  But I think making it affect "all evil" is too powerful.  It's your choice, feel free to change the feat (since you haven't used it).

    BTW - I don't see on Sharn's character sheet which spells he has memorized for the day. Remember, clerics have to pick their spells memorized (meta feats too) in advance, as they are not spontaneous casters.
    whit10
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    Post  whit10 Sat Nov 21, 2015 12:20 pm

    ...but they can spontaneously cast Healing Spells
    navyik
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    Post  navyik Sat Nov 21, 2015 12:23 pm

    whit10 wrote:...but they can spontaneously cast Healing Spells

    And throw thermal detonators...
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    Post  Chris Sat Nov 21, 2015 12:44 pm

    navyik wrote:
    And throw thermal detonators...

    affraid I am never going to live that down.....

    whit10 wrote:...but they can spontaneously cast Healing Spells

    Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).


    technically.... a cleric cannot even cast a healing spell unless they have prepared another spell Wink
    Robyo
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    Post  Robyo Sun Nov 22, 2015 12:51 am

    Aura of Madness is a Supernatural Ability, so no Spell Resistance Twisted Evil

    Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + ½ your Cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

    The aura lasts 9 rounds.


    In the case of Channel Energy, since Sharn hasn't used that ability yet, I'll just opt to produce negative energy. He's a (chaotic) neutral character anyways. Besides, he has plenty of spells to use for healing, but his spontaneous cleric spells will be inflictive. He'll stick with the Channel Smite Feat.

    Memorized spells are notated with a *.


    Sharn lets out a vicious howl and focuses The Force into his weapon (Channel Smite as a Swift action) and attacks the Eldrazi with his double-lightsaber.

    1st Attack): 19 + 11 = 30. It's a crit! Confirm: 18 + 11 = 29. Whoo! (Digital) dice are hot tonight!
    Damage: 5 + 2 + 3 and 7 + 5 + 3 =  25 damage
    Plus Channel Smite (if it's a living creature):  6 + 6 + 5 + 4 + 4 = 25 damage. WILL save DC 15 for half damage.

    2nd): 5 + 11 = 16. Hmm maybe not.
    Damage (just in case): 3 + 7 + 3 = 13

    3rd): 18 + 5 = 23
    Damage: 7 + 3 + 3 = 13

    Then Sharn will stand his ground.

    Sharn
    AC 21
    HP 90
    Aura of Madness: 30', 9 rounds
    Chris
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    Post  Chris Sun Nov 22, 2015 10:28 am

    Robyo wrote:
    Sharn
    AC 21
    HP 90
    Aura of Madness: 30', 8 rounds (it was cast before combat started)

    affraid Look out!  Wookie on a rampage

    sorry about the (SU), I missed that, ok no SR for them (nice)

    study Eldrazi L

    Confusion roll:

    Roll(1d100)+0:
    14,+0
    Total:14

    act normally this turn

    Eldrazi L

    Shifting Defense rolls for first swing:

    Chris wrote:
    It is a quivering mass of mouths and tentacles.  It is hard to get a good look at it as it is constantly shifting its form, distracting your vision.



    Much like Shivak, Sharn is distracting by the shifting images of the Eldrazi L.  He is sure he would have landed his strike.... miss.  The Eldrazi L is shifting less now

    2nd attack is a miss

    3rd attack - also hits a shifting image.  Eldrazi L is shifting less now

    Chris wrote:J
    Jakarro shudders as if remembering many battles with them. "They gain energy from both organic and inorganic sources. In other words, they can eat anything. They mutate rapidly and seemingly at their own intelligent direction. They are like no other foe I have ever faced."


    Jakarro's warning is beginning to make sense to Sharn

    study email incoming about feats


    Last edited by Chris on Sun Nov 22, 2015 11:19 am; edited 2 times in total
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    Post  Chris Sun Nov 22, 2015 10:30 am

    Chris wrote:

    map is still current:

    The Price of Honor - Page 2 1_tunn14



    Chris wrote:
    Initiative

    SDX 21
    Tarro 19

    Eldrazi "M" 15
    CONFUSED Eldrazi "L" 15
    Shivak 14
    Eldrazi "S"  10
    Sharn 5



    SDX is up
    Tarro on deck
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    Post  MAS Sun Nov 22, 2015 9:58 pm



    SDX
    HP = 100
    AC = 14
    SR = 21
    INIT = 21


    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.



    The nano-swarm gains cohesion and shape, solidifying into a single huge ANKYLOSAURUS at N/11.

    It swings its massive tail at the Elrazi swarm that has consumed Tarro.

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

    18 + 14 = 32

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

    4 + 2 + 3 + 12 = 21

    if hit, STR save vs DC 23 or stunned for dazed for 1 round.




    SDX takes a standard action, "Makers call". The Eidilon arrives to right of SDX location V/11. It cannot act until its next turn.

    He then moves backwards 10 ft to the edge of the screen, vicinity W/10.

    Maybe relevant, for your reference, from the wiki, regarding condition "confused" -
    "Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked)."
    http://paizo.com/pathfinderRPG/prd/glossary.html#confused


    navyik
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    Post  navyik Sun Nov 22, 2015 10:38 pm

    Before Tarro's action, is he subject to any limiting "conditions" other than darkness?

    If it is non-magical darkness, then he can see through his veemod visor.
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    Post  Chris Mon Nov 23, 2015 1:41 am

    MAS wrote:
    The nano-swarm gains cohesion and shape, solidifying into a single huge ANKYLOSAURUS at N/11.
    It swings its massive tail at the Elrazi swarm that has consumed Tarro.

    Chris wrote:Tarro catche a momentary glimpse of something alien and green, then his world plunges into Darkness.  No save, no SR

    It isn't an Eldrazi swarm, it is a globe of darkness.  No one can see Tarro anymore, he has full concealment (I just left his token visible for Alan's reference).

    The 2nd globe of darkness also blocks LOS to the 1 green guy Tarro saw (again, left for Alan's reference, since he saw him before the LOS was blocked).

    navyik wrote:Before Tarro's action, is he subject to any limiting "conditions" other than darkness?

    If it is non-magical darkness, then he can see through his veemod visor.

    it is magical darkness, normal\lowlight vision is useless, but Darkvision still functions

    The Price of Honor - Page 2 Tunnel11

    map updated for Eido's movement (no AoO), SDX's movement and Anklyo's appearance.  Anklyo had an invalid instruction.

    SDX - direct Anklo

    then Tarro is up

    *edited for improved nano-dinobot-immersion Cool
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    Post  MAS Mon Nov 23, 2015 5:16 pm

    Ahh, sorry, I thought the swarms and darkness blobs were co-located.



    The Anklyo Dino-bot moves about 10 ft towards the swarm located vic S/10 and uses its 15ft reach to attack it with the same rolls dropped in the original post.
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    Post  Chris Mon Nov 23, 2015 5:37 pm

    MAS wrote:Ahh, sorry, I thought the swarms and darkness blobs were co-located.



    The Anklyo Dino-bot moves about 10 ft towards the swarm located vic S/10 and uses its 15ft reach to attack it with the same rolls dropped in the original post.

    No worries, sorry if that wasn't clear.

    The dino-bot swings its massive tail at the shimmering mirage of the Eldrazi L

    roll vs images
    Result of the throw of dice "1d4" :

    1

    finally some luck for the party!

    The tail hits true!

    The Eldrazi L takes 21 damage and must make a FORT save vs Stun

    MAS wrote:
    -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.

    MAS wrote:
    if hit, STR save vs DC 23 or stunned for dazed for 1 round.

    Those aren't the same things Wink
    The save DC # is based on the dino's STR.  A save vs Stun is still a FORT save (like a Monk's fist)

    FORT save vs DC 23

    Result of the throw of dice "1d20 +13" :

    13 + 13 = 26

    map is updated

    The Price of Honor - Page 2 1_tunn16

    Chris wrote:
    Initiative

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

    Tarro 19
    Eldrazi "M" 15
    CONFUSED Eldrazi "L" 15  (spore cloud 1)
    Shivak 14
    Eldrazi "S"  10
    Sharn 5 (8 rds of Aura of Madness)


    Tarro is up
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    Post  navyik Mon Nov 23, 2015 11:15 pm

    Tarro
    Ac 30 SR22
    Touch 20
    Hp 148/148
    PBAMF

    Tarro's visor adjusts to the darkness, though he recognizes the change.  He uses his quickrun shirt to gain a move action.  Tarro triangulates to L-4 or L-5, whichever gives him a better shot.

    As a swift action he studies the shifting mass. Is there anything like a nucleus? If not, he targets in a pattern with several shots, hoping the spray will catch it.
    5 shots +1 (manyshot)
    11+17+3+1=32
    17+5=22 dmg
    16+5=21 dmg (manyshot)

    19+17+3+1=40 possible crit
     3+17+3+1=24 to confirm
    15+5  damage (x3 if crit)

    9+17+3+1=30
    10+5=20 dmg

    8+12+3+1=24
    14+5=19 dmg

    5+7+3+1=16
    9+5=14 dmg

    Distant barrage
    14+19+3+1=37
    13+5=18 dmg
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    Post  Chris Mon Nov 23, 2015 11:51 pm

    Tarro's vision returns after he exits the darkness, the effect appears to be localized and not on Tarro himself.

    There is no discernible nucleus to the shifting masses. Tarro's shots 1-4 are hits, 5 is a miss and DB is a hit.

    rolling against his shifting defenses for each shot....

    shot:

    1 - hits an image, he is shifting less

    2 - hits an image, he is shifting less

    3 - hits! Eldrazi L takes 20 damage

    4 - hits! Eldrazi L takes 19 damage

    5 - miss

    DB - hits ! Eldrazi L takes 18 damage

    Eldrazi L appears to have 1 shifting image remaining, though Tarro had a good run of dice at the end Cool

    It has taken heavy damage (over half)
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    Post  Chris Tue Nov 24, 2015 12:03 am

    Eldrazi M take their actions

    I need a Perception check from Tarro, SDX, Eidolon

    I need a WILL save from Dino-bot DC 19



    Eldrazi L  

    Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.

    It was attacked by  Shivak, Tarro and Sharn directly

    Eldrazi L  is clearly hurt and SCREECHES [SU - no SR]

    all character within 30ft need to make a WILL save DC21

    The spores it released last round continue to bore into your skin:  SDX, Sharn and Shivak take

    Result of the throw of dice "1d4" :

    2 damage  Razz

    map is updated

    The Price of Honor - Page 2 1_tunn17

    awaiting all saves from above
    and perception checks (not that you can do anything, just to see if you notice)

    If Shivak passes his WILL save, he can act normally


    Last edited by Chris on Tue Nov 24, 2015 12:59 am; edited 1 time in total
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    Post  navyik Tue Nov 24, 2015 12:38 am

    Tarro
    Ac 30 SR22
    Touch 20
    Hp 148/148
    PBAMF
    Studied target +3 hit and dmg

    16+19=35 perception
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    Post  Chris Tue Nov 24, 2015 12:56 am

    navyik wrote:Tarro

    PBAMF

    16+19=35 perception

    holy crap, nice roll cheers

    DC 34 to spot (+14 stealth + 20 inviso spell)

    Tarro spots 2 Eldrazi M!  The one at Q-3 TRIED to sneak around behind Tarro, but his keen eyes caught the blur as it went whizzing by.  Tarro noted that it was moving FAST (240ft!)

    Once Tarro spotted it, he quickly picked out his buddy at U-3 who must have flown over SDX and snuck around the back side of the reactor.  

    It is clear to Tarro that they intend to attack the reactor next round, since they have no reason to believe they have been detected.

    study ONLY Tarro sees them

    The Price of Honor - Page 2 1_tunn18

    Shivak is still up, pending his WILL save
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    Post  navyik Tue Nov 24, 2015 1:40 am

    Do they shift like the first one?
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    Post  Chris Tue Nov 24, 2015 2:21 am

    navyik wrote:Do they shift like the first one?

    Evil or Very Mad

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    Post  whit10 Tue Nov 24, 2015 12:42 pm

    Will Save:

    Roll(1d20)+11:
    20,+11
    Total:31

    great but that's a waste.

    Two slices at the one next to Shivak

    Roll(1d20)+16:
    14,+16
    Total:30

    If that hits:

    Roll(3d8)+7:
    3,5,2,+7
    Total:17

    Second swing:

    Roll(1d20)+11:
    15,+11
    Total:26

    If that hits:

    Roll(3d8)+7:
    2,6,7,+7
    Total:22

    1 use of Heroic Surge - third strike

    Roll(1d20)+16:
    18,+16
    Total:34

    Critical Threat:

    Roll(1d20)+16:
    15,+16
    Total:31

    Not sure if that confirms - Damage for Crit (then normal in case that didn't confirm)

    Roll(6d8)+7:
    4,3,7,4,3,3,+7
    Total:31

    I'll update Shivak's HP total later today
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    Post  Chris Tue Nov 24, 2015 12:55 pm

    Shivak makes his save! (not a waste, you didn't want to fail that save)

    Shivak's lightsaber slashes at the failing images

    1st swing - hit!

    2nd swing - hits an image. Eldrazi L has no more images left

    3rd Heroic swing - hit and CRIT!

    Eldrazi L is badly injured
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    Post  Chris Tue Nov 24, 2015 1:04 pm

    I need to determine the Dino-bot's saves, before I can continue, so I am just going to roll for him

    WILL save vs DC 21

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

    20 + 4 = 24

    affraid I should have let Matt roll

    FORT save vs DC 21

    Result of the throw of dice "1d20 +12" :

    7 + 12 = 19

    Dinobot is stunned for 1 round
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    Post  Chris Tue Nov 24, 2015 1:11 pm

    Eldrazi S  1 moves into Sharn's Aura to attack Shivak from 10ft (reach)

    Will save

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

    14 + 5 = 19

    it is confused

    Result of the throw of dice "1d100" :

    2 = act normally

    Eldrazi S gets 1 attack, flanking from Eldrazi L

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

    4 + 14 = 18

    but... it misses


    another Eldrazi S moves out of the shadows to attack Tarro, 1 attack

    Result of the throw of dice "1d20 +12" :

    18 + 12 = 30

    checking.... it just barely hits

    damage:  Result of the throw of dice "1d8 +7" :

    8 + 7 = 15 to Tarro

    In 2 more locations, the shadows grow and deepen to form globes of Darkness  (again, regular and low light are useless, but Darkvision works)

    The Dinobot is engulfed in Darkness as are Sharn, Shivak and  Eldrazi S that attacked Shivak.  The darkness appeared after he attacked, so you can designate his square but it has 50% miss chance due to full concealment.  

    map is updated

    The Price of Honor - Page 2 1_tunn19

    Chris wrote:
    Initiative

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

    Tarro 19
    Eldrazi "M" 15 (1 is confused near Shivak)
    CONFUSED Eldrazi "L" 15  (spore cloud 1)
    Shivak 14
    Eldrazi "S"  10
    Sharn 5 (7 rds of Aura of Madness)


    Sharn is up pending his FORT save DC 21
    also need same save for SDX and Eidolon (I rolled for Dinobot above)
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    Post  MAS Tue Nov 24, 2015 5:26 pm

    Reminder GM, all SDX's summons are constructs. I included hit points for the Construct template on the Dino, but didn't note all of the construct qualities. This may effect things GM -

    No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
    Low-light vision.
    Darkvision 60 feet.
    Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
    Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.

    Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
    Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
    Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    A construct cannot be raised or resurrected.




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

    12 + 11 = 23

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

    13 + 7 = 20
    Add +2 if this applies "Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue"

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

    11 + 6 = 17
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    Post  Chris Tue Nov 24, 2015 5:37 pm

    study Matt - thanks for the reminders.  I am trying to act in a way that the monsters don't know what immunity(s) the players or their NPCs have.... coincidentally, I don't remember all that stuff either tongue

    (FYI - the other save was a random roll against 1 of all possible enemies, it landed on dinobot)

    Feel free to remind me of anything or when I say something like:  Dinobot is stunned  (thereby letting you know what the effect was)  - you can tell me if it is immune.

    Dinobot is immune to stun

    SDX and Eidolon are stunned for 1 round, unless they are also immune to stun since they both failed the DC 21 save

    Sharn is up, pending his save
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    Post  MAS Tue Nov 24, 2015 5:54 pm

    No worries! There are a lot of plates, torches, and knives in the air!
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    Post  Robyo Wed Nov 25, 2015 5:57 am

    Sharn Fort save: 9 + 11 = 20
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    Post  Chris Wed Nov 25, 2015 10:55 am

    Robyo wrote:Sharn Fort save: 9 + 11 = 20

    Sharn is stunned for 1 round

    Chris wrote:
    Initiative

    Dinobot 21A (10 rds)
    Eidolon 21B
    SDX 21C

    Tarro 19
    Eldrazi "M" 15 (1 is confused near Shivak)
    CONFUSED Eldrazi "L" 15  (spore cloud 1)
    Shivak 14
    Eldrazi "S"  10
    Sharn 5 (7 rds of Aura of Madness)


    SDX + Eidolon are stunned for 1 round, unless they are immune

    Dinobot is up

    Tarro on deck
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    Post  MAS Wed Nov 25, 2015 7:04 pm

    SDX - STUNNED 1 ROUND
    HP = 92/100
    AC = 14
    SR = 21
    INIT = 21


    EIDOLON - STUNNED 1 ROUND
    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.

    Dinobot tail attack vs same target - has Darkvision (construct template) so no worries.
    Result of the throw of dice "1d20 +14" :

    15 + 14 = 29

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

    1 + 6 + 5 + 12 = 24
    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.
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    Post  Chris Wed Nov 25, 2015 9:23 pm

    MAS wrote:SDX - STUNNED 1 ROUND
    HP = 92/100
    AC = 14
    SR = 21
    INIT = 21


    EIDOLON - STUNNED 1 ROUND

    Dinobot tail attack vs same target - has Darkvision (construct template) so no worries.
    Result of the throw of dice "1d20 +14" :

    15 + 14 = 29

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

    1 + 6 + 5 + 12 = 24
    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.
     

    The nano-dino-bot turns its body sharply 180 degrees and uses the momentum to swing its massive tail at the Eldrazi L

    save vs DC 21
    Result of the throw of dice "1d20 +13" :

    2 + 13 = 15

    The tail connects with the battered bio-mass.  It loses cohesion of its form for a moment, looking more like a puddle of goo than a fierce creature.  

    Eldrazi L  is DAZED and CONFUSED  Cool
    (but still alive)

    Tarro is up
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    Post  navyik Wed Nov 25, 2015 10:44 pm

    Tarro
    Ac 30 SR22
    Touch 20
    Hp 133/148
    PBAMF

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

    As Zeplin plays The Blues, Tarro takes a 5' step diagonally to m-4 and begins to Rock 'n' Roll:
    5+1 shots starting with the closer of the 2 behind the hyperdrive and working to the next as(if) they drop.  If he has a shot to spare he will wheel around on the one that attacked him.

    10+17+3+1=31
    19+5=24 dmg
    15+5=20 dmg (manyshot)

    10+17+3+1=31
    10+5=15dmg

    10+17+3+1=31
    5+5=10 dmg

    2+12+3+1=18
    10+5=15 dmg

    20+7+3+1=31 crit?
    3+7+3+1 (surge +4)=18 to confirm?
    12+5=17 dmg (x3 crit)

    IF he doesn't drop both, he will spend mythic power for a distant barrage to fire one more shot.

    17+17+3+1=38
    13+5=18 dmg
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    Post  Chris Thu Nov 26, 2015 2:14 pm

    navyik wrote:
    As Zeplin plays The Blues, Tarro takes a 5' step diagonally to m-4 and begins to Rock 'n' Roll:

    5+1 shots starting with the closer of the 2 behind the hyperdrive and working to the next as(if) they drop.  If he has a shot to spare he will wheel around on the one that attacked him.

    Tarro slides over to M-4.  However, Eldrazi S has a 10ft reach and stabs at Tarro before he can shoot, but he misses badly.

    Sing as you raise your bow,
    Shoot straighter than before.
    No comfort has the fire at night
    That lights the face so cold.


    An old Mandalorian war hymn plays in the back of Tarro's mind.  It feels like part of his lost memories......

    Tarro rips into the nearest Eldrazi M at ~ Q-2

    Tarro has to aim carefully, so as not to hit the reactor  Cool

    1st shot hits! with many shot damage
    2nd shot hits!
    3rd shot hits!
    4th shot misses
    5th shot hits, but not a crit
    DB hits!

    (waiting on email reply from Alan)

    Chris wrote:
    Initiative

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

    Tarro 19
    Eldrazi "M" 15
    CONFUSED Eldrazi "L" 15  (spore cloud 2) stunned
    Shivak 14
    Eldrazi "S"  10  (1 is confused near Shivak)
    Sharn 5 (7 rds of Aura of Madness)


    Eldrazi L is stunned

    Spores do 2 damage to SDX, Shivak and Sharn

    Eldrazi M waiting to see if any are left, but it will attack the reactor if it is still alive

    Shivak is up
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    Post  whit10 Thu Nov 26, 2015 9:17 pm

    there is still a target next to Shivak right?

    Same attacks as last time:

    1st strike:

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

    I'll assume that's a miss

    Second Strike:

    Roll(1d20)+11:
    19,+11
    Total:30

    Crit threat.

    Roll(1d20)+11:
    18,+11
    Total:29

    if confirms:

    damage:

    Roll(6d8)+7:
    1,8,5,8,5,8,+7
    Total:42

    Use of Heroic Surge pending result of last attack
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    Post  Chris Fri Nov 27, 2015 1:57 am

    Tarro's burst drops the nearest Eldrazi "M" who seems highly resistant to blaster fire.  Only the first (manyshot) and last (distant barrage) shots seemed to have done significant damage, though they were enough to fell it.

    Eldrazi "M" rips into the wiring of the reactor core with its claws

    The party can hear the hum of the reactor begin to fade.  

    study The reactor core has a hardness and HP, as an object.  This can be repaired and\or mended, but if it is completely destroyed Port Nowhere will be stuck.

    Shivak's critical hit reduced CONFUSED Eldrazi "L" to a puddle of black sticky goo on the floor.

    Eldrazi "S"   at Q-13 is confused

    Roll(1d100)+0:
    59,+0
    Total:59

    it attacks itself, dealing
    Roll(1d8)+5:
    5,+5
    Total:10

    Eidolon spots another Eldrazi "S"   at U-16 before a globe of Darkness envelopes SDX and Eidolon.

    Eldrazi "S"   uses a double move to place itself in Tarro's LOS at N-5.  

    Eldrazi "S"   takes a 5ft step to L-5 and gets flanking from his buddy.  He makes a full attack on Tarro from behind.  He flails miserably with his 2 claws, but manages to land a bite.

    damage:
    Roll(1d6)+5:
    4,+5
    Total:9

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

    + acid
    Roll(1d8)+0:
    7,+0
    Total:7

    Tarro takes 21 total

    map is updated

    The Price of Honor - Page 2 1_tunn20


    Chris wrote:
    Initiative

    Dinobot 21A (10 rds)
    Eidolon 21B
    SDX 21C

    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 (6 rds of Aura of Madness)


    All need to make a Perception check (as before)

    Sharn is up
    Robyo
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    Post  Robyo Fri Nov 27, 2015 4:44 am

    Is Sharn Stunned?
    navyik
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    Post  navyik Fri Nov 27, 2015 10:44 am

    Tarro
    Ac 30 SR22
    Touch 20
    Hp 112/148
    PBAMF

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

    8+19=27 perception.
    Chris
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    Post  Chris Fri Nov 27, 2015 11:47 am

    Robyo wrote:Is Sharn Stunned?

    that was last round, Sharn is good to go again Cool
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    Post  whit10 Fri Nov 27, 2015 11:51 am

    Shivak's perception check:

    Roll(1d20)+10:
    20,+10
    Total:30

    Hey, nice 20!

    Shivak is at 84/100 HP
    Chris
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    Post  Chris Fri Nov 27, 2015 11:52 am

    navyik wrote:Tarro
    Ac 30 SR22
    Touch 20
    Hp 112/148
    PBAMF

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

    8+19=27 perception.

    the "Slayer class" link seems to be broken again. Does "Studied Target" apply to skill too or just combat rolls? Assume the target is an Eldrazi
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    Post  Robyo Sat Nov 28, 2015 1:13 am

    Sharn
    AC 21
    HP 88
    Aura of Madness: 30'

    Perception check: 7 + 12 = 19

    Dimensional Hop 35' to S-17.

    Use Channel Energy (negative) and catch the foes at U-15 and Q-13.
    5d6 = 3 + 5 + 5 + 2 + 6 = 21 damage. Foes make a Will Save DC 15 for half damage.
    Chris
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    Post  Chris Sat Nov 28, 2015 11:53 am

    Robyo wrote:Sharn
    AC 21
    HP 88
    Aura of Madness: 30' (4\9 rds used)
    Dimensional Hop (35\90 ft used)

    Perception check: 7 + 12 = 19

    Dimensional Hop 35' to S-17.

    Use Channel Energy (negative) and catch the foes at U-15 and Q-13.
    5d6 = 3 + 5 + 5 + 2 + 6 = 21 damage. Foes make a Will Save DC 15 for half damage.

    Shivak spots a shadowy Eldrazi M at R-8.  It is invisible to everyone else (unless Studied Target applies, then Tarro can see it too)

    Sharn calls upon the Force to slip through space and time.  He reappears and unleashes a burst of Dark Side Lightning against the Eldrazi S.  

    Will saves:

    Roll(1d20)+5:
    10,+5
    Total:15

    Roll(1d20)+5:
    16,+5
    Total:21

    They each writhe in pain and will be subject to the Aura of Madness upon their turns.

    map is updated

    The Price of Honor - Page 2 1_tunn21


    Chris wrote:
    Initiative

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

    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)


    Top 'o the round!  (rd4)

    SDX and his crew are up
    Tarro is on deck

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