Jump to content

DangerBoy

Members
  • Posts

    366
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Duncans one hit is enough to put Jalabar down. It’s Edmund’s turn I think.
  2. Yeah, it's really hard to keep track of what buffs you have up if there's no statblock in your post. If you all could make sure that you have the blocks in your posts and that they're accurate with activated abilities and hp that'd be helpful. I'll still probably miss some things but it'll be more accurate. With the DR up, Duncan takes 30 less damage, so 15.
  3. Aranaias considers the battlefield and assembles the incantation to summon a pillar of holy fire but at the last moment changes his mind and redirects his prayer into a counterspell for the Spiritual Ally. Summoning the power of his god, the priest reaches out and finds the binding magic holding the force construct together. With a quick mental yank, Aranaias unravels the spell and the Ally winks out of a existence with a small *pop*. Meanwhile, Kendrick calls upon the will of his ancestors and completely envelopes his enemies Krekie, Seraphina, and Izenfen in a sphere of angry spirits. The sphere, eerily suspended in mid-air, is a grayish mass of swirling energy briefly flashing glimpses of the oracle's ancestors. We bind you, we hold you, you cannot escape the Willowsong wrath...the sphere seems to whisper over and over. Kendrick has channeled the sphere's menacing aura inward; if this outside of the sphere is this spooky the inside must be downright terrifying. Edmund lunges forward, slashing at Jalabar and in a blur of movement pushes the surprised tiefling into a gout of steam. Jalabar is momentarily caught off guard, giving Kendrick the breathing room to stagger to his feet.For your benefit, I'm going to assume that Edmund goes before Kendrick, giving Kendrick a chance to use a move action to stand so he's no longer prone. Jalabar coughs, surrounded by steam. Bleeding and battered, but not yet defeated, the monk devotee of Vecna closes her eyes, takes a deep cleansing breath and then in a burst of exceptional superhuman speed, dances through a series of complex martial artistry. She punches Duncan once with a blow that makes a sound like a gong against the paladin's armor, rattling the holy warrior for a moment. The second blow goes wide, a kick whistles over Duncan's head striking his illusory copy instead and another punch lands a solid blow. Jalabar, in the steam, has total concealment. Duncan takes 45 points of damage and must make a DC 20 Fort save or be stunned for 1 round. Mystery Combat Summary Round 1 Duncan (23) - casts Vanish Aranaias (29) - Moves to cave, dismisses Wind Walk Enemies (17) - Double moves Kendrick (16) - cast Storm of Souls Edmund (11) - activates Zone of Nope Shinoyari - moves Round 2 Duncan (23) - Uses wand, Lead Blades Aranaias (29) - Casts Invisibility Purge Kendrick (16) - Waits Edmund (11) - Waits Shinoyari - Moves Krekie - Moves Round 3 Duncan (23) - Aranaias (29) - Kendrick (16) - Edmund (11) - Shinoyari - Moves, casts a spell Krekie - Moves, casts a spell Seraphina - Moves, casts a spell Jalabar - Moves, casts a spell Izenfen - Moves, casts Quickened Fireball followed by Cloudkill Round 4 Duncan (23) - Detects evil, finds none Aranaias (29) - Activates Celestial Armor, flies above Cloudkill Kendrick (16) - Readies a spell Edmund (11) - Observes (I didn't see a readied action) Shinoyari - Moves into cave, sees Duncan, closes distance and attacks, mssing Krekie - Moves, fires arrow at Duncan, misses Seraphina - Sings a song Jalabar - Casts a spell, doubles in size, moves Izenfen - Casts Quickened Mirror Image, casts Spiritual Ally Spiritual Ally - appears Round 5 Duncan (23) - Hammers Shinoyari for 228 points of damage Aranaias (29) - Casts Wall of Fire, hits Krekie and Jalabar for 22 each, Izenfen for 4, and Seraphina for 3 Kendrick (16) - Casts Holy Word, blinds Shinoyari for 1 round Edmund (11) - fires missile, misses Shinoyari - Smites Good on Duncan, full attacks the paladin, hits once for 71 and a second time for 67. Misses twice due to blindness Krekie - moves, fires bow. Seraphina - moves, casts Dominate Person at Aranaias. Jalabar - Double moves to attack Kendrick Izenfen - moves, casts Reach Heal, healing Shinoyari for 150 points Spiritual Ally - Moves to flank Duncan Round 6 Duncan (23) - Blows a Hero Point, hits Shinoyari four times, critting once for 331 (!) damage Aranaias (29) - Casts Holy Smite, doing 26 damage to Seraphina and Krekie and blinding them for 1 round. Izenfen takes 13 damage. Kendrick (16) - Casts Stormbolts at Shinoyari and Jalabar. Both save and take 33 damage. Edmund (11) - Hits Shinoyari twice for 41 damage Shinoyari - Dead Krekie - Fires three poisoned arrows at Duncan, hits once for 7 Seraphina - Casts Mirror Image, summons 7 images Jalabar - Casts Blood Crow Strike at Kendrick, hits four times for 30 (half fire, half negative energy), and trips the oracle Izenfen - Casts Chain Lightning at Duncan, then Aranaias then Kendrick, hits for 60 Spiritual Ally - moves and attacks Kendrick, misses Round 7 Duncan (23) - hovers over Kendrick, heals self, smacks Jalabar for 51 Aranaias (29) - dispels Spiritual Ally Kendrick (16) - Casts Wall of Ectoplasm Edmund (11) - Golden Swipes Jalabar, doing 34 damage Shinoyari - Dead Krekie - in sphere Seraphina - in sphere Jalabar - closes eyes, uses hasted stunning fist as part of flurry of blows. Hits Duncan with a Nat 20, confirms crits, hits again, misses, hits a third time, rolls the Displacement and confirms two of the hits but one converts to a miss. Izenfen - in sphere Spiritual Ally - Dispelled Round 7 Duncan (23) - Aranaias (29) - Kendrick (16) - Edmund (11) - Shinoyari - Dead Krekie - Seraphina - Jalabar - Izenfen - Spiritual Ally - Enemies Shinoyari AC 35 (Touch 12, Flat 32), CMD 35 Fort DC: 30 Ref DC: 22 Will DC: 29 Dead Krekie AC 29 (Touch 18, Flat 22), CMD 27 Fort DC: 20 Ref DC: 28 Will DC: 17 22 fire, 26 holy Seraphina Sinfire AC 27 (Touch 23, Flat 23), CMD 26 Fort DC: 20 Ref DC: 22 Will DC: 22 26 holy Jalabar Sinfire AC 25 (Touch 21, Flat 20), CMD 30 Fort DC: 25 Ref DC: 23 Will DC: 28 22 fire, 33 electrical, 85 physical Total Concealment (50% miss) Izenfen the Occluded AC 34 (Touch 14, Flat 30), CMD 24 Fort DC: 27 Ref DC: 23 Will DC: 36 4 fire, 13 holy
  4. They're a source for steam that rises about 10' above the vent. The steam acts like a fog that obscures line of sight if you're trying to shoot through it but since everyone is flying, it's been moot for this combat.
  5. Ah, I missed the "knock them down a vent" part. Yes, you've seen Jalabar and the others flying, that's how they got into the cavern. You can reposition Jalabar but you can't knock him into the vent and make him fall.
  6. Falling down a vent would mostly occur if a trap were triggered and a trap usually requires a Reflex save. It's true that Bull Rush doesn't get a saving throw but it also triggers an AoO and does no damage so - like Telekinesis - it isn't a perfect comparison. I still feel like it should require some sort of save but in the spirit of not clogging up the game and also giving you the benefit of incomplete 3rd party rules, I'll rule that the target doesn't get a save.
  7. Unless someone has a better idea, I'd say it'd be similar to the way spells look. Golden Swipe is a 4th level maneuver so if Duncan's Strength is 24 (+7) it'd be DC 21.
  8. The way Golden Swipe is written you could ostensibly force your enemy off of a cliff. That said, Telekinesis is a 5th level spell and if we use that as an exemplar, you can use a combat maneuver you attack as normal but you're trying to fling your target they get a save. I think it makes sense that if you use the ability as written there's no save but if you're putting your target into some sort of harm aside from an ally's AoO they'll get some sort of save, probably Reflex, to negate the movement.
  9. Oh, hm. does Kendrick want to form a sphere? Because they're flying, if you make the Wall of Ectoplasm a hemisphere they'll just fly under it.
  10. The Wall of Ectoplasm effectively removes Izenfen, Seraphina, and Krekie as targets. Kendrick is not flanking because he's prone and not threatening Jalabar. (I didn't see in the text where Kendrick stood up so I'm assuming he's casting while prone, which he can do.) The DC of the CL check for the Spiritual Ally is 29, so Aranaias successfully dispelled the Ally.
  11. The spiritual ally is at Kendrick's level but on the ground. It can fly. It is flanking with Jalabar right now. Omegang, yes you can change your action. No, Duncan cannot move into its space. It's a force construct that cannot be harmed but otherwise acts as another token (so, your enemies can move through its space). It can take Attacks of Opportunity.
  12. There doesn't seem to be agreement on this. On the forums, I found one read of "you full-round cast the spell and then the second round you attack" and "no, the full-round action includes the spell AND the Flurry of Attacks." Since the spell description is confusing and Jalabar is already in melee range, rather than casting the spell, Jalabar will just flurry Kendrick. All of the damage is now physical instead of half fire, half negative energy. I'll update the post.
×
×
  • Create New...