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Post by nodaisho on Feb 25, 2009 0:42:41 GMT 1
Barrend steps away from the ogre to give his guisarme room, and brings his weapon through in a pair of powerful strikes, doing his best to knock the giant down with the force of his blows. Looking at the other ogres, Barrend taunts them. "What's the matter? Afraid of fighting someone that isn't half your size?"
Step 5 feet away (should be enough, otherwise I would have at least tried to trip him when he moved 10 or more feet), full attack, power attack 2. Attacks: 1d20+11=23, 1d20+6=23Damage: 2d6+14=25, 2d6+14=22Touch attacks for knock-down trip attacks: 1d20+11=24, 1d20+11=27Trip checks: 1d20+15=31, 1d20+15=26If the ogre is knocked prone, he'll have -4 AC to melee, +4 AC to range, assuming he isn't dropped by the 47 damage. If he tries to get up, he'll provoke an AoO, while still under the -4 AC penalty. Barrend would attack normally, +11 to hit, 2d6+14 damage. Any other AoOs against ogres will be trips, AoOs against orcs will be normal attacks. AC:17 (21 vs ogres) HP: 80 (including bonus from rage) Rage: round 6/8
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Post by Caledonian Achilles on Feb 25, 2009 8:32:14 GMT 1
Kurt realises that he will have to share some of the glory if they are to win the day. Having a choice of two orcs, he punches the one nearest to Taliea with deadly force
melee martial punch: (d20=7) AC17 for 6 damage AC18 hp 31 14hp + 12temp rage rounds; 2
[edit after DM comments] my bad. thought the two orcs were next to each other because they were only drawn one line apart. on a battle map that would count as 5ft so in that case, if the DM allows, i'll make the attack on the one i can reach instead
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Post by She-Elf on Feb 25, 2009 18:53:22 GMT 1
Without pausing to enjoy the victory of seeing an orc drop before her, and hoping to cut down another of the enemies, Taliea swings her sword at one of the orcs who still stands.
Attack: 1d20(4)+9=13/1d20(12)+4=16 Damage: 2d6(10)+3=13/2d6(4)+3=7
HP: 36/44 AC: 20
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Post by achinca on Feb 25, 2009 19:11:16 GMT 1
OOC: Before I decide between healing or using a spell, can I know the HP situation for everyone? Thank you.
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Post by Ilya on Feb 25, 2009 19:57:15 GMT 1
Kerzeme comes closer, and this time, only one, small orb comes from his finger. "You needed my firepower, eh?" he asks. The sphere flies towards a point between the two Ogres, and then explodes.
HP: 17/25 AC: 14
Fire Ball on any spot where I hit an ogre. If it's possible 2 of them. And if it's possible, I'd like to minimize damage to the other heroes. But that's not Kerzeme's first concern. 6d6 damage.
Oh, right, thanks Cal, I forgot the trans-atlantic translation, as you called it.
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Post by puffthemagicdragon on Feb 25, 2009 20:34:25 GMT 1
Theo 14/34 Cal must have missed my post, he is 14/whatever Cal, why do you want to punch the orc in front of Taliea? You cant attack the one in front of her and her attack the one in front of you, well i guess you could TRY.... But in all honesty, thats a diagonal square, which i think is actually 7 1/2'. If you attack the one in front of Taliea, 7 1/2' away, the one in your face, 5' away will get an AoO. Poor Kurt, almost by himself with no weapon. Time to bring on the ogre mage!!!!!!!!!!!!!!!!!!!!!!!
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Post by achinca on Feb 25, 2009 20:57:38 GMT 1
Alyana moves 20 feet toward the battle (She should be 20 feet away) and says "Time to see the power of Corellon Larethian"
She takes a small bag and an unlit candle and murmurs a few arcane words. At the end of the round a celestial hyppogrif appears, flying above the ogre.
Spell: Summon Monster III
HP: 25/50 AC: 19 Spell: 0 5/5; 1 4/4 +1d; 2 4/4 +1d; 3 0/3 +1d
Summon Monster III Conjuration (Summoning) [see text for summon monster I] Level: Brd 3, Clr 3, Sor/Wiz 3 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart Components: V, S, F/DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
HIPPOGRIFF – Round 0 Large Magical Beast Hit Dice: 3d10+9 (25 hp) Initiative: +2 Speed: 50 ft. (10 squares), fly 100 ft. (average) Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +6, Ref +5, Will +2 Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Skills: Listen +4, Spot +8 Feats: Dodge, Wingover
Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds.
COMBAT Hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak.
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Post by puffthemagicdragon on Feb 27, 2009 20:57:27 GMT 1
Round 7 Kurt, Barrend, Alyanna, Kerzeme, Taliea, Orcs and ogres, Theodorre Kurt, thick meaty fists before him, weaves in looking for an opening. After a quick left jab to catch the orc's attention, the dumb beast realizes to late it was only a deception, as a hard right cross comes just after the fake jab. Kurt's big hard knuckles break the jaw of the orc and knocks him out. (OOC: Cal, the two orcs are 5' apart as are you and Taliea. OK OT O=orcs K=kurt T=Taliea But still, why reach between the orc right beside you and Taliea to get to the one in front of her, should she reach over and attack the one in front of you. I'm just asking, , I'm trying to figure out why he would do that, cause I know you understand the map. Thx for adding the temp HP ) Barrend, stepping away to give himself plenty of room, brings his guisarme to bear. He brings the sharp broad head around and slices two big gashes in the large brute, tearing his chest and abdomen open. The large dwarf, not only his stature being increased but his unbathed odor seems to be larger than life to, (reminds me of pigpen in charlie brown), so intent on tripping the ogre, Barrend performs a magnificent trip maneuver on the dead ogre before he is able to fall to the ground. Alyanna moves forward as she prays to her god yet again. During the battle ahead of her, a large beautiful hippgriff appears above the ogre attacking Kurt. Kerzeme, fully awakened now, walks forward and sends a peasized orb streaking towards the ogre attacking Kurt. The fireball explodes, killing the ogre. OOC: I rolled a 16 for Kurt, is that a hit or miss. I believe Taliea is in range also, I rolled a 12 for her. I don't know what the DC is, I'm thinking Kurt might save and Taliea not. Taliea, swinging her sword expertly, relishses the battle they have found themselves in. After her kill she swings at the last remaining orc, connecting on his nonsword arm. Hurting the beast, he isn't killed yet. The orc returns the favor and attacks Taliea, but he misses badly. The other orc lies unconscious at Kurt big smelly feet. The large ogre, with a battered helmet, is 60' feet away, holding a greatclub and throwing a javelin at the large dwarf. The large projectile lodges in Barrends thigh. Seeing the ogre coming towards the group, Theodorre decides to unleash one of his more powerful spells. A small orb flies to the giant and hits him in the chest, the fireball explodes on impact.
Barrend: takes -11 hp
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Post by Ilya on Feb 27, 2009 22:33:18 GMT 1
Funny.
Fireball Evocation [Fire] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. Material Component: A tiny ball of bat guano and sulfur.
EDIT: The DC is 17
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Post by She-Elf on Feb 27, 2009 23:48:29 GMT 1
Taliea closes in on the last remaining orc, a malicious smile touching her lips as she sees that victory draws ever closer to her and her companions. She slashes once more with her already bloodied sword.
Atk: 1d20(18)+9=27/1d20(10)+4=14 Dmg:2d6(5)+3=8/2d6(7)+3=10
HP: 36/44 AC: 20
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Post by nodaisho on Feb 28, 2009 0:34:30 GMT 1
Barrend grins as he sees the group's enemies fall under the relentless onslaught, and charges the farther ogre, striking at it with his gore-covered guisarme. Dame Fortuna seems to enjoy living oxymorons, as his blade finds the giant, and hits hard.
Charge the ogre mage (I believe you called it that earlier), power attack 4 when in range. Attack: 1d20+11=26Damage: 2d6+19=24Trip: 1d20+15=21Roll against being tripped: 1d20+23=28If it provokes an AoO, Barrend will attack, +9 to hit, 2d6+19 damage. Hopefully it rolls badly enough to be prone. AC: 15 (19 vs giants) HP: 69 (including temp) Rage: round 7/8
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Post by Caledonian Achilles on Mar 1, 2009 9:45:32 GMT 1
With the reflexes of a battle-scarred and ornery jaguar, the half-elf avoids the fireball's effect (evasion +7 reflexes)
Kurt attacks the last orc, helping Taliae finish it off. If he succeeds he moves towards the last ogre with a anticipation burning in his belly. As he swiftly moves the 40 feet in short darting leaps he pulls forth his masterwork glaive hoping to utilise the extra reach of such a weapon at the earliest opportunity and avoiding moving through the larger creature's threatening reach.
none of the orcs kurt punched will be unconscious as they are dead or dying. when he strikes them it is normal damage, NOT subdual and he is in no mood to take prisoners.
i attacked taliea's orc because i act before she does, so she could then move up and kill my orc if i was successful, that way we would be presenting a front line against any other enemies and allowing other party members room to come up and join us. the mechanics of posting actions in combat severely limit players and my advice to DM's os to cut the players a lot of slack because the monsters can work as a team but the players will struggle unless everyone posted in initiative order - meaning the game would slow right down.
S:punch+10 = AC20 damage+5 = 7 points
M: move 40ft, draw weapon as part of move action AC18 hp 14hp + 12temp rage rounds; 3
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Post by puffthemagicdragon on Mar 1, 2009 20:24:52 GMT 1
OOC: Now thats funny, Did Cal just refer to Kurt as a half elf. Sorry, logging too many hours on World of Warcraft - the night-elves look kinda cute. Glad it made you smile Cal if you make your save don't you still take half damage? cf. PHB50 "Evasion (ex)" however, I'm cool with the DM making his/her own judgements
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Post by Ilya on Mar 1, 2009 22:30:48 GMT 1
"Woops." Kerzeme comments the damage done to his team by his spell, even with a tone of humour. The sight of people on fire is amusing to him. He returns to his magic missiles, as he understands that killing his companions would mean the ogres would attack him, and that's not something he's looking forward to experiencing.
And another Missile, at whatever enemy is closer. 2+1=3 3+1=4 3+1=4 3+4+4=11 damage.
Spells left: 0:6 1:2 2:6 3:2
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Post by achinca on Mar 2, 2009 17:46:02 GMT 1
Alyana seeing one ogre down and the hyppogriff attacking the other moves next to kurt if she can. There she will attack the ogre threatening Kurt unless someone is in dire need of healing.
HP: 25/50 AC: 19 Spell: 0 5/5; 1 4/4 +1d; 2 4/4 +1d; 3 0/3 +1d
AttacK 1d20 + 5 = 15
Hyppogriff (round 1/6): Full attack: Claw 1: 1d20 + 6 = 13; Damages: 1d4 +4 Claw 2: 1d20 + 6 = 22; Damages: 1d4 +4 Bite: 1d20 +1 = 8; Damages: 1d8 +2
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