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Post by Talon on Jul 18, 2011 18:21:57 GMT 1
Dra'gen
Roll(1d20)+7: 7,+7 Total:14
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Post by achinca on Jul 19, 2011 2:54:47 GMT 1
Map: Feel free to tell me where your character is and what he is doing.
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Post by codeslinger on Jul 19, 2011 12:57:20 GMT 1
Valandir runs at the leader, hopping up onto the slab and slashing with his short sword. ________________________________________ AC: 19 = 18 + 1(Skirmish) HP: 35/36 Init: 21
Move: Move to H-4 (from F5) Std: Attack Ri: 25 = 16[d20] + 8 + 1(height advantage) Dam: (d6 + 2) + (2d6 Skirmish)
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Post by puffthemagicdragon on Jul 19, 2011 14:21:30 GMT 1
Uncharacteristically, Ryxikor is the last one out onto the roof. He hesitates only momentarily as he sees the zombies to grab something from the side pouch of his magical haversack. Ryx uses the commotion of his comrades entering into the fight, to his advantage as he tries to slip into the flickering shadows cast off by the magical torches, drinking the potion he grabbed from his backpack, to help conceal him from the undead. The sneaky elf moves slowly, silently to a position, ducking behind the rock slab, to survey his target, the necromancer.
init: 1d20(9)+3=12 HP: 26/29 AC: 20
move action: move 15' onto the roof, drinking hide from undead potion move action: move 15' to F3 hide: 1d20(9)+9=18 move silent: 1d20(7)+9=16
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Post by Talon on Jul 19, 2011 15:16:24 GMT 1
Dra'gen takes note of the leader and quickly moves toward the guard in front of him (G6). As he approaches he swings his empty hands at the guard materializing his mind blade at the last second in an attempt to catch the guard off balance.
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AC: 19 HP: 39/39
Roll(1d20)+8: 4,+8 Total:12
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Post by achinca on Jul 20, 2011 22:11:52 GMT 1
Initiative: Valandir, Sirali, Dra'gen, enemies, Tarbash, Ryxikor, Padre, Kerraur
Valandir rushes toward the man in cloth, jump on the table and swings at him. He cuts him with his blade, making him bleed.
Sirali turns into the panther and goes attacking the guard. Unfortunately, her claws just scratch the armor.
Dra’gen moves toward the guard and swings his psionic blade at the last minute but fails to connect.
The man in cloth touches the leg of Valandir and suddenly wounds appear and old ones reopen “See the power of my god” The guard swings at Dra’gen but the warrior is too nimble for the cultist to hit him.
Z1 and Z2 approach Padre and attack him but only Z2 succeeds in hitting him. Z3, Z4 and Z6 approach Dra’gen and attack him but only Z6 succeeds in hitting him. Z5, Z7 and Z8 approach Sirali and attack her but none of them succeed in hitting her.
Tarbash throws another alchemist fire which once again ends on the ground next to the tower.
Ryxikor drinks a potion that makes him invisible to undead and walks right by them in complete impunity.
Padre is surrounded by zombies and but is glad that turning undead does not create an AoO. He succeeds in his attempt but to his surprise only 1 zombie turns to dust. “Something is wrong here. then realizes that the roof of the tower must have been contaminated by evil magic and is acting like an unholy ground.
Kerraur takes flights and observes the situation from above. Valandir: -17HP damages – Currently at 18/36 Padre: -4HP – Currently at 27/36 Dra’gen: -5HP – Currently at 34/39
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Post by achinca on Jul 21, 2011 0:08:00 GMT 1
MAP:
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Post by codeslinger on Jul 21, 2011 13:14:57 GMT 1
Valandir slashes at the necromancer, bounting away from the trap catching him surrounded. ________________________________________ AC: 19 = 18 + 1(Skirmish) HP: 18/36 Init: 21
Std: Attack Ri: 20 = 11[d20] + 8 + 1(height advantage) Dam: (d6 + 2) + (2d6 Skirmish) Move: Move to E-1 (Tumble to avoid AoO: 20 = 8[d20] + 12)
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Post by Talon on Jul 21, 2011 13:53:31 GMT 1
Dra'gen takes another swing...
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AC: 19 HP: 34/39
Roll(1d20)+8: 3,+8 Total:11
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Post by puffthemagicdragon on Jul 21, 2011 14:13:48 GMT 1
Able to get by the zombies safely, with the help of the potion, Ryx smiles as he darts towards the necromancer. As he moves swiftly by the stone slab, the elf again reaches into the open flap of his magical haversack, pulling another item out. As Ryxikor gets closer to a flanking postion against his enemy, he notices Valandir jumping off his perch. Just as he gets ready to attack the exposed back of the necromancer with his sharp drow dagger, the fighter rogue changes tactics and attacks with hhis other hand, slamming and busting open a tanglefoot bag on the evil mage.
HP: 26/29 AC: 20
move action: move 20' to I2, and grab tanglefoot bag standard action: attack mage with tanglefoot bag attack: 1d20(12)+7=19
Tanglefoot Bag When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
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Post by Ilya on Jul 22, 2011 3:18:05 GMT 1
Kerraur gains altitude, steadily circling higher, and from above announces, "I don't have a clear shot!" while his familiar flies in smaller circles around him, like a moon around a planet. "Tell me when to cast and it's clear!"
Move action: fly higher, somewhere generally above 3H.
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Post by achinca on Jan 31, 2012 21:24:33 GMT 1
Initiative: Valandir, Sirali, Dra'gen, enemies, Tarbash, Ryxikor, Padre, Kerraur
Valandir swings his blade with anger and hit the necromancer. After that he tumbles back to the wall ready for a new round of skirmish.
Sirali, still in panther form, tries to scratch the guard but his armor is too thick.
Dra’gen swings again but the guard easily blocks the hit.
Annoyed by the attack but not under the threat for the heroes, the necromancer calls for his evil god to heal him. His wounds heal back to normal.
The guard continue his sword dance with Dra’gen but does not hit the psionic warrior.
Z2 tries to slam Padre but fails. Z3, Z4 and Z6 all try to slam Dra’gen but the warrior is too nimble. Z5, Z7 and Z8 attack Sirali but only Z8 succeeds.
Without moving Tarbash fires a bolt at the cleric from his crossbow and pins him like a cushion. He immediately start reloading the crossbow.
Ryxikor realizes that it is critical to take out the necromancer as fast as possible or at least to neutralize him. Still invisible he moves next to the necromancer and slams a tangle foot bag on the unsuspecting mage.
The evil cleric has enough reflexes to avoid getting glued to the floor but not enough to stay at full speed (1/2 speed for 7 rounds).
Ryxikor is now visible.
Padre spits toward the cleric. It is time you see what kind of trick my God can do to your minor minion! He takes a step back and pulls out his symbol of Olidammara and the symbol starts a powerful glowing light that encompass the top of the toward. Screaming in silence, all the zombies turn to dust. Olidammara 1, your trinket god, 0
Kerraur keeps flying, waiting for a clear shot of the evil cultists.
Sirali -3HP – Currently at 23/31
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Post by puffthemagicdragon on Apr 2, 2012 18:39:26 GMT 1
Standing right behind his enemy, the wily elf, Ryxikor, feels it's most important to take out this man. He lashes out with his prized drow dagger, then quickly unsheathing is rapier.
HP: 26/29 AC: 20
standard action: attack with dagger standard action: unsheath rapier
attack: 1d20(18)+9=27 damage: 1d4+1, 3d6 sneak attack
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Post by Ilya on Apr 4, 2012 13:32:05 GMT 1
Kerraur touches down near Ryxikor, making a sudden, ineffectual, but quite noticeable swing with his quarterstaff, accompanied by a flutter of his wings, trying to give the elf a clear shot through. "Everyone, I would appreciate your moving out of the way!" he shouts. -----
HP: 19/24 AC: 11
Action: Move: float down to J4, depending on which of the two is free. Standard: Aid Another for Ryxikor's attack (for the next round): 1d20+1=9+1=10
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Post by puffthemagicdragon on Apr 5, 2012 3:17:20 GMT 1
Ryx takes 5' step to J2
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