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Post by achinca on Apr 11, 2012 20:40:01 GMT 1
Initiative: Valandir, Sirali, Dra'gen, enemies, Tarbash, Ryxikor, Padre, Kerraur
Valandir moves forward and attacks the necromancer but fails to make contact.
Sirali tries to claw the guard but all she does is scratch his armor.
Dra’gen swings and finally hits the guard.
The guard swings and cuts Sirali (15/31 HP left) which makes the panther roams.
The high priest steps 5 feet back and starts an incantation. He focuses on Valandir who succumb to his hold person.
Tarbash moves next to his cousin.
Ryxikor moves 5 feet and dig his dagger in the priest side.
Padre moves 5 feet forward and swings at the guard but misses.
Kerraur lands behind the necromancer.
Map to follow tonight
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Post by puffthemagicdragon on Apr 12, 2012 2:09:59 GMT 1
Now with both rapier and dagger in hand, Ryxikor is much more comfortable and ready to engage the necromancer. He tries to flank with Valandir as he attacks with both weapons.
HP: 26/29 AC: 20
full round action: attack with both rapier and dagger attack rapier: 1d20(14)+9=23 attack dagger: 1d20(20)+7=27 , confirm crit: 1d20(11)+7=18
damage: rapier 1d6+1 dagger 1d4+1, sneak attack 3d6, crit x2
Achinca, last round did Ryx's attack count as sneak attack?
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Post by achinca on Apr 12, 2012 13:50:13 GMT 1
sorry I did not put the map last night. I was simply exhausted.
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Post by Ilya on Apr 13, 2012 21:29:48 GMT 1
No worries mate. I'll be waiting until it shows up though.
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Post by puffthemagicdragon on Apr 13, 2012 22:02:26 GMT 1
u cant post w/o a map?
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Post by Ilya on Apr 16, 2012 16:38:40 GMT 1
Nope, because the best thing I can do right now is either flank or at least move in position to Aid Another. Without a map, I don't even have the slightest clue whether this is at all possible.
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Post by achinca on Apr 18, 2012 4:21:07 GMT 1
I am sorry I did not know you were waiting for a map. Here it goes:
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Post by Ilya on Apr 27, 2012 16:07:15 GMT 1
Kerraur whistles for his most trusted ally, the small, humanoid-shaped sphere of air that is bonded to his soul, and it pops out of the tunnel in which it hid before, spinning around quickly. Briefly, the area that should be its feet whips up some dust when, twisting around, it turns into a whirlwind, but then it separates from the ground, headed, under Kerraur's command, towards the cloth-wearing man. It whips past and around him, trying to push him over, only to be followed by Kerraur's quarterstaff. The bird-man is clearly intent on teaching his enemy the joys of flight.
Kerraur takes a Free action to call on his familiar. His familiar uses its Whirlwind ability:
"The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it."
moves up the stairs (IIRC, it had been hiding there), through Ri's square (he needs to make make two saves vs. DC 11, first to negate 1d4 damage, second to not be picked up by the whirlwind), then goes over the edge, whether he's picked him up or not, releases him if he's picked him up, then dives down so it hides behind the edge of the roof. If that fails, Kerraur steps in, trying to Bull Rush him over. It's a long shot, but a shot it is! If he's armed, he gets an AoO. Though he is not on the map, I assume he is in no position to charge. If he is, add 2 to both subsequent rolls.
Touch attack: 1d20+1=14+1=15 Opposed strength check. 1d20-1=8-1=9
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